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bhall43
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Their builds are nothing of substance. They don't even get to a gold sa.
 
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He will be golding Beat Down and Tunnel Vision.
 
Galithor
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Originally posted by Galactic Empire
He will be golding Beat Down and Tunnel Vision.


You're not going to be very happy with those SA choices on a defensive lineman endgame.
 
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Originally posted by Galithor
You're not going to be very happy with those SA choices on a defensive lineman endgame.


What do you think is better?

The only other SAs worth getting for my DL are Goalline Stand and Unstoppable Force. I plan on Gold/Silvering GLS but UF is powered by "losing a run blocking interaction" which will not happen very often to my DL since they will have 95-100 Hold Ground and max balance. It will only be used on roughly %25 of the plays due to only happening on running plays AND losing a blocking interaction...so actually that will make it fire even less due to the fact that my DL will win most blocking interactions. And GLS will only happen on a smaller % of plays (inside own 20 yard line or less than 1 yard to go).

Tunnel Vision will fire on roughly %50 of plays and Beat Down, while not firing very often (fires when player is pancaked), the impact is significant.
Edited by Galactic Empire on Oct 14, 2014 17:30:04
Edited by Galactic Empire on Oct 14, 2014 17:29:13
Edited by Galactic Empire on Oct 14, 2014 17:28:13
Edited by Galactic Empire on Oct 14, 2014 17:26:43
Edited by Galactic Empire on Oct 14, 2014 17:24:55
 
bhall43
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lol
 
Aeir
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Originally posted by Galactic Empire
I plan on Gold/Silvering GLS but UF is powered by "losing a run blocking interaction" which will not happen very often to my DL since they will have 95-100 Hold Ground and max balance.


So you're already planning on failing? The SA's just make it so it's not as bad... Cool.
Edited by Aeir on Oct 14, 2014 20:11:57
 
Galithor
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You're not understanding the blocking interaction. Power skills don't help you win or lose. They impact the magnitude by which you win or lose.
 
Galithor
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And tunnel vision is a double edged sword. You trade a quicker blitz to the QB for weakness against screens and outside runs. The HOF leading QB got sacked less than once per game last season. Barely hurried either. Tunnel vision is useless against the types of teams you want it to be useful against.
 
Galithor
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And beat down, the impact is significant if your getting a half dozen of them per game. But its pretty rare to see a dlineman average more than a few revcakes per game, of which only a couple might fire beat down. consider a guy with 10 tfls a season and 10 sacks. If he's got silver showboat, he's gonna do more damage to opposing morale than a guy with 200 revcakes and gold beat down. Not all those revcakes will trigger it.
 
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Originally posted by Galithor
And tunnel vision is a double edged sword. You trade a quicker blitz to the QB for weakness against screens and outside runs. The HOF leading QB got sacked less than once per game last season. Barely hurried either. Tunnel vision is useless against the types of teams you want it to be useful against.


My DL doesn't care about outside runs. My LBs and DBs take care of that.
 
Mysterio
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Originally posted by Galactic Empire
My DL doesn't care about outside runs. My LBs and DBs take care of that.



You're going to want a run stuffing DE to take care of counter plays...a single run stuffing DE can almost singlehandedly neutralize an outside running attack
Edited by Mysterio on Oct 16, 2014 07:26:30
 
Galithor
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Originally posted by Galactic Empire
My DL doesn't care about outside runs. My LBs and DBs take care of that.


Your DL doesn't care about anything. They're not going to produce any stats at all except "not getting pancaked much".

Early on in GLB2, there was a debate about the role of the D-line. Some folks argued that eating blocks was a valuable contribution. It doesn't work like that in GLB2 though. You can't "draw a double team" in run blocking. You simply get blocked by one guy, and the other Olineman goes and pancakes a LB or Safety to spring touchdowns.

You want your D-line to make plays. To do that, you have to break blocks #1 priority or as a DE, you can attempt to avoid blocks evasively. The technique skills very specifically state in their descriptions that they perform exactly that function of breaking blocks. Now, once you're winning those blocking rolls, your power skills will improve the quality of that broken block by knocking away the blocker, or if you win the roll, but not by enough to separate, power lets you drive him backwards for better positioning on the next break block roll.

there's 3-4 effective starting templates from which to build a defensive lineman.

Pass Rusher: Very High Pass Rush Technique, Footwork, and Pass Rush Power.
Run Stuffer: Very High Break Run Block, Hold Ground.
Hybrid: High Pass Rush Technique, Footwork, Break Run Block, modest Pass Rush Power, Hold Ground.

and for defensive ends, there's the absurdly evasive builds. Those simply attempt to get around the OT without getting engaged, or shoot the gap on plays where the OT and G are pulling. These builds go heavier into Sprinting and Quickness, and lighter on the block engagement skills. I wouldn't recommend this type unless you're working very closely with your Defensive Coordinator and he plans to leverage it specifically.

The build model that sucks? Very High Hold Ground and Pass Rush Power, modest Pass Rush Technique, Footwork, Break Run Block. You will simply lose rolls less devastatingly. You will still regularly lose the blocking rolls though. These are the Defensive linemen you see that get 5-10 tackles, and maybe 4 sacks in a 30 game season, and only get pancaked 5-10 times. They exist, but that's about it.
 
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Originally posted by Galithor
Your DL doesn't care about anything. They're not going to produce any stats at all except "not getting pancaked much".


Negatory...they will also demoralize the OLine's morale and rack up several rev pancakes, while eating up blocks so my LBs can run free and make the tackles. They will also rev pancake the OLine on passing plays and get to the QB or get pass deflections.
Edited by Galactic Empire on Oct 16, 2014 10:56:49
Edited by Galactic Empire on Oct 16, 2014 10:56:33
 
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Originally posted by Galithor

Early on in GLB2, there was a debate about the role of the D-line. Some folks argued that eating blocks was a valuable contribution. It doesn't work like that in GLB2 though. You can't "draw a double team" in run blocking. You simply get blocked by one guy, and the other Olineman goes and pancakes a LB or Safety to spring touchdowns.


I realize this and that is why I am not running a 3-4. However, with a 4 man DL, I can eat up 4 of 5 blocks and 1 of my 2 LB will get the tackle or 1 of my DBs. Also, late in the game, the OLine will be so demoralized that my DLine will get rev pancakes and then eat up 2 blockers that way.

I realized it is rookie stats, but Jabba will be a beast in game. He will end up with 100 Hold Ground/Pass Rush Power/Intimidation and 86 Balance.

32 pancaked
167 rev pancakes

http://glb2.warriorgeneral.com/game/player/96513
Edited by Galactic Empire on Oct 16, 2014 11:05:49
Edited by Galactic Empire on Oct 16, 2014 11:05:14
Edited by Galactic Empire on Oct 16, 2014 11:03:35
Edited by Galactic Empire on Oct 16, 2014 11:03:17
Edited by Galactic Empire on Oct 16, 2014 11:02:56
 
Galithor
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You're not going to demoralize the O-line though the way you think you will. You have to win the initial Break Run Block vs Run Block Tech roll to even have a chance to inflict morale damage. Your Hold Ground is primarily going to be defending you from pancakes following lost Break Run Block rolls. Since you won't win the Break Run Block roll very often, you'll only rarely get to attempt to harm the O-lineman in any significant way, and because he's winning waaaaaay more rolls than you, any damage you do, he'll nearly immediately recover because of future won rolls.
 
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