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Forum > Goal Line Blitz 2 > Is Juke truly worth using ?
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Raid
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Originally posted by Detroit Leos
Do you mean carry awareness there Raid? Stiff arm firing rate is governed by carry awareness... It could also be the playcalling possibly? Stiff arm requires side tackle attempts by defenders. This obviously has a greater chance to occur on outside runs when the HB is trying to get to the edge and a LB or Safety tries to hit him from the side. Other than that, on inside runs you HB has to turn, or get past defenders to bring on the side tackle attempts. Doesn't happen as often on inside runs. However, power HBs have the luxury of dragging defenders a bit and second defenders can come from any direction which maybe allows Stiff Arm to fire there.

Either way, it should be firing for any back a fair amount depending on what side they are being tackled from.


As in it firing successfully; you can get it to fire, but you just get tackled.

Even with 75 elusive, 80 balance, 95 aware, 0 broken tackles from stiff arm. Power running is absolutely required.
Edited by Raid on Sep 24, 2020 14:46:40
Edited by Raid on Sep 24, 2020 14:45:50
Edited by Raid on Sep 24, 2020 14:34:29
Edited by Raid on Sep 24, 2020 14:34:11
Edited by Raid on Sep 24, 2020 14:26:24
 
Raid
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Originally posted by 4chanCitizen
Stiff arm sounds like garbage. I've never used it before or even been on a team that uses it. Honestly, I've never had it used against me in game. Probably because most of my coaching experience it at the lower tiers. Is it actually good?


It’s situationally good, and when it fires it is absolutely the fastest way to break a tackle and keep on going, aside from a diving missed tackle, which doesn’t count as a broken tackle for stats.

Stiff arm has 2 main weaknesses: fumbles are already hard to manage on power backs, anything that lowers carry is dangerous. You can only break tackles that are dead on from the side, meaning a lot of inside runs it’s effectively not a factor. It’s best on off-tackle runs and can be useful outside more than in - but off-tackle runs are really where it shines.

But because it’s so important to have brace 4 impact at gold for a power back, and power through is just too good to pass up, unless it’s a superstar taking stiff arm is hard to justify. And even then, there are a lot of good skills for power backs to use besides stiff arm that are active more often. Back when stiff arm used to fire more often, back when I used to use it on every single back I made, it was great. Now? It’s not bad, but it’s not as world-shatteringly good as it used to be so people have fallen away from using it over time.
 
ThePh33P
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im going to try surefooted on my FB

On topic. I personally think Juke and Elusive backs have been nerfed significantly with this previous seasons changes.
 
Ghanima
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Naaah I think now Juke is more about quickness rather than footwork ( in recent change). Some backs benefited - some otherwise.
Edited by Ghanima on Sep 25, 2020 01:35:09
 
o The Boss x
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Originally posted by Raid
As in it firing successfully; you can get it to fire, but you just get tackled.

Even with 75 elusive, 80 balance, 95 aware, 0 broken tackles from stiff arm. Power running is absolutely required.


Same goes for spin, makes no sense, since spins activation %s are actually substantially better than power thru's
 
Detroit Leos
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Originally posted by o The Boss x
Same goes for spin, makes no sense, since spins activation %s are actually substantially better than power thru's


It is rare to see spin fire without the spinning action leading directly in to the arms of a pursuing defender. I do wonder what spin might look like on a high footwork/balance/quickness build. Maybe a faster spin would work. Still not likely, but it is the only possible chance the SA has.
 
mkeane2
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Yeah if anything i think it should be like spin cycle where it has a chance to stun the one your most close to or something
 
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Originally posted by Detroit Leos
It is rare to see spin fire without the spinning action leading directly in to the arms of a pursuing defender. I do wonder what spin might look like on a high footwork/balance/quickness build. Maybe a faster spin would work. Still not likely, but it is the only possible chance the SA has.


Originally posted by mkeane2
Yeah if anything i think it should be like spin cycle where it has a chance to stun the one your most close to or something


Both of these would make it a great SA... so great I think they'd break the game for a least a season until the devs figure it out.
 
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As for Juke... it seems like my guy will use it and doesn't really do anything to the defender anymore... he will do his lil' mini juke and the defender just stands there looking at him like "wtf dude" and then just tackles him since the juke didn't really do much movement wise to get around the defender. Maybe its more realistic since the defender didn't just go and miss a tackle when they juke fires, but with over 90+ elusiveness I'd expect a few more broken tackles than what I get.
 
o The Boss x
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Originally posted by Detroit Leos
It is rare to see spin fire without the spinning action leading directly in to the arms of a pursuing defender. I do wonder what spin might look like on a high footwork/balance/quickness build. Maybe a faster spin would work. Still not likely, but it is the only possible chance the SA has.


Right, but even spinning into them, just reading the SA activation description (yes I'm a textualist I can't help it), with 75% max elusive running rolls AND 75% max power running rolls it should result in broken tackles, but it just doesn't.

I've tried higher footwork, its effect on the spin being "faster" is minimal at best.
 
Detroit Leos
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Originally posted by o The Boss x
Right, but even spinning into them, just reading the SA activation description (yes I'm a textualist I can't help it), with 75% max elusive running rolls AND 75% max power running rolls it should result in broken tackles, but it just doesn't.

I've tried higher footwork, its effect on the spin being "faster" is minimal at best.


I seem to recall doing a higher footwork/quickness/balance PUP at one point a long time ago and noticed the spin was a bit faster. Ultimately the PUP player had essentially no sprint to go along with it. But yeah, it should be a monster SA for combo backs. I think the issue is the amount of time that it is active combined with how defenders handle it. The approaching defender just seems to wait until the HB is done with his spin to tackle him. At that point, the boost to elusive and power rushing is gone.

It is an SA that I always wanted to make work, but there are only a couple of real extreme scenarios that may make it decent right now outside of a Cordog / Bort adjustment on the SA itself which is likely what is needed.

I do believe that many positions could use multiple quality SAs to play with which would hopefully lead to more diversity in player building possibly. For many positions, there are only a couple of SAs that are no brainer choices and maybe not even a 3rd SA that does a whole lot. If more SAs were able to actually be effective as they could be when you read them, then we could see a boom in player builds diversifying again which I believe would be fun. One of the best parts of this game is coming up with and testing out player build theories after all.
 
mkeane2
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Yeah but Spin is a 1 on 1 situation meaning if it only stuns the closest person to you then it makes sense since other people won't be stunned and you can still tackle them so how is it going to be broken for a season ? Plus they can get rid of the juke like animation that moves you into tackles
Edited by mkeane2 on Sep 25, 2020 08:57:19
 
darkwingaa
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For a fast, elusive back, getting around one guy on the outside can often mean the difference between a short gain and a TD.

A stun seems OP. It's what makes spin cycle so effective.
 
mkeane2
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Yeah but same could be said about power through then knocking over one guy and keep going could be the difference between a short gain and TD as well so i don't understand what your getting at since it all ready seems fairly unbalanced plus elusive running HB has so much less choices to pick from while having broken/not worthwhile SA

HB Power running has Grinder/power through/stiff arm
Catching has First strike/head fake/Prime time/yak attack/catch in stride
Elusive running has Juke and Spin
and the other skills any HB can get
Edited by mkeane2 on Sep 25, 2020 09:11:31
 
o The Boss x
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I think the devs have shied away from making spin the meta because of GLB1s spin. I am surprised hurdle, dive for yards, cut fake, etc. haven't been tried in GLB2 - more SAs always leads to more diversity and fun.

Hell, even adding veteran abilities would be cool.
 
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