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So if BRB and PRT is so important and the first thing you have to "win" before you use PRP or HG, then it's not even worth it to max out PRP and HG because you will not have enough SP left over after having to get BRB and PRT so high...not to mention footwork too. So to have a solid DT, you need BRB, PRT, PRP, HG, Balance and Footwork. Might as well use Early Bloomer cause you will never get close to 100 on any of those skills.
 
mrm708
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Thats why most DTs skew towards being run stoppers or pass rushers. You don't need 100 in a skill for it to be effective though.
 
Galithor
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Yeah, power isn't useless. It will help you create space when you win a break block roll, and it will help save your ass when you lose a roll. There's a role for specialist pass rushers or run stuffers on some defensive coordinators various schemes. Those guys go high tech and power for their specialty.

The best advice I can give you Galactic, is stop trying to think about GLB2 like real football. Take the sim for what it's worth, and build specifically for what it is, not what it ought to be.
 
Mezirah
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It's nice having hold ground so you don't budge when a guard pushes.

It's also nice having a lot of hold ground because you toon is trying to pass, so he pushes at an angle. A nice big shove will not push a guy always straight back, it will sometimes push out of the way, this allows a much greater chance to break off the next pulse. But if you don't have tech, it's hard to break off. Your defenseman is easily controlled and held in blocking interactions all the time.
 
Mezirah
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I.e. Power stuff is great for positioning and gaining better angles, and not being pushed around on edges giving easier time for ball carriers. Power isn't bad at all. I wouldn't invest completely in it though.
 
Absolut Zero
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Slight tangent, I was thinking of making a very high BRB + HG Defensive Tackle with some extra points into Pass Rush Deflection. Will he not try and deflect a pass if he's not "winning" the pass rush roll? So for that build to work, he'd have to have high Pass Rush Tech too?
 
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According to the these guys, you need high everything...
 
mrm708
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Originally posted by Galactic Empire
According to the these guys, you need high everything...


 
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Originally posted by mrm708




Edited by Galactic Empire on Oct 17, 2014 20:11:58
 
bhall43
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Originally posted by Absolut Zero
Slight tangent, I was thinking of making a very high BRB + HG Defensive Tackle with some extra points into Pass Rush Deflection. Will he not try and deflect a pass if he's not "winning" the pass rush roll? So for that build to work, he'd have to have high Pass Rush Tech too?


I honestly don't see a ton of line deflections from dt's but I'd assume some power or tech are likely going to be needed if you want to make an impact using that skill.
 
Absolut Zero
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Originally posted by bhall43
I honestly don't see a ton of line deflections from dt's but I'd assume some power or tech are likely going to be needed if you want to make an impact using that skill.


Doesn't have to be a ton of deflections, just more deflections than there would be sacks by a run stuffing DT. No loss of yards, but more loss of downs would be a good thing.
 
bhall43
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Originally posted by Absolut Zero
Doesn't have to be a ton of deflections, just more deflections than there would be sacks by a run stuffing DT. No loss of yards, but more loss of downs would be a good thing.


I mean in general not just from one guy. Maybe they happen and I'm just missing them but seems like most deflections come from de and lb on screen passes and shorter passes.
 
Mezirah
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If you are not at 30 pass deflect on your DT, you are doing it wrong. Especially if you are run stopper, it's a nice supplement to help out vs the pass. 40 is better really.
 
Mezirah
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http://glb2.warriorgeneral.com/game/player/42684

Take a look at this guy pass rushing. with 95 power ideally he should be blowing through people, or pushing them back with great force, but you see him really go nowhere at all, just because he loses every block pulse, but has the power not to be budged. This isn't a bad thing vs the run, but it's also nice to be aggressive and break off run blocks and make plays. Just not being budged with a ton of hold ground is just a conservative way to play. And all that SP it cost to get up into the 90's, you could have decent break run block for a lot cheaper.
 
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So does footwork play into the break run block vs run block tech interaction?
 
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