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atlbruce
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Originally posted by Cybertron
It affects both offense and defense.


Sure, but everything Oline related is so costly, Intimidation falls into the "Gosh, that would be nice if I only had the SP" category. Perhaps not a buff, but at least a cost reduction for the Oline?
 
Raid
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Originally posted by Cybertron
I disagree with this. It even says in the tooltip. Causes morale damage when engaged in blocking interactions. It affects both offense and defense.

Now I do think intimidation needs a buff.


That's what I mean, it works in blocking interactions and on hard hits/power run broken tackles.

But on defense you can also demoralize the ball carrier within a radius around you if you are free and chasing them. Offense has nothing like that.

That's all I mean. It still works for offense, but defense gets a bigger bonus because of the secondary chase effect.
 
vipermaw82
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Originally posted by Cybertron
Anybody ever build a high intimidation, high power running back? I bet that would demoralize the defense.


doing it now
 
Raid
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Originally posted by Cybertron
Anybody ever build a high intimidation, high power running back? I bet that would demoralize the defense.


It's what freight train is meant for.

And ye. I'm also building another one at the moment - thought it's my first.
 
Cybertron
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Originally posted by Raid
It's what freight train is meant for.

And ye. I'm also building another one at the moment - thought it's my first.


I thought about doing it with Freight Train on Bo Jackson, but Intimidation is so damn expensive.
 
Raid
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Originally posted by Cybertron
I thought about doing it with Freight Train on Bo Jackson, but Intimidation is so damn expensive.


That it is, especially with how expensive power rushing is and how straining it is on a build to have to go for 90+ in Int, Cond, and PWR Run to then have to try and find space for toughness, grip, mobility, awareness...
Edited by Raid on Oct 20, 2021 14:39:01
 
vipermaw82
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Originally posted by Cybertron
I thought about doing it with Freight Train on Bo Jackson, but Intimidation is so damn expensive.


sent you a screen shot in discord

then he got his points so his INT is at 60 somethign now
 
Adderfist
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What about if Conditioning is at 0, morale is hit as a "Bleed over" ? (edit: Maybe scale up the penalty to low energy, the lower it is?)

Here's the inspiration for this suggestion. They spend the entire game at <10 energy with hardly any drawback.

https://glb2.warriorgeneral.com/game/game/827444
Edited by Adderfist on Oct 29, 2021 20:59:13
Edited by Adderfist on Oct 29, 2021 20:57:16
 
Cybertron
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Originally posted by Adderfist
What about if Conditioning is at 0, morale is hit as a "Bleed over" ? (edit: Maybe scale up the penalty to low energy, the lower it is?)

Here's the inspiration for this suggestion. They spend the entire game at <10 energy with hardly any drawback.

https://glb2.warriorgeneral.com/game/game/827444


Yeah...crazy. This is 2 minutes left in the 3rd quarter.

https://glb2.warriorgeneral.com/game/replay/827444/123429
 
Raid
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It does seem like bottomed-out energy still performs a bit too well currently.
Edited by Raid on Oct 30, 2021 13:17:57
Edited by Raid on Oct 30, 2021 13:17:28
Edited by Raid on Oct 30, 2021 13:15:15
 
Adderfist
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Originally posted by Raid
It does seem like bottomed-out energy still performs a bit too well currently.


 
william78
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Originally posted by Raid
It does seem like bottomed-out energy still performs a bit too well currently.

True.

Though I also think the effects of hits on super high conditioning guys is about to wonky. Don't get me wrong I totally get the value of going 100 conditioning but even at 100 the backs take an awful lot of super-human punishment without getting the least bit tired, some of that is chain with B4I but some is just a little too weird.

I think there are problems at the top and bottom of both those conditioning stacks. I don't think Vipermaw was wrong about the 40 carry back plus they handle returns - its just very weird looking and I think it tends to funnel all builds to the same place.
Edited by william78 on Dec 30, 2021 06:30:35
Edited by william78 on Dec 30, 2021 06:29:45
 
BoDiddley
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Originally posted by william78

True.

Though I also think the effects of hits on super high conditioning guys is about to wonky. Don't get me wrong I totally get the value of going 100 conditioning but even at 100 the backs take an awful lot of super-human punishment without getting the least bit tired, some of that is chain with B4I but some is just a little too weird.

I think there are problems at the top and bottom of both those conditioning stacks. I don't think Vipermaw was wrong about the 40 carry back plus they handle returns - its just very weird looking and I think it tends to funnel all builds to the same place.


I think interactions are definitely wonky. Running the ball up the middle takes too little effort, and SAs like closing speed should burn more energy when they fire, for example. But it's tough for the Devs, it's been 50+ seasons and if you change some of them it will upset people.
 
Corndog
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Originally posted by Adderfist
Originally posted by Raid

It does seem like bottomed-out energy still performs a bit too well currently.




But does conditioning really need to be even more crucial to max out?
 
Raid
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Originally posted by Corndog
But does conditioning really need to be even more crucial to max out?


Depends on the position, at HB you basically have to 100% or have a stable rotation constantly.

At DT you can go 50 and last the whole game with even a decent amount of toughness.
 
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