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Parab00n
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Originally posted by Xars
Umm yes it does.

Example:

Your DT starts with Break Run Block of 60. Opponent G starts off with Run Block Tech of 60. Current Status: Competing values are even, either player may win the roll.

Later in game.

Opponent G has 80 Intim. He's drained your energy and morale just by blocking. Your Toughness score vs. his Intim score lowers the effectiveness of his Intim drain. Let's assume both players have Toughness of 40 - so it's equal. Since his Intim is higher than your Toughness, he drains your energy and morale some during the game. It's the 4th Qtr and you're at 25 energy and 25 morale.

You only have 20 Intim. Your Opponent G has Toughness of 40. Your Intim value is below his Toughness, so you don't drain anything from him. The G has 50 energy and 50 morale because you haven't drained energy and morale from him.

Now the game starts comparing Adusted BRB vs. Adjusted RBT. You both had base values of 60, but your adjusted value is now 40 for BRB and his is now 50 for RBT.

The blocking roll now compares his 50 vs. your 40. Guess who wins more blocking interactions?

If your Opponent has high Intim and you don't, then you are at a competitive disadvantage.



Very flawed logic.
 
Xars
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Originally posted by Parab00n
Very flawed logic.


I figured you'd disagree, but with a different response.

The logic isn't flawed. The example is. I used a theoretical example to show something quick.

The example was flawed because the SP investment of taking Intim from 20 to 80 by the G wasn't offset with SP investment by the DT.

Thus, a more realistic example is:

DT has BRB of 85. G has RBT of 60. DT wins early Run Blocking interactions causing energy and morale drain from G. G Intim causes energy and morale drain from DT.

Over the course of the game, the energy/morale drain of both with adjust the starting values of BRB and RBT.

So in reality, your skills could be adjusted down due to high Intim of the opposing G, but since your skill values start higher and you're creating energy and morale drain through winning blocking interactions, the adjusted values later in the game are effected by a variety of factors. But you made a blanket statement that your low Intim doesn't effect your morale and the complex answer is it might in certain games against certain opponent dots and since you don't know those details and can't properly account for them, it's easier to say "it doesn't effect me" when the real answer is "it could be effecting me, but I have no way to figure that out".
Edited by Xars on Nov 21, 2014 06:05:37
 
Parab00n
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Originally posted by Xars
I figured you'd disagree, but with a different response.

The logic isn't flawed. The example is. I used a theoretical example to show something quick.

The example was flawed because the SP investment of taking Intim from 20 to 80 by the G wasn't offset with SP investment by the DT.

Thus, a more realistic example is:

DT has BRB of 85. G has RBT of 60. DT wins early Run Blocking interactions causing energy and morale drain from G. G Intim causes energy and morale drain from DT.

Over the course of the game, the energy/morale drain of both with adjust the starting values of BRB and RBT.

So in reality, your skills could be adjusted down due to high Intim of the opposing G, but since your skill values start higher and you're creating energy and morale drain through winning blocking interactions, the adjusted values later in the game are effected by a variety of factors. But you made a blanket statement that your low Intim doesn't effect your morale and the complex answer is it might in certain games against certain opponent dots and since you don't know those details and can't properly account for them, it's easier to say "it doesn't effect me" when the real answer is "it could be effecting me, but I have no way to figure that out".


Again, flawed. You are going to have morale and energy drained no matter the points you have invested in Intimidation. Even on plays where you win the rolls you use morale/energy, you want to slow down that drain use Toughness, Heart, and Conditioning.

 
pottsman
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Originally posted by Parab00n
Again, flawed. You are going to have morale and energy drained no matter the points you have invested in Intimidation. Even on plays where you win the rolls you use morale/energy, you want to slow down that drain use Toughness, Heart, and Conditioning.



Actually, my high Intimidation players tend to GROW in morale during most plays deep into games - as you get towards the fourth quarter, it goes up.
Edited by pottsman on Nov 21, 2014 09:34:46
 
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Originally posted by Xars
DLineman always start by Blitzing. That's why there are solid red lines on each of the plays.

Blitz Awareness is used to get the DLineman to start utilizing their Run D skills. So a Run Stufer DT needs a lot higher Blitz Awareness than a Pass Rusher DT.



Well...what if you have a DLineman that has crappy run D skills but great pass rush skills. Can you just not give him any blitz awareness so he will always use his pass rush skills? (PRP and PRT)
 
Xars
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Originally posted by Galactic Empire
Well...what if you have a DLineman that has crappy run D skills but great pass rush skills. Can you just not give him any blitz awareness so he will always use his pass rush skills? (PRP and PRT)


The thought is that you start out using Pass Rush skills. If the Offense runs a Rushing play, then you make a Blitz Awareness check to recognize the Rush attempt and switch over to Run skills.

Of course that could be all wrong, but it seems to be the case. So your Run Stuff DT doesn't try to Break Run Block until he first notices the Running play.

If you have a dedicated Pass Rusher, you start off assuming it's a pass and if it's a Run and you don't recognize it, you won't try and Break Run Block. Which probably doesn't matter because you weren't going to win anyway.

 
Detroit Leos
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Originally posted by Xars
The thought is that you start out using Pass Rush skills. If the Offense runs a Rushing play, then you make a Blitz Awareness check to recognize the Rush attempt and switch over to Run skills.

Of course that could be all wrong, but it seems to be the case. So your Run Stuff DT doesn't try to Break Run Block until he first notices the Running play.

If you have a dedicated Pass Rusher, you start off assuming it's a pass and if it's a Run and you don't recognize it, you won't try and Break Run Block. Which probably doesn't matter because you weren't going to win anyway.



I interpret this as if the player is Blitzing in the play called (LB, CB or whatever) they are gunning for the QB. The blitz awareness allows them to "react" quicker and switch their target to the HB if the ball is handed off.

I would assume that DLine does need some blitz awareness. They may be "tagged" as blitzers every play. I don't know. Just would not assume the need would be a ton.
Edited by Detroit Leos on Nov 21, 2014 10:50:34
Edited by Detroit Leos on Nov 21, 2014 10:45:16
 
Galithor
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You won't make a play on a HB until you pass a blitz awareness check. Unless he runs right into you, in which case you have the ability to auto-pass and attempt a tackle.

You use your pass rush skills until you pass that check. If you're being run-blocked though, you'll pass the check as soon as the HB gets the ball in their hands. There can be a pretty big delay on that though on some plays, so you'll see some spin cycles or tunnel vision fire sometimes early in a run play until the HB gets the ball.
 
Detroit Leos
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Originally posted by Galithor
You won't make a play on a HB until you pass a blitz awareness check. Unless he runs right into you, in which case you have the ability to auto-pass and attempt a tackle.

You use your pass rush skills until you pass that check. If you're being run-blocked though, you'll pass the check as soon as the HB gets the ball in their hands. There can be a pretty big delay on that though on some plays, so you'll see some spin cycles or tunnel vision fire sometimes early in a run play until the HB gets the ball.


Meaning a DT should not need a ton of blitz awareness as he will just about always have a run block interaction at the LOS. The blitz awareness will be most useful on blitzing LBs, CBs or even elusive speed rushing DEs. A DT should not need a whole lot of it I wouldn't think...

I am making a S* DT next season. Probably will not push blitz awareness past 50-60 range and that is "if" it still seems needed based off of game reviews.
Edited by Detroit Leos on Nov 21, 2014 12:15:16
 
Aeir
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The way I see it though... A Olineman will get a shot or 2 in before the DT goes run block mode though, which if he's not built to hold up to pass blocking (pass rush tech) means he's going to get hit with some extra morale/energy loss that will snowball as the game goes on. Pass rush tech would minimize the initial loss much better and make him more impactful as the games goes on. (won't lose as many early rolls)

I'm actually in the process of verifying this is how it works right now. My Sophomore DTs were built completely without pass rush tech and were only about 60/40 on cakes/caked. They are similar in build to Para's 2nd DT (high intim), but have only missed 2/6/7 tackles (low HB skills and I run 5-2 vs run teams). Going up against pass teams they get leveled in a 4-3/3-4, so I'm trying to up the pass rush tech on them to see how that affects the morale/pancakes/missed tackle areas.
 
McGruffHawk
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Originally posted by Aeir

I'm actually in the process of verifying this is how it works right now. My Sophomore DTs were built completely without pass rush tech and were only about 60/40 on cakes/caked. They are similar in build to Para's 2nd DT (high intim), but have only missed 2/6/7 tackles (low HB skills and I run 5-2 vs run teams). Going up against pass teams they get leveled in a 4-3/3-4, so I'm trying to up the pass rush tech on them to see how that affects the morale/pancakes/missed tackle areas.


In comparison, Ground Assault's DT were built radically different . . . and are at a 90/10 cakes to caked ratio . . . Not sure what that says, but I'm pretty sure it means they are better.
 
Aeir
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Originally posted by McGruffHawk
In comparison, Ground Assault's DT were built radically different . . . and are at a 90/10 cakes to caked ratio . . . Not sure what that says, but I'm pretty sure it means they are better.


and S*'s
 
McGruffHawk
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Originally posted by Aeir
and S*'s


Shush . . .
 
Merik
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Originally posted by Aeir
and S*'s


http://glb2.warriorgeneral.com/game/player/95618 is this one better then?
 
Aeir
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Originally posted by Merik
http://glb2.warriorgeneral.com/game/player/95618 is this one better then?


I was exaggerating a little... Here's one of my DT's: http://glb2.warriorgeneral.com/game/player/102520

37/112 Caked/Cakes

Other 2 DT's are in the 40/90 range.

I'm just saying that I'm trying an experiment to see if their effectiveness goes up in the morale/energy/tackles/mistackles area by putting points into pass rush tech, where earlier they had no points.
Edited by Aeir on Nov 21, 2014 14:03:59
 
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