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Forum > FAQ's, Player Guides and Game Help > I'm new to GLB2, so HELP please.
DB Coach
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Been playing GLB1 for almost 7 years now. Joined up for GLB2 initially but didn't like it really. Finally decided to fully commit and see GLB2 was all about. Are there any guides that can speed up my learning process as I can't stand losing.


Anything that anyone has would be most helpful. Thanks.
 
TxSteve
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Aren't a lot of guides. Just going to have to ask lots of questions -- PM me what you wonder about and I'll share my opinions
 
InRomoWeTrust
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Unlike GLB1, GLB2 is very 'watch and react'. You can safely see a deficiency with your player and add SPs to work towards fixing that deficiency. The biggest game-changing gap that people do to themselves is not choosing good starting attributes. You can experiment with those values and the resulting caps, or take the easy-route and use Stobie's tool (player building alone is $2.99 for a season, full scouting and all is $9.99): http://www.glb2scout.com/

That gives you a good starting base to work from with a player.
 
DB Coach
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Originally posted by InRomoWeTrust
Unlike GLB1, GLB2 is very 'watch and react'. You can safely see a deficiency with your player and add SPs to work towards fixing that deficiency. The biggest game-changing gap that people do to themselves is not choosing good starting attributes. You can experiment with those values and the resulting caps, or take the easy-route and use Stobie's tool (player building alone is $2.99 for a season, full scouting and all is $9.99): http://www.glb2scout.com/

That gives you a good starting base to work from with a player.


Better to start at 10 speed with a skill player such as elusive RB or WR and take something like strength to 1?

Or is that going to be to detrimental to the overall build?
 
Laggo
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It really depends on what you are trying accomplish. Some skills combine two attributes to determine their cap, so by taking 1 strength you might roll your player to discover a skill that you didn't really associate with strength having a low cap. If it wasn't clear, you determine a maximum cap on your skills during player creation through attributes / traits that is probably the biggest "make or break" part of your player. It's totally worth trying to roll the same player a couple different times with slight attribute changes to see what works best for you.

For general tips

- SP cost for skills is partially based on position (it's harder for a WR to get break tackle for example)
- I wouldn't go under 4 stamina personally, you can with Workhorse or for certain positions but I like that general rule
- I'm not sure if anyone has determined the exact benefit of height/weight, probably a couple percent so not a huge deal
- You can use the inspect element trick on chrome to see what your build will look like, just google "glb2 inspect element" or something. You'll find it.
- Conditioning and morale is pretty important this time around, but many people still skimp on it

I don't know what else is useful. Just have an idea of what your player is supposed to be good at, try some different attribute builds to find one with the caps you are looking for, ???, profit.

Edited by Laggo on Mar 31, 2015 09:41:04
 
DB Coach
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Thanks for the tips. Appreciate it
 
aMaizenBlue
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You also get 3 cap boosters for a player. Each cap booster allows you to add 5 points to an attribute that has reached its cap.

For example let's say your conditioning was capped at 35. You could then add a booster to it to get from 35 to 40 and if you wanted to add the other 2 to it as well you could get it to 50 for your end build.

*note - the cap boosters are not available until later in you career. I believe the first one is unlocked at journeyman
 
InRomoWeTrust
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I'll give you a freebie from my archive for your RB. This will give you a good idea on what you can safely take to 1 (or low) and what you should take to 10, based on the skills you really want to maximize.

Large = 3+ pts to cap for each point in attribute
Medium = ~2 pts to cap for each point in attribute
Low = 0-1 pts to cap for each point in attribute (0 not meaning no factor, but sometimes every other yields 1 pt to cap)

Strength
- Large factor for Carrying Grip, Power Running, Pass Block Power, Run Block Power, Catch in Traffic
- Medium factor for Receiving Grip, Intimidation
- Small factor for Toughness, Run Block Tech, Pass Block Tech, Receiving Hands

Agility
- Large factor for Elusive Running, Route Technique, Pass Block Tech, Run Block Tech, Balance, Quickness, Vertical, Footwork, Diving
- Medium factor for Receiving Hands, Route Elusiveness
- Small factor for Lead Block Awareness

Awareness
- Large factor for Carrying Awareness, Return Awareness, Receiving Awareness, Pass Block Awareness, Lead Block Awareness, Snap Reaction
- Medium factor for Route Technique, Receiving Hands
- Small factor for Carrying Grip, Elusive Running, Route Elusiveness, Catch in Traffic, Pass Block Tech, Run Block Tech, Footwork, Diving

Speed
- Large factor for Sprinting
- Small factor for Elusive Running, Route Elusiveness, Pass Block Tech, Lead Block Awareness, Quickness

Stamina
- Large factor for Conditioning
- Medium factor for Toughness
- Small factor for Carrying Grip, Power Running, Receiving Grip, Receiving Consistency, Pass Block Power, Run Block Power, Snap Reaction, Intimidation

Confidence
- Large factor for Catch in Traffic, Block Consistency, Heart
- Medium factor for Carrying Grip, Receiving Hands, Receiving Grip, Balance, Toughness, Intimidation
- Small factor for Power Running, Route Elusiveness, Run Block Power, Pass Block Power, Run Block Tech, Vertical, Diving, Footwork
Edited by InRomoWeTrust on Mar 31, 2015 10:23:03
Edited by InRomoWeTrust on Mar 31, 2015 10:18:03
 
Longneck1845
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Originally posted by DB Coach
Better to start at 10 speed with a skill player such as elusive RB or WR and take something like strength to 1?

Or is that going to be to detrimental to the overall build?



Yes min/maxing is a good strategy to building Dots. I see far to many DoTs built with to many 5's sometimes I wonder if people don't know they can reduce a skill below 5 (you can). Anyhow the higher or lower your points the higher or lower the cap max and the higher or lower the SP value will scale up as you build that skill.

Example if a WR has 10 speed vs a WR with 5 speed. Lets say WR-A with the 10 speed might have a Speed cap of 100 and WR-B with only 5 Speed has a 65 speed cap. when each player has built up speed to 50 WR-A's 51st SP in speed is going to be much cheeper than the 51st SP placed in Speed by WR-B.

So yes min/maxing a Dots build early is very important.

Also don't for get we get cap 3 cap boosters that raise a cap max by 5 points, so if you gimp a stat and use all 3 cap boosters on skill associated with that skill or use attributes or special abilities to mask that weakness it helps.

Don't be afraid to think out the box on builds. Stobies player creator is an excellent tool (only had it for 3 days) but the inspect element trick or the GLB scout tool, will really give you some insight on how high to set your cap maxes and if you will have the SP's to reach that cap max.
 
tezed
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Sort of old school, but potts made a free excel tool with some positions with regards to building - http://glb2.warriorgeneral.com/game/forum/thread/5143965

I know there are a few errors in it, but still useful.
 
DB Coach
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That's good shit guys. Thanks.



Any other info, keep pouring it on. I'm a sponge.
 
DeeVee8
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Originally posted by InRomoWeTrust
I'll give you a freebie from my archive for your RB. This will give you a good idea on what you can safely take to 1 (or low) and what you should take to 10, based on the skills you really want to maximize.

Large = 3+ pts to cap for each point in attribute
Medium = ~2 pts to cap for each point in attribute
Low = 0-1 pts to cap for each point in attribute (0 not meaning no factor, but sometimes every other yields 1 pt to cap)

Strength
- Large factor for Carrying Grip, Power Running, Pass Block Power, Run Block Power, Catch in Traffic
- Medium factor for Receiving Grip, Intimidation
- Small factor for Toughness, Run Block Tech, Pass Block Tech, Receiving Hands

Agility
- Large factor for Elusive Running, Route Technique, Pass Block Tech, Run Block Tech, Balance, Quickness, Vertical, Footwork, Diving
- Medium factor for Receiving Hands, Route Elusiveness
- Small factor for Lead Block Awareness

Awareness
- Large factor for Carrying Awareness, Return Awareness, Receiving Awareness, Pass Block Awareness, Lead Block Awareness, Snap Reaction
- Medium factor for Route Technique, Receiving Hands
- Small factor for Carrying Grip, Elusive Running, Route Elusiveness, Catch in Traffic, Pass Block Tech, Run Block Tech, Footwork, Diving

Speed
- Large factor for Sprinting
- Small factor for Elusive Running, Route Elusiveness, Pass Block Tech, Lead Block Awareness, Quickness

Stamina
- Large factor for Conditioning
- Medium factor for Toughness
- Small factor for Carrying Grip, Power Running, Receiving Grip, Receiving Consistency, Pass Block Power, Run Block Power, Snap Reaction, Intimidation

Confidence
- Large factor for Catch in Traffic, Block Consistency, Heart
- Medium factor for Carrying Grip, Receiving Hands, Receiving Grip, Balance, Toughness, Intimidation
- Small factor for Power Running, Route Elusiveness, Run Block Power, Pass Block Power, Run Block Tech, Vertical, Diving, Footwork


Sticky IMO
 


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