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Forum > FAQ's, Player Guides and Newbie Help > I want to make beefy power HBs: do I put equipment into speed or carry/strength
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Bluesman
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Originally posted by ProfessionalKop
what? that's not even close to what im saying.

typically WRs are meant to catch the ball.. so yes you need catching.


powerbacks are meant to break tackles. which means strength and carrying and powerthrough with hurdle as a backup. so no, you dont need 70 jumping for your SA to work that fire at 50. unless you feel like ruining the build. ive never seen your powerbacks in WL so i can only assume, unless i missed one, that youre basing this off reg pro and pro games... which are completely irrelevant.

ps. you dont need to keep a players name to find the dot. so thats a horrible excuse for not showing your hb. i just showed a hb without a name.


you guys do realize im not saying 70 jumping wont make it fire more often but when powerthrough is more powerful, and it shows up on the pbp because its better than hurdle, which we all know, youre wasting SPs in jumping when 60 makes hurdle fire multiple times a game. you may get 1-2 more hurdles a game with the extra 10 jumping. worth it? lol. pump powerthrough.


This is what I been thinking also so I still say that if what PK is saying that 60 is enough and use the extra sp's elsewhere. I am still wondering if 50 would still be enough.

Look at what TJ posted on what bort said that it is the sa and the diving tackle that triggers it more even though he did also reply to bhall that 40 in jumping would help but more would always be better.

EDIT, It was also posted that hurdle will fire with other sa's but it won't show so not seeing hurdle as much could be because of that but in TJ's post it doesn't say who posted it? I am guessing it was from bort




Edited by Bluesman on Jan 23, 2016 09:00:29
 
Sellars
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60 JMP is easily achievable. 70 is as well, but I do not find the cost to take it that high justified at the expense of something else. PT will dominate enough on its own that you do not need to go too crazy on it's booster SA. 60 JMP, 10 Hurdle very cheap and easy and works adequately.
 
ProfessionalKop
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Originally posted by Bluesman
This is what I been thinking also so I still say that if what PK is saying that 60 is enough and use the extra sp's elsewhere. I am still wondering if 50 would still be enough.

Look at what TJ posted on what bort said that it is the sa and the diving tackle that triggers it more even though he did also reply to bhall that 40 in jumping would help but more would always be better.

EDIT, It was also posted that hurdle will fire with other sa's but it won't show so not seeing hurdle as much could be because of that but in TJ's post it doesn't say who posted it? I am guessing it was from bort






idk but im pretty sure lower the shoulder does the same thing. even if it fires and powerthrough fires, powerthrough shows up
 
Bluesman
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Originally posted by ProfessionalKop
idk but im pretty sure lower the shoulder does the same thing. even if it fires and powerthrough fires, powerthrough shows up


It could I idk myself, just ran across this play where it says the hb lowered the shoulder in the replay discription but it didn't show up in the replay. http://glb.warriorgeneral.com/game/replay.pl?game_id=2796781&pbp_id=279669
 
Sellars
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Originally posted by Bluesman
It could I idk myself, just ran across this play where it says the hb lowered the shoulder in the replay discription but it didn't show up in the replay. http://glb.warriorgeneral.com/game/replay.pl?game_id=2796781&pbp_id=279669


That is Sure Tackler firing. Game is private so I can't see it, however it happens every game for break SA's
 
Theo Wizzago
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Originally posted by ProfessionalKop
what? that's not even close to what im saying.

typically WRs are meant to catch the ball.. so yes you need catching.


powerbacks are meant to break tackles. which means strength and carrying and powerthrough with hurdle as a backup. so no, you dont need 70 jumping for your SA to work that fire at 50. unless you feel like ruining the build. ive never seen your powerbacks in WL so i can only assume, unless i missed one, that youre basing this off reg pro and pro games... which are completely irrelevant.

ps. you dont need to keep a players name to find the dot. so thats a horrible excuse for not showing your hb. i just showed a hb without a name.


you guys do realize im not saying 70 jumping wont make it fire more often but when powerthrough is more powerful, and it shows up on the pbp because its better than hurdle, which we all know, youre wasting SPs in jumping when 60 makes hurdle fire multiple times a game. you may get 1-2 more hurdles a game with the extra 10 jumping. worth it? lol. pump powerthrough.


I actually agree with this a lot. My vision for a true Power Back is more Cszonka or Campbell (even Riggins) and none of those guys were much for 'jumping' over an ankle tackle. They were more for lowering the shoulder and seeing how much damage they could dish out. It was said of Larry (Cszonka) that he would actually seek out safeties, CB's and LB's after he broke through the line and run towards them instead of away from them... just to dish out a blow or three before he was brought down or found the endzone.
If you really want 'Hurdle', then you have to CHASE hurdle... which means putting points into Jumping. I would rather put those points into strength and carrying and even speed (agility is a distant skill IMO) and build old school style with a lot of Power Through and other 'brusing' SA's and VA's... and just leave jumping alone. Yes... it's nice... but is it worth taking away from the core skills a bit of training and valuable SP's to create an extra dimension. I really don't know. I've built exactly 4 Power backs in my whole time here... one was old school as I just mentioned (and, BTW, was the most fun of them all)... one I tried Jumping. I took it to 71 to make sure I got as much effect as I could out of 'Hurdle' and I felt I really should've taken it higher as I felt Hurdle didn't fire often enough to make the time and effort I put into the build for that very thing. One was a failed attempt at a different type of returner (I'll build another one some day with what I've learned and it should be much better)... and the 4th was my very first attempt and I made several mistakes so I never saw it to completion (recycled about level 45 or so).
So sorry I misunderstood your query. I don't keep retired dots because I like to reuse the names and because I never saw the value of it, IMO. But I agree with you about Hurdle... it's probably something that, used by those that know HOW to build for it, get great results. For me, I want to see bleeding dots left in the wake of a bulldozer and Hurdle and Jump takes away valuable SA's and training for what I want to build.
Edited by Theo Wizzago on Jan 23, 2016 18:18:07
 
Sonic
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I take it then that your building a 3 AEq build?
 
Sonic
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Originally posted by reddogrw
all teams in a league play each other now - either 1 or 2 times


I still keep thinking that each half only plays each other even though I know that this is not true. Got to stop that.
 
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https://www.youtube.com/watch?v=abQnT4sdPZ4
 
TJ Spikes
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Originally posted by ProfessionalKop
idk but im pretty sure lower the shoulder does the same thing. even if it fires and powerthrough fires, powerthrough shows up

That's a bit different, but similar idea. There's a check down order. If PT fires, then there is no check for LtS. Or Spin, or Stiff Arm.

If a back has PT, any other SA is basically to help protect against a RNG disaster. If PT can't break the tackle, the odds of anything else doing it are slim, except in the case of an unlucky roll. In theory, the opposite could be true, you could get an amazingly lucky roll with LtS and break a tackle you otherwise shouldn't have.

Spin is supposedly as powerful as PT, except it's "powered" by agility, has timer limitations (can't fire more than once at a time) and it slows the runner down when used.

So if you need to break 1 tackle, Spin is as good as PT if you had equal agility and strength. If you have multiple defenders then you'd want Spin and LtS/Stiff Arm, because they'd alternate firing.

 
Sellars
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Originally posted by TJ Spikes

That's a bit different, but similar idea. There's a check down order. If PT fires, then there is no check for LtS. Or Spin, or Stiff Arm.

If a back has PT, any other SA is basically to help protect against a RNG disaster. If PT can't break the tackle, the odds of anything else doing it are slim, except in the case of an unlucky roll. In theory, the opposite could be true, you could get an amazingly lucky roll with LtS and break a tackle you otherwise shouldn't have.

Spin is supposedly as powerful as PT, except it's "powered" by agility, has timer limitations (can't fire more than once at a time) and it slows the runner down when used.

So if you need to break 1 tackle, Spin is as good as PT if you had equal agility and strength. If you have multiple defenders then you'd want Spin and LtS/Stiff Arm, because they'd alternate firing.



Spin is also dependent on your run slider, which needs to be at -50 for bruiser to work.
 
Sonic
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Originally posted by Sellars
Spin is also dependent on your run slider, which needs to be at -50 for bruiser to work.


- 50 for bruiser to work? So how then does it work with eHB's that don't use bruiser and use Spin?
Edited by Sonic on Jan 25, 2016 00:51:17
 
Sonic
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Edited by Sonic on Jan 25, 2016 00:50:23
 
ProfessionalKop
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Originally posted by Sonic
- 50 for bruiser to work? So how then does it work with eHB's that don't use bruiser and use Spin?


What? -50 for the VA to work. Nothing to do with making spin work.
 
TJ Spikes
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yes... -50 on power running for bruiser to work, which is why there's Slippery

Slippery
This player slips out of tackles with ease. Each level of Slippery gives a +2% bonus to breaking tackles when using at least 50% Elusive running style.
Prerequisites: 50 agility


You stack the slider bonus, with a 30% BT chance all over the field, compared to just a 45% BT chance near the LoS only. Then there's also Quick Feet.



 
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