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jakedood
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Originally posted by Galactic Empire
I would ask you how is he performing?

I think this build has potential. Everybody can laugh it up now but lets see how much laughing is done when he is running through defenses


Yeah he'll be good, Ive tested a lot out already. Its effective, with different benefits too. Maybe not as many highlight reel plays as a 100/100/100 power back, but especting less fumbles, a good amount of broken tackles, good counters, etc. We'll see at vet
 
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Ok, so my question on this build. Is Power Running needed? I plan on getting it to 70. Was thinking about also getting Gold Power Through, but I decided against that. The main reason I want decent Power Running is so he can stay up long enough for Stiff Arm to fire. If that isn't the case, I might just drop Power Running and add more sprint, quick, foot and/or elusive running.

I am definitely golding Stiff Arm and probably Juke.
 
jakedood
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Originally posted by Galactic Empire
Ok, so my question on this build. Is Power Running needed? I plan on getting it to 70. Was thinking about also getting Gold Power Through, but I decided against that. The main reason I want decent Power Running is so he can stay up long enough for Stiff Arm to fire. If that isn't the case, I might just drop Power Running and add more sprint, quick, foot and/or elusive running.

I am definitely golding Stiff Arm and probably Juke.


I'm saying nothing, partially as we dont know 100% yet,m and partially because you may want to enjoy working it out yourself, you've been here long enough now
 
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I have a pick up guy I just created. His SPs wont be as high but fairly close.
Edited by Galactic Empire on Jul 25, 2017 08:53:52
 
BoDiddley
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Originally posted by Galactic Empire
Ok, so my question on this build. Is Power Running needed? I plan on getting it to 70. Was thinking about also getting Gold Power Through, but I decided against that. The main reason I want decent Power Running is so he can stay up long enough for Stiff Arm to fire. If that isn't the case, I might just drop Power Running and add more sprint, quick, foot and/or elusive running.

I am definitely golding Stiff Arm and probably Juke.


Ditch spin, it doesn't fire enough and really not that effective. Stiff Arm needs some power, at least 50+ Pwr Run. Just make sure you don't forget things like toughness
 
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I learned the importance of toughness from that dumptruck dude.
 
HayRow
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Originally posted by Galactic Empire
Besides, my new S* HB is gonna be unstoppable...boasting at least a 65 in the following:

power running, elusive running, carry awareness(99), carry grip, footwork, quickness, sprint, and conditioning(99)

...unstoppable. Get ready for juke one guy, stiff arm another and take it to the house


with those projected numbers, I project a trash HB with a 6 ypc avg
 
HayRow
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Originally posted by jakedood
Well what if i told you one of those is already being made... and He's called Hades. Not quite as original as you first thought huh?


so a blueprint to a meh HB...not something to brag about haha
 
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Originally posted by BoDiddley
Ditch spin, it doesn't fire enough and really not that effective. Stiff Arm needs some power, at least 50+ Pwr Run. Just make sure you don't forget things like toughness


The question is, what is the sweet spot for power running to keep the HB up to give him time for stiff arm? I'd like to use some of those SPs I will invest into the 70 running power else where, but I might need them in power running...

Also, toughness and conditioning play a huge role in staying up as well.
Edited by Galactic Empire on Jul 25, 2017 13:50:37
 
Xars
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Originally posted by Galactic Empire
I learned the importance of toughness from that dumptruck dude.


Then you didn't learn anything else.

Your proposed build is a disaster.
 
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Raid
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So you're copying my HB building style? Making another little Hype or Chicken ro run around? Can't say I don't approve, but the fug man you should PM me and learn from my mistakes with them

Chicken is already gonna be what you speak of, with only minor things different to make him gud.

On to the actual question asked:

Spin is not as good as juke on a baseline for elusive, you need 70+ in footwork and elusive to make it worthwhile to have while juke can be productive at 45+ in both. Spin when skills are higher has a better chance of breaking a play open, but also has a longer time to completion which allows more defenders to close in. I'd not build a back with spin unless he was already one using juke.

Not to mention that the broken tackle bonus to strength requires a high amount of balance and power running to make it work with the power running, and with the insane levels of requirement in footwork and elusive running to get it firing regularly it's not worth using on just about any build aside from extreme elusive. Maybe if you take it get power running to 35 so that once in a blue moon it can help break a tackle as well - but it is fairly useless for the power aspect it speaks of in the description.
Edited by Raid on Jul 26, 2017 13:01:49
 
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Now I am thinking about scrapping the combo back and going with a very quick, fast and somewhat powerful, intimidating back with high carry awareness while Golding Stiff Arm, Brace For Impact and Freight Train. And 99 conditioning of course
Edited by Galactic Empire on Jul 26, 2017 13:24:14
Edited by Galactic Empire on Jul 26, 2017 13:23:38
 
BoDiddley
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Originally posted by Galactic Empire
The question is, what is the sweet spot for power running to keep the HB up to give him time for stiff arm? I'd like to use some of those SPs I will invest into the 70 running power else where, but I might need them in power running...

Also, toughness and conditioning play a huge role in staying up as well.


Anything over 50+ Pwr running will break tackles with Stiff-Arm due to the speed/angle combobacks use.Frankly though, you could push Pwr high into the 80's and then just drop elusive down a bit, it's all preference. Highlight for example broke them at a 33% clip and was on the low end of the spectrum when it came to power. Jordan is working on a Highlight 2.0 for Dream since the scatback trait was pretty useless, and with Rusher both elusive/power will get higher. Takes a bit of build voodoo, but with the new extra caps you should be able to hit your marks.

Keep in mind that carry grip doesn't have to be all that high for a comboback. Sprint/Conditioning both need to be 95+. Quickness is really up to you, though 50+ is generally the lowest you'll want to go. If you're looking for a tank who will bulldoze defenders, then a comboback isn't for you. If you're looking for a versatile HB who can go inside/outside and break open field runs with Juke/Stiff, then they're perfect. With Stobie's tool its not all that hard to make a good comboback build.

Originally posted by Galactic Empire
Now I am thinking about scrapping the combo back and going with a very quick, fast and somewhat powerful, intimidating back with high carry awareness while Golding Stiff Arm, Brace For Impact and Freight Train. And 99 conditioning of course

What are the primary plays you plan on using for your HB, that really is the key question you should be asking yourself. To be honest, you should probably make two S* HBs with your team scheme, one comboback, and another 100 sprint/powerback. Gives you lots of versatility and options, and a nightmare to defend.
Edited by BoDiddley on Jul 26, 2017 13:56:39
 
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Originally posted by BoDiddley

What are the primary plays you plan on using for your HB, that really is the key question you should be asking yourself. To be honest, you should probably make two S* HBs with your team scheme, one comboback, and another 100 sprint/powerback. Gives you lots of versatility and options, and a nightmare to defend.


He will be doing everything except returning kicks. I'll make a 2nd power back for that and any spells needed. He will be running inside/outside and catching screens.

After my latest stobie tool creation, he will be built like Leonard Fournette. I am not giving him any elusive running SPs and very little footwork (30). However, he is gonna be very quick (acceleration) and fast. His power running will be around 80 with 99 stamina and max out intimidation for Freight Train/Stiff Arm Gold.

I think quick is key now that it is acceleration. He needs to get up to top speed fast as momentum is huge in breaking tackles.

Anybody had success with Freight Train? Seems like a great, under utilized SA.
 
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