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Detroit Leos
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Originally posted by Kayoh

it's not even really that high for soph tbh. My rookie cover corners are at 50 already.


And doing pretty well I might add! Haha
 
Kayoh
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Originally posted by Detroit Leos
And doing pretty well I might add! Haha

yeah, when they get to actually play passing teams lol
 
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Originally posted by Detroit Leos
My god. So many scrims against LogZilla Boyz. Not a single win among them? Not looking good for the zone... Maybe it will come in to its own for Vet play.


I am about to pump vertical and diving so that will probably put me over the top against elite passing teams.
 
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Originally posted by Lesean Shady Mccoy
Sprinting...


No one thinks about it but I think it's kind of important but I've never seen anyone with over 40 sprinting.


I just unveiled the secret o.o!


What? My blitzing CBs will end build with 97 sprinting.
 
Kayoh
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Originally posted by Galactic Empire
What? My blitzing CBs will end build with 97 sprinting.

that's really dumb.
 
Aeir
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I prefer my CBs actually be trailing just a little bit. I wouldn't go over 70 speed to be honest.

Although in a Zone I can see speed being a big deal.
Edited by Aeir on Dec 4, 2014 12:12:29
 
Kayoh
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Originally posted by Aeir
I prefer my CBs actually be trailing just a little bit. I wouldn't go over 70 speed to be honest.

Although in a Zone I can see speed being a big deal.

there's no combination of skills that will make zone work consistently against passing teams unless the code is rewritten.
 
Xars
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Originally posted by peeti
And yes...Intimidation will not increase cakes as much as you guys try to tell people imo


There's 3 ways to gain a competitive advantage or be at a disadvantage in player vs. player match-ups.

First, there's Max/Starting Stats. This is the skill number you see on your players' page. Having a higher number than your opponent helps you at the start of the game and as long as you are at full energy and morale.

Second, there's Adjusted Stats during the game. As each player's energy and morale decrease during the game, your starting stats degrade to an "adjusted" number. Having more Conditioning and Heart help directly and Toughness helps indirectly.

Third, finally there's Intimidation. A high Intimidation will cause your opponent to lose energy and morale faster than your player and lower their adjusted numbers faster. This can help you gain an advantage later in the game. It can make up for having lower Max/Starting stats vs. an opponent, but only if you don't lose so many rolls in the early game as to degrade your own energy and morale a bunch.

Based on you build choices you should have an advantage in at least one area vs your opponent. Optimizing that advantage while lessening your disadvantage is the point of playbooks and tactics.

 
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Originally posted by Kayoh

that's really dumb.


Ummm...no it isn't. You don't know what I am trying to do.
 
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Originally posted by Aeir
I prefer my CBs actually be trailing just a little bit. I wouldn't go over 70 speed to be honest.

Although in a Zone I can see speed being a big deal.


Actually, speed is not very important in a zone defense. Quickness/Footwork are the most important skills. The player has to be able to move around in his zone space very quickly. Having low sprinting also gives me tons of SPs to spend elsewhere.
 
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Originally posted by Kayoh

there's no combination of skills that will make zone work consistently against passing teams unless the code is rewritten.


I will prove this statement incorrect. Stay tuned.
 
Aeir
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Originally posted by Galactic Empire
Actually, speed is not very important in a zone defense. Quickness/Footwork are the most important skills. The player has to be able to move around in his zone space very quickly. Having low sprinting also gives me tons of SPs to spend elsewhere.


Meant speed in general, not just Speed stat.
Edited by Aeir on Dec 4, 2014 12:22:09
 
Kayoh
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Originally posted by Galactic Empire
Ummm...no it isn't. You don't know what I am trying to do.

1. blitzing against decent passing teams is futile and ultimately just gives you less bodies in coverage, lowering your chances of a "could not secure due to nearby defense", a deflection, or an INT.
2. if you ARE going to be blitzing, the only real way to do it effectively is if you're using trash talk, which is a LB-exclusive skill.
3. I don't care if you have 100 sprinting/quickness/footwork/snap reaction, if an offensive lineman gets his hands on you, you can't sack the QB from the ground.
4. If you're running a zone based defense, QBs are going to find holes so quickly that they could literally not even TRY to block your blitzing CB and the QB would still get rid of the ball before the CB got home.
 
Aeir
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The speed helps the DB move around in the zone faster. Nothing about blitzing...
 
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Originally posted by Kayoh

1. blitzing against decent passing teams is futile and ultimately just gives you less bodies in coverage, lowering your chances of a "could not secure due to nearby defense", a deflection, or an INT.
2. if you ARE going to be blitzing, the only real way to do it effectively is if you're using trash talk, which is a LB-exclusive skill.
3. I don't care if you have 100 sprinting/quickness/footwork/snap reaction, if an offensive lineman gets his hands on you, you can't sack the QB from the ground.
4. If you're running a zone based defense, QBs are going to find holes so quickly that they could literally not even TRY to block your blitzing CB and the QB would still get rid of the ball before the CB got home.


1. I only blitz 5 guys on my zone blitz play
2. 1 of my blitzing guys is a TT LB
3. The zone blitz I run let's the CB get to the QB untouched almost every time - when he maxes out sprint/quick + gold First Step, he will be on top of the QB in about 20 ticks
4. My coverage players will be all over the field at end build.

BOOM!
 
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