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Cuivienen
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TxSteve, I know where you got it. I just always found it funny that people protest the acceleration comparison by saying 'that's not what the tool tip says!' when in fact, it kind of is what it says.

Not exactly, but very similar to how a physicist would describe acceleration to you. Physicists think in terms of vectors, which is a combination of speed and direction. Accelerating is changing vector, not just speed. So changing direction would be acceleration to a physicist, even if speed is maintained.

Not saying I disagree with you though. I think most things in GLB2 are a combination of several skills. I don't think acceleration is just quickness like I don't think changing direction is just quickness. What is the point of footwork, balance, route tech, pursuit, etc., if they don't impact how your dot changes direction?
 
bhall43
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Originally posted by Cuivienen
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.


That seems a bit silly considering there is a skill called Pass Rush Technique. Pursuit is a post catch/handoff/pitch skill. Not a pass rushing skill at all.
 
Cuivienen
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Originally posted by Galithor
If you're going to make a statement like that, you should probably at least bother to actually google the definition of acceleration.


You might rely on google for all your information, but I'll rely on my bachelor's degree in physics from a top university if you don't mind.
 
Galithor
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Originally posted by Cuivienen
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.


Go build a 30 sprinting 100 pursuit FS, and a 30 sprinting, 30 pursuit FS.

I'm 99% certain they're going to run the same speed. One of them is going to take a much better pathing angle though with his limited speed.
Edited by Galithor on Mar 30, 2015 13:59:56
 
bhall43
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Originally posted by Cuivienen
TxSteve, I know where you got it. I just always found it funny that people protest the acceleration comparison by saying 'that's not what the tool tip says!' when in fact, it kind of is what it says.

Not exactly, but very similar to how a physicist would describe acceleration to you. Physicists think in terms of vectors, which is a combination of speed and direction. Accelerating is changing vector, not just speed. So changing direction would be acceleration to a physicist, even if speed is maintained.

Not saying I disagree with you though. I think most things in GLB2 are a combination of several skills. I don't think acceleration is just quickness like I don't think changing direction is just quickness. What is the point of footwork, balance, route tech, pursuit, etc., if they don't impact how your dot changes direction?


Footwork for sure impacts changing direction as players have to rotate and can't do that in rhythm with low footwork. I still contest balance doesn't play a part in the code like Corndog has mentioned a couple times during coverage.
 
Galithor
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Originally posted by Cuivienen
You might rely on google for all your information, but I'll rely on my bachelor's degree in physics from a top university if you don't mind.


ah, a troll account. Good hunting sir, I'll be on my way
 
Cuivienen
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Originally posted by bhall43
That seems a bit silly considering there is a skill called Pass Rush Technique. Pursuit is a post catch/handoff/pitch skill. Not a pass rushing skill at all.


I used to think the same thing until I watched dots with certain builds actually play. Maybe how they performed was just a coincidence, but maybe not. Like I said, people might want to retest their assumptions. I am not saying I have seen the actual code.
 
bhall43
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Originally posted by Galithor
Go build a 30 sprinting 100 pursuit FS, and a 30 sprinting, 30 pursuit FS.

I'm 99% certain they're going to run the same speed. One of them is going to take a much better pathing angle though with his limited speed.


Well, tough to say. Pursuit may have a similar effect to closing speed just not as noticeable.
 
Cuivienen
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Originally posted by Galithor
ah, a troll account. Good hunting sir, I'll be on my way


Don't forget your ball!
 
Cuivienen
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Originally posted by bhall43
Footwork for sure impacts changing direction as players have to rotate and can't do that in rhythm with low footwork. I still contest balance doesn't play a part in the code like Corndog has mentioned a couple times during coverage.


The specific reference to balance was more along the lines of it is hard for your dot to keep moving if it has fallen over.
 
TxSteve
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Originally posted by Cuivienen
Like I said, people might want to retest their assumptions. I am not saying I have seen the actual code.


probably true. But science (yes- https://www.youtube.com/watch?v=Dbt-OfbQTpw )might tell us that perhaps the people who should consider re-evaluating their assumptions first...should be the people who's teams don't win games very much...or who barely have .500 coaching records....

 
Cuivienen
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Are you referring to me?

FWIW, my coaching record is mostly lol. I helped some previous owners set DCs before and do a little recruiting. I made an O playbook once. That's it.

Then most of those loses were when I was overseas travelling for a season and wasn't even logging in and the owners happened to disappear at the same time too, so I cam back to a mess of a team.
 
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Originally posted by Galithor
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.


But there are no turns in the 40 so where does quickness come in?
 
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If quick is so useless then why is it so expensive?
 
Lokiness
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You're asuming that 40 yard dash gives us informations about how the engine works, but nothing indicates that it's the case.

EDIT: I'm not saying Quickness plays no role at all in "acceleration" but basing a theory on a combine stat is a bad idea.
Edited by Lokiness on Mar 30, 2015 15:34:30
 
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