User Pass
Home Sign Up Contact Log In
Page:
 
Link
 
Is this assumption correct?

Example:

DT vs Guard

1st interaction: DT - BRB vs Guard - RBT (I assume these are the main or only skills involved?)

If DT "wins" the interaction, he can either side step around (footwork) or try to bull rush/pancake the guard (Hold Ground).

If this is correct, what decides if he will bull rush (Hold Ground) or side step around (footwork)?

This is also when Intimidation takes effect if DT tries to bull rush?
 
Mezirah
offline
Link
 
Originally posted by Galactic Empire
So does footwork play into the break run block vs run block tech interaction?


yah footwork you can't go wrong with. It's your breaks and when you are not facing forward it's basically your accelerator as quickness struggles to keep up and point you the direction you are already heading. You need footwork on most players, including defense guys who are trying to roll off a shed block stun.

 
Mezirah
offline
Link
 
Gotta love the ol' pass rushing Tunnel Vision buff to bust into the backfield to breakup an outside run.

http://glb2.warriorgeneral.com/game/replay/115680/132916
 
Link
 
Originally posted by Mezirah
yah footwork you can't go wrong with. It's your breaks and when you are not facing forward it's basically your accelerator as quickness struggles to keep up and point you the direction you are already heading. You need footwork on most players, including defense guys who are trying to roll off a shed block stun.



But I don't care about rolling off the shed block stun, I just care about winning the block. I would rather my DLine win the block, then try to pancake or inflict intimidation. I am asking if footwork plays into the winning of the block, not after the block is won.
 
Mezirah
offline
Link
 
I think only Corndog knows the answer to that. Sometimes with micro contributions to rolls you can see give aways by reading signature ability tooltips, but that is something I dont think any one knows.
 
Galithor
offline
Link
 
Originally posted by Galactic Empire
Is this assumption correct?

Example:

DT vs Guard

1st interaction: DT - BRB vs Guard - RBT (I assume these are the main or only skills involved?)

If DT "wins" the interaction, he can either side step around (footwork) or try to bull rush/pancake the guard (Hold Ground).

If this is correct, what decides if he will bull rush (Hold Ground) or side step around (footwork)?

This is also when Intimidation takes effect if DT tries to bull rush?


pass rush tactic setting. The knockback effect from power skills happens whether evasive or power tactics though.
 
Link
 
Thanks....does run blocking use the same setting?
 
Mezirah
offline
Link
 
Originally posted by Galactic Empire
Thanks....does run blocking use the same setting?


Kinda yeah, because linemen are technically pass rushing until they have their blitz awareness check, then it's just pursuit mode kill the man with the ball, using pursuit skill to get around people).
 
iain35
offline
Link
 
Just read through this entire thread and it confused me quite a bit. Can someone clarify what a good run stuffing DT build would look like?
correct me if im wrong:
BRP, HG, Footwork, Quickness?
 
Link
 
BRB, HG, Footwork, Power Tackle
 
Link
 
So I changed my approach some. Gonna give my guys more BRB/PRT and less HG/PRP. Hopefully they will start winning some of these dang battles in the trenches.
 
Absolut Zero
offline
Link
 
One thing I wonder is if there's at least a little bit of carry over between PRP and HG. Both up a players "bench press" numbers in the Bio section.

So would high PRP help a tiny bit in the HG roll? And vice versa?
 
Galithor
offline
Link
 
Originally posted by Absolut Zero
One thing I wonder is if there's at least a little bit of carry over between PRP and HG. Both up a players "bench press" numbers in the Bio section.

So would high PRP help a tiny bit in the HG roll? And vice versa?


don't let the combine metrics influence you too much. It's just a cosmetic thing.

It's very unlikely that HG and PRP provide any benefit for the opposite role.
 
TxSteve
Not A Mod
offline
Link
 
Originally posted by iain35
Just read through this entire thread and it confused me quite a bit. Can someone clarify what a good run stuffing DT build would look like?
correct me if im wrong:
BRP, HG, Footwork, Quickness?


all you can get here are opinions - mine are:

break block / hold ground / tackle tech / snap reaction / blitz awareness

plus enough conditioning and heart to survive the game.
 
Link
 
Yeah...snap reaction is important and cheap!
Edited by Galactic Empire on Oct 21, 2014 20:19:40
 
Page:
 


You are not logged in. Please log in if you want to post a reply.