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PLAYMAKERS
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Originally posted by TJ Spikes
Have never... In 100+ seasons of GLB, seen 1HC fire.

The ball has to be thrown exactly wrong. It never happens.

Once or twice a season you might see a Diving Catch. Jumping Catch is about the same.

Avoid all of those SAs. The cost/benefit ratio is way out of whack.

Juke is in the Speedster tree. Chase that with all those SPs.

That tree should probably be 8-X-2-4-8 and then add the CEQ bonus to that.



doesn't show up in pbp but it is in replays
 
Conquesttsi89
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Originally posted by PLAYMAKERS
doesn't show up in pbp but it is in replays


Got an example by chance?
 
TJ Spikes
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I just got a dumb idea...

make a pWR with like 50 Catching, then max out 1HC. I'd be willing to bet you'd see a lot more attempts at 1HC, because relative to the small catch radius, there would be more throws outside of it.

I suspect the larger your catch radius, the less useful all 3 of those SAs are.

 
TJ Spikes
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Happened to notice a diving catch attempt the other day

https://glb.warriorgeneral.com/game/replay.pl?game_id=43235&pbp_id=138627

That route is supposed to be a slant and go. That's how bad the pass needs to be for the dots on my team.

So, I'm definitely more of a believer now, that the higher your Catching is, the less useful Jumping/Diving/1H Catch are.
 
RyanCane26
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Originally posted by TJ Spikes
I just got a dumb idea...

make a pWR with like 50 Catching, then max out 1HC. I'd be willing to bet you'd see a lot more attempts at 1HC, because relative to the small catch radius, there would be more throws outside of it.

I suspect the larger your catch radius, the less useful all 3 of those SAs are.



Nope

https://glb.warriorgeneral.com/game/player.pl?player_id=4863140
 
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Velly intarestink

Originally posted by TJ Spikes
If you don't understand these basic principles, then it's really hard to make a good pass catcher or pass defender.


Originally posted by Bort January 22, 2012


Question~~ What exactly goes into the interception routine? What makes a QB decide to throw a pass that could be intercepted (vision? Morale? Tactical Settings?)? What if anything does the receiver do to make an interception more or less likely (route tactics, vision, agility?)? What does a defender do to make an interception more or less likely (positioning at hike, if so where is best where is worst)? Thinking more here about the set up that brings about an interception check more than the interception check itself, assuming that there is such a set up and its not all one big routine done when a pass is called?
Answer~~ It is fairly complicated as there are lots of situations, but the general gist is (if I'm the cb):

(Step 1) I have to see the ball is coming in the first place (vision check)

(Step 2) I have to get into position near enough the the ball to interact with it (speed/agility etc)

(Step 3) I have to check if I am even going to get a chance to interact with the ball (Int check? No? Swat check instead?)

(Step 4) If I'm near the WR, I have to fight with him to see who gets a chance at the ball (my roll vs his roll) - If I win, I get to intercept or swat the ball. (depends on first roll type that succeeded, and if the WR gives me trouble catching it) - If I lose, the receiver gets to try and catch the ball. It's all up to him now, though my being close by makes it harder on him.

(Step 5) If the receiver fails to catch the ball, I get once more chance to try and intercept it if I am close enough. If the receiver catches it, now I've got to tackle him. Here's my chance to knock it loose with a good hit


Originally posted by Bort July 29, 2011


Question~~ In this cb vs WR roll (step 4), does Jumping always come into play for the WR like it does for the cb (step 2/3)? or Is WR jumping only for "special" catches like high throws or diving catches? Has the above information been changed or updated since it was posted? Can you elaborate on the WR vs cb roll at all? At the very least, is it logical given real life pass interference rules, or do players actually fight for the ball?
Answer~~ The interaction is still the same.
*** It's pretty much that whoever has the highest "get the ball" roll gets to act first. ***
This includes your vision, jumping, catching, strength attributes, and catch/swat SA's/VAs/pcts. Jumping improves the WR catch roll for all catches, but much more so for jumping/diving catches.



Originally posted by TJ Spikes
Step 1, there is a roll to check if your dot even sees the ball coming. This is why a lot of low level dots fail. They don't even attempt to interact with the ball, and it just bounces off receivers or CBs are oblivious to catch attempts. Getting Vision up to 50+ early goes a long way.

Step 2 is pretty self explanatory. It's why Ballhawk is amazing and is restricted to zone defense dots. WRs always get into position because they know the route and the ball is thrown to them (bad throws are the exception)

Step 3 This is where it really starts to get interesting. This is the roll to Catch or Intercept/Deflect. This is where Speedster WRs hope to make a living. They must be so open that there's no more steps.

Step 4 is the entire key to the universe. "If I'm near the WR, I have to fight with him to see who gets a chance at the ball" and WHOEVER HAS THE HIGHEST "GET THE BALL" ROLL GOES FIRST.

So for WRs, again, if you're a Speedster your goal is to be so wide open that it's all up to you to catch or drop the ball. Do not get to this step. You've invested so much into speed, agility and fakes that you won't be able to compete. If there's a DB near you, you will lose.

For Possession WRs, you have to win this roll, which is really hard to do, and impossible if you don't specifically build for it.

For all Pass Defense dots, this is where you make your money.

Vision and Jumping are the attributes. Add in your SAs and VAs and % gear.

Step 5 There are some routes that aren't defensible. They're short crossing routes. The ball gets there too fast after the cut to get open. If the WR makes a catch, there's a window of opportunity to get a "KL" knock loose. It's a special kind of force fumble roll. A Big strong CB/LB/Safety will have a good chance against a weak little WR. Jackhammer is the weapon of choice.


Edited by Chris B Chicken on Nov 4, 2024 19:42:26
Edited by Chris B Chicken on Nov 4, 2024 18:44:59
 
Pwned
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Originally posted by RyanCane26
Nope

https://glb.warriorgeneral.com/game/player.pl?player_id=4863140




 
King of Bling
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Originally posted by TJ Spikes
I just got a dumb idea...

make a pWR with like 50 Catching, then max out 1HC. I'd be willing to bet you'd see a lot more attempts at 1HC, because relative to the small catch radius, there would be more throws outside of it.

I suspect the larger your catch radius, the less useful all 3 of those SAs are.



Not at all...save your time and money
 
Gambler75
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Originally posted by RyanCane26
Nope

https://glb.warriorgeneral.com/game/player.pl?player_id=4863140


Have you checked through his catches to see if team morale spiked up on any of them? That part of the SA description jumps out at me as a good way to check and see if it's working? I assume you'd get the boost as soon as the catch is completed (KL window closing), as opposed to the tiny morale boost at the end of the play for a net positive play? If not, that would muddle that into obscurity ...
 
Theo Wizzago
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Originally posted by RyanCane26
Nope

https://glb.warriorgeneral.com/game/player.pl?player_id=4863140


I LOVE it this guy still chases stuff down! That's why he's so freakin good at this game.
 
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