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agerm73
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I am going to try to do this for each position. The following are my preferences for SAs by position. I have shared my rationale. I hope this will generate discussion and benefit new coaches and possibly some veteran coaches as well.

QB
I prefer the combination of gold Thread the Needle and gold Sideline Bomb on a passing non S* QB.
I have never built a running QB. In my mind, that is what HBs are for. So I will leave that up to Kvo.
I have been told that Iron Grip is good to minimize sacks. I try to throw the ball before getting sacked. This works well for me against most competition not named; ellix, Kvo or Ph33p.
I have seen some coaches have success with Shed Sack but not me for the same reasons as Iron Grip.
Pump Fake works well against Zone but is useless versus Man defense.
Hail Mary is too limited, which is unfortunate because if it was more like the long version of Quick Hitter that might be a cool combo to try.
I used to be married to Quick Read but I have been convinced that it is not all that.
I am intrigued by the idea of gold Home Town Hero and gold Road Warrior but I am not sure that it is better than the combo of TtN and SB.

HBs
For S* Power HBs, gold Power Through (+Power-Running and Carry Grip), gold Mr Reliable ( +Carry Grip and Rec Grip), silver Home Town Hero and Road Warrior seems to be the Meta build. Opposed to Freight Train (Gold: speed loss from dragging tacklers reduced by 40%, tackler loses 10 extra energy and 5 extra morale, and initial tackle grip reduced by 25%) or Goal Line Back (+15 to Power Running, Carry Grip and Carry Awareness in the red zone)
For S* Elusive HBs, gold Brace for Impact (+ Carry Grip and Toughness, energy and morale loss reduced by 100%), gold Surefooted (quickly regain balance), silver HomeTown Hero and Road Warrior seems to be the Meta build. Opposed to Juke.
I am not a fan of Stiff Arm due to the carry grip penalty.
Silver HTH and RW increase Heart, Toughness and conditioning and reduce penalties from weather.
For non S* HBs, I would suggest cutting HTH and RW.

FB
I use my FB to lead the way for my HBs, for this reason I do not bother with any receiving or rush SAs. There are builds for scat backs and rushing FBs, but that is not my area of expertise.
I usually gold Pancake Chef and Sure Footed. Goal Line Blocker is also a good choice.

Center
In my experience, most pressure comes from the outside. At the moment, only a few teams are successful at bringing heavy inside pressure. Unless I am dealing with a S* D-line, heavy inside pressure can be beat by very good run blocking. Another idea is to use your second center as a pass blocker and only use him to rest your run blocker and versus teams that can bring the heat from the inside. For this reason, my center’s job is to block for inside runs.
I like gold Pancake Chef ( powered by run blocking tech, while active, + run block power and the defender loses 100% more balance) and gold First Strike ( nearest opponent within 8 yards loses morale and balance, snap reaction improved and player’s balance can not be lowered).
Get Low (powered by run blocking power, while active, the defender is pushed the maximum possible distance) is another popular SA. If choosing Get Low, I would pair it with Immovable Object (also powered by run blocking power)
For a pass blocking center, I would choose gold Absolute Unit ( if losing a 1v1 pass blocking interaction increased power blocking and balance, defender technique rolls decreased by 33% and pass block power rolls are guaranteed to be at least 60% of max) and gold First Strike. Resolute (while active, ignore the effects of stuns or fakes) is also an option instead of First Strike, but I like First Strike better.

Guards
My favorite SA combo for guards is gold Pull Specialist and gold Pancake Chef.

OTs
My OTs are tasked first with slowing down the outside blitz. For this reason, I like the combination of gold Absolute Unit (if losing a 1v1 pass blocking interaction increased power blocking and balance, defender technique rolls decreased by 33% and pass block power rolls are guaranteed to be at least 60% of max) and gold First Strike ( nearest opponent within 8 yards loses morale and balance, snap reaction improved and player’s balance can not be lowered).
Resolute (while active, ignore the effects of stuns or fakes) is also an option instead of First Strike, but I prefer First Strike.

TE & WRs
TEs are my favorite offensive position.
For a S* TE and S* WR, I recommend gold Prime Time (increased receiving hands, catch in traffic and catch grip, penalties from jumping or diving are reduced to zero and if the catch is made the offense gains morale and the defense loses morale),gold Catch in Stride ( increased speed, quickness and footwork and the player automatically passes the balance check), silver Home Town Hero and silver Road Warrior.
For a non S* TE I would go with gold Prime Time, gold Catch in Stride.
Some other considerations for non S* WRs are First Strike, and/or First Step.
Edited by agerm73 on Jun 24, 2022 19:38:51
Edited by agerm73 on Jun 24, 2022 14:02:20
Edited by agerm73 on Jun 24, 2022 13:56:26
Edited by agerm73 on Jun 24, 2022 10:37:51
Edited by agerm73 on Jun 24, 2022 10:16:06
 
Cybertron
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Originally posted by agerm73

Hail Mary is too limited, which is unfortunate because if it was more like the long version of Quick Hitter that might be a cool combo to try.


JaMarcus Russell is gonna gold Hail Mary and Shed Sack. Should be interesting to see how it does when LSU falls behind in the 4th in Vet.

I specifically updated my playbook to run streaks, and pass almost 100% while trailing in the 4th.
Edited by Cybertron on Jun 23, 2022 16:55:22
Edited by Cybertron on Jun 23, 2022 16:54:57
Edited by Cybertron on Jun 23, 2022 16:54:45
 
agerm73
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I am proud of you GE, for sharing your secrets.
Seriously, I am not be a sarcastic jerk face...this time.
 
Cybertron
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Originally posted by agerm73
I am proud of you GE, for sharing your secrets.
Seriously, I am not be a sarcastic jerk face...this time.


I actually share my secrets on discord
 
rabidlizard24
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Originally posted by agerm73
I am going to try to do this for each position. I will start with Quarterback.

QB
I prefer the combination of gold Thread the Needle and gold Sideline Bomb on a passing non S* QB.
I have never built a running QB. In my mind, that is what HBs are for. So I will leave that up to Kvo.
I have been told that Iron Grip is good to minimize sacks. I try to throw the ball before getting sacked. This works well for me against most competition not named; ellix, Kvo or Ph33p.
I have seen some coaches have success with Shed Sack but not me for the same reasons as Iron Grip.
Pump Fake works well against Zone but is useless versus Man defense.
Hail Mary is too limited, which is unfortunate because if it was more like the long version of Quick Hitter that might be a cool combo to try.
I used to be married to Quick Read but I have been convinced that it is not all that.
I am intrigued by the idea of gold Home Town Hero and gold Road Warrior but I am not sure that it is better than the combo of TtN and SB.

HBs
For S* Power HBs, gold Power Through (+Power-Running and Carry Grip), gold Mr Reliable ( +Carry Grip and Rec Grip), silver Home Town Hero and Road Warrior seems to be the Meta build. Opposed to Freight Train (Gold: speed loss from dragging tacklers reduced by 40%, tackler loses 10 extra energy and 5 extra morale, and initial tackle grip reduced by 25%) or Goal Line Back (+15 to Power Running, Carry Grip and Carry Awareness in the red zone)
For S* Elusive HBs, gold Brace for Impact (+ Carry Grip and Toughness, energy and morale loss reduced by 100%), gold Surefooted (quickly regain balance), silver HomeTown Hero and Road Warrior seems to be the Meta build. Opposed to Juke.
I am not a fan of Stiff Arm due to the carry grip penalty.
Silver HTH and RW increase Heart, Toughness and conditioning and reduce penalties from weather.
For non S* HBs, I would suggest cutting HTH and RW.

FB
I use my FB to lead the way for my HBs, for this reason I do not bother with any receiving or rush SAs. There are builds for scat backs and rushing FBs, but that is not my area of expertise.
I usually gold Pancake Chef and Sure Footed. Goal Line Blocker is also a good choice.

Center
In my experience, most pressure comes from the outside. At the moment, only a few teams are successful at bringing heavy inside pressure. Unless I am dealing with a S* D-line, heavy inside pressure can be beat by very good run blocking. Another idea is to use your second center as a pass blocker and only use him to rest your run blocker and versus teams that can bring the heat from the inside. For this reason, my center’s job is to block for inside runs.
I like gold Pancake Chef ( powered by run blocking tech, while active, + run block power and the defender loses 100% more balance) and gold First Strike ( nearest opponent within 8 yards loses morale and balance, snap reaction improved and player’s balance can not be lowered).
Get Low (powered by run blocking power, while active, the defender is pushed the maximum possible distance) is another popular SA. If choosing Get Low, I would pair it with Immovable Object (also powered by run blocking power)
For a pass blocking center, I would choose gold Absolute Unit ( if losing a 1v1 pass blocking interaction increased power blocking and balance, defender technique rolls decreased by 33% and pass block power rolls are guaranteed to be at least 60% of max) and gold First Strike. Resolute (while active, ignore the effects of stuns or fakes) is also an option instead of First Strike, but I like First Strike better.

Guards
My favorite SA combo for guards is gold Pull Specialist and gold Pancake Chef.

OTs
My OTs are tasked first with slowing down the outside blitz. For this reason, I like the combination of gold Absolute Unit (if losing a 1v1 pass blocking interaction increased power blocking and balance, defender technique rolls decreased by 33% and pass block power rolls are guaranteed to be at least 60% of max) and gold First Strike ( nearest opponent within 8 yards loses morale and balance, snap reaction improved and player’s balance can not be lowered).
Resolute (while active, ignore the effects of stuns or fakes) is also an option instead of First Strike, but I prefer First Strike.

TE & WRs
TEs are my favorite offensive position.
For a S* TE and S* WR, I recommend gold Prime Time (increased receiving hands, catch in traffic and catch grip, penalties from jumping or diving are reduced to zero and if the catch is made the offense gains morale and the defense loses morale),gold Catch in Stride ( increased speed, quickness and footwork and the player automatically passes the balance check), silver Home Town Hero and silver Road Warrior.
For a non S* TE I would go with gold Prime Time, gold Catch in Stride.
Some other considerations for non S* WRs are First Strike, and/or First Step.


I like TtN and OtR on a QB but also a big fan of HTH and RW. I’m really interested in how Sideline Bomb may pair with a running qb though.

Surge is an underrated skill for Backs

Abs Unit and Resolute are great for OL…First Strike is awesome too…I’m playing around a lot with these and pancake chef looking for the right combo

 
dlcurt
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I’ve always done gold pancake chef, but read in discord there’s better SA’s?
 
agerm73
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Originally posted by dlcurt
I’ve always done gold pancake chef, but read in discord there’s better SA’s?


I guess it depends on what you are trying to do. I love pancake chef for my run game.
 
ellix
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It's going to take me quite a while to get this all together - so I'm going to drop things here as I go.


My Rating of SAs:

Mr. Reliable - Overall (5*) -

Mr. Reliable does just about everything right.

It's a Tick-Based SA so it fires nearly every play even with relatively low Carry Awareness compared to Brace for Impact.
It provides massive ball security due to the fire rate it has, and the most common place that fumbles happen - at around the LoS.
And finally it lessens the Balance Loss when tackled behind the LoS which is a great offensive weapon for reducing the rate of TFLs and thus adding more consistency to your running game. On outside runs especially, an early broken tackle behind the LoS usually leads to very big gains.
The one area that Mr.Reliable has a failing is that it does not protect the Morale and Energy levels of those using it, which can make extended use of the running game a bit more problematic than it otherwise could be. But, especially in a balanced or 60/40 offense - Mr.Reliable is far and away the best SA for rushers.

Powerbacks - 5 Star
Elusivebacks - 5 Star
Rushing QBs - 5 Star
Receivers - 2 Star
-------------------------------------------------------------------------------------------------------------------
Brace for Impact - Overall (4*) -

Brace for Impact has a lot of problems compared to Mr. Reliable.

Firstly, it's not Tick-Based in the same way that Mr. Reliable is - which makes its fire rate a lot lower.
Because of that, it also doesn't provide the same level of ball security that Mr. Reliable does (excepting on ST).
It's an Active Ability so it doesn't play nice with other fired effects such as Stiff Arm or Power Through.
And, it doesn't have the built in level of Playmaking that Mr. Reliable has with its Balance loss behind the LoS.
So why then, would you ever take Brace for Impact over Mr. Reliable?
The answer lies in the final part of its text. Reduces Energy and Morale loss from Tackling Interactions.
This really puts a significant damper on the effectiveness of Intimidation, Power Hitting and Monster Hit.
Halfbacks live and die on their Energy and Morale levels and the difference between being at near max and even 60% can be the difference between a 3yd run and a touchdown.
This is also the reason that the more your offense relies on the run game, the more heavily you should begin to weigh the benefits of Brace for Impact over Mr. Reliable, especially for backs without significant Toughness.

Powerbacks - 3 Star
Elusivebacks - 5 Star
Rushing QBs - 4 Star
Receivers - 1 Star
ST Returner - 5++ Star
-------------------------------------------------------------------------------------------------------------------
Sure-footed - Overall (3*) -

Sure-footed is likely the most widely applicable SA in the game. Useful on anyone who frequently changes direction or has a high amount of acceleration. The effects of Sure-footed aren't always easy to see, and the need for relatively high Footwork in some cases already works to help solve the issue of being off balance in the first place; however, current Balance is a critical resource of speedier halfbacks and is an often overlooked aspect of defensive players who miss a few too many tackles.

Powerbacks - 1 Star
Elusivebacks - 4 Star
Rushing QB - 4 Star
Cornerback - 4 Star
Safety - 3 Star
Linebacker - 3 Star
Linemen - 1 Star
 
agerm73
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I like what you did here!
 
Xars
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Originally posted by dlcurt
I’ve always done gold pancake chef, but read in discord there’s better SA’s?


Immovable Object

Not losing > winning better/more

Unless you’re doing an all-S* OLine that’s one dimensional like a Brood.
Edited by Xars on Jun 24, 2022 20:16:44
 
agerm73
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Looking at all the o-line SAs I would like to make an all S* o-line
 
Adderfist
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Originally posted by Xars
Immovable Object

Not losing > winning better/more

Unless you’re doing an all-S* OLine that’s one dimensional like a Brood.


The only time I think I would want pancake chef is on a high power/snap reaction OL with First Strike paired with it. The balance loss is the best part of the SA if you need to plan around it firing.
 
Cybertron
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Originally posted by dlcurt
I’ve always done gold pancake chef, but read in discord there’s better SA’s?


If you run outside a ton, then gold pancake chief and gold pull specialist is a must for all guards and tackles.
Edited by Cybertron on Jun 25, 2022 10:11:30
 
Cybertron
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I would put sure-footed as an overall 5*. It could be the most important SA in the game, as almost all players need balance.
 


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