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Forum > FAQ's, Player Guides and Game Help > looking to build a good blitzing WLB
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Merik
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Originally posted by Galithor
I've always thought of quickness worked like "resistance to speed loss" when turning more so than "acceleration". Acceleration seems to be wholely a function of sprinting, aside from First Step's impact.


yea i agree with this
 
Kayoh
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Originally posted by bhall43
You failed the second you took the combine stuff and tried to make it relevant. Those are just lolstats.

what's funniest about that is that every +1 sprinting lowers 40 time by like 0.02 seconds, while it takes +5 quickness to get it to budge by 0.01

So, if he wants to bring lolstats into it, sprinting is 10x more effective at improving your 40 time than quickness. You aren't running a faster 40 without acceleration, derp.
Edited by Kayoh on Mar 30, 2015 09:56:51
 
Galithor
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All but 3 tenths of a second of your 40 time are wholely the domain of sprinting. You can run a 4.50 40 only pumping sprinting 100.

Quickness to 100 buys you another .2 off your 40 time.

Conditioning to 100 buys you the last .1 off your time, to get you down to a 4.2 40.
 
bhall43
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Doesn't matter as those are just lolstats. Your conditioning plays a larger part in your speed than your quickness does as lower energy just makes your top end sprinting that much lower.
 
Galithor
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Originally posted by bhall43
Doesn't matter as those are just lolstats. Your conditioning plays a larger part in your speed than your quickness does as lower energy just makes your top end sprinting that much lower.


I agree with that for sure. Was just posting the info for those that were curious about how the 40 time gets determined. Some folks are newer than the original forum posts about that.
 
bhall43
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Right on just wanted to clear confusion of in game speed being tied to the 40 stat.
 
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Originally posted by TxSteve
I've always believed quickness is the most over-rated skill in the game (and it is definitely not cheap). No one on my team uses it at a high level.
I see its value for receivers...at least on paper (I don't have experience building recievers) But otherwise - I've never seen any reason to take it to a decently high level.



Obviously you wouldn't need to put it high on all players, but it is the most important skill for some. For my zone defenders, footwork and quickness are the most important skills. Sprinting is not as important. In zone, the defender is covering a small area of the field so he needs to be able to move all around that area quickly, so he will be changing directions and accelerating all the time. Unlike a man CB, who will be chasing the same player all over the field.
Edited by Galactic Empire on Mar 30, 2015 11:14:12
 
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Originally posted by Kayoh

what's funniest about that is that every +1 sprinting lowers 40 time by like 0.02 seconds, while it takes +5 quickness to get it to budge by 0.01

So, if he wants to bring lolstats into it, sprinting is 10x more effective at improving your 40 time than quickness. You aren't running a faster 40 without acceleration, derp.


Think before you post, derp. You just admitted that quickness equals acceleration by saying it plays a roll in the 40 yard dash. The 40 isn't run in a zig zag...it is a straight line so changing direction has nothing to do with a 40. And of course sprinting has much more impact on the 40 than quick/acceleration. The first 5 yards or so are acceleration and the other 35 are sprinting. It isn't the shuttle run.
 
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Originally posted by bhall43
Doesn't matter as those are just lolstats.


It does matter because it proves that quickness is acceleration..or at least plays a part in acceleration.
 
Galithor
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Originally posted by Galactic Empire
Obviously you wouldn't need to put it high on all players, but it is the most important skill for some. For my zone defenders, footwork and quickness are the most important skills. Sprinting is not as important. In zone, the defender is covering a small area of the field so he needs to be able to move all around that area quickly, so he will be changing directions and accelerating all the time. Unlike a man CB, who will be chasing the same player all over the field.


The point is for the accelerating portion of your comment, sprinting is better. Other than First Step's impact, every player in GLB2 accelerates at the same rate. How much that rate equates to actual speed gain is dependent upon maximum speed.

Quickness will help you the most when your player's been pathing in one direction for awhile, and needs to reverse field suddenly. You can invest in quickness to preserve the speed lost in the turn, or you can further invest in sprinting to simply increase your actual speed recovery from the speed damage caused by the turn.
 
Galithor
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Originally posted by Galactic Empire
It does matter because it proves that quickness is acceleration..or at least plays a part in acceleration.


No. It keeps you from losing speed during a turn, which means you start closer to max speed and merely need to accelerate for less time to reach top speed following a pathing change.

For it to be useful, you need to have built some speed up to begin with. Losing alot of a little is still losing very little.
 
Cuivienen
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Originally posted by TxSteve
I've never understood the idea that quickness = acceleration.

quickness = ability to change direction quickly


You realize you just typed out, almost, quickness = the dictionary definition of what the word acceleration means, right?
 
TxSteve
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That isn't the way I see it -- but maybe I'm crazy

I see acceleration: going zero to sixty (how fast you reach top speed).

I see 'ability to change direction' as the ability to run at full speed...and make a sharp left without losing speed...and then make a sharp right without losing speed.


(quickness = ability to change direction quickly was taken directly from the player build page)
Edited by TxSteve on Mar 30, 2015 13:47:23
 
Cuivienen
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Originally posted by Galithor
And it might be totally worthless running routes since route tech very well may dictate that interaction entirely. I've always had a hard time finding the difference between a 20 quickness/ 80 route tech build and a 80 quickness/80 route tech build before the catch.


It's funny that you think route tech impacts how a dot moves around the field, but were incredulous when I suggested pursuit might do the same thing.
 
Galithor
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Originally posted by Cuivienen
You realize you just typed out, almost, quickness = the dictionary definition of what the word acceleration means, right?


If you're going to make a statement like that, you should probably at least bother to actually google the definition of acceleration.
 
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