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doubletree
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Not trying to whine as this won't effect my higher level WR and I don't care much about the other one and I am actually planning on building two CBs this offseason.

Wondering why a Speedster WR gets less speed level gains than all cornerbacks and all secondary for that matter. (I understand its literally because the WR has more majors) Why was it made this why? This game is already a very run heavy game and CBs already need less speed than WRs to be able to keep up with them. Just curious as to why it was decided this way.
 
gonowdoit DTD
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conf shouldn't be a major for speedsterWR so the get more in speed and agility
 
Sik Wit It
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Originally posted by gonowdoit DTD
conf shouldn't be a major for speedsterWR so the get more in speed and agility


It would be too easy to get 160+ speed WRs.
 
bhall43
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Originally posted by gonowdoit DTD
conf shouldn't be a major for speedsterWR so the get more in speed and agility


confidence should be a major imo...as most Speedster WR's get their shit caked like a motherfucker and cant catch worth a lick unless they get separation...leading to terrible morale...leading to them sucking shit.
Edited by bhall43 on Feb 15, 2010 04:00:35
 
kHarmaKillz
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Originally posted by Sik Wit It
Originally posted by gonowdoit DTD

conf shouldn't be a major for speedsterWR so the get more in speed and agility


It would be too easy to get 160+ speed WRs.


Who cares.. they'd have poor catching and would be streaky.. like real speed WRs.

Its dumb no matter how dominated you have a CB in speed, he can always keep up.. now you're going to make him even faster than the fastest WR?


Duuuuuuuuuumb.
 
Longhornfan1024
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CBs have to be more versatile in order to stop whatever type of WR comes their way. If speed WRs got .5 ALGs, CBs would have to make too much of an investment in speed to be able to stop any WR other than a speed WR. The point of the new archetypes is to create a bigger variety in builds; allowing WRs to get to insanely high levels of speed would do the opposite.
 
blln4lyf
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Originally posted by Longhornfan1024
CBs have to be more versatile in order to stop whatever type of WR comes their way. If speed WRs got .5 ALGs, CBs would have to make too much of an investment in speed to be able to stop any WR other than a speed WR. The point of the new archetypes is to create a bigger variety in builds; allowing WRs to get to insanely high levels of speed would do the opposite.


Although I agree to a degree you could probably make a CB that shuts down every single type of WR there is quite effectively now...should that be allowed?
 
Deathblade
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WRS SHOULD GET 2 SPEED FOR LEVEL EVERY LEVEL WITH NO DIMINISHING RETURNS HARHAR
 
Snakebite99
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DB, no one's saying it has to be something extreme, but even i will admit WRs get the shaft in this. WRs already get the shaft by being the most expensive dots on the field, and in a run oriented sim for a position that requires 4-6 of them on a team, i dont quite get this, but whatever, that's another discussion altogether. As the OP's already stated, WRs are already struggling in getting open against any half decent defense, so im not sure it's a good idea to weaken them even more. If a guy wants to build a WR with 160 spd, he sh ould be able to do so, with the realization that he'll probably drop 1/3 to 1/2 his passes with his 40/40 catching/vision. I dont see the problem with that at all.
 
Maddoc
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Originally posted by blln4lyf
Originally posted by Longhornfan1024

CBs have to be more versatile in order to stop whatever type of WR comes their way. If speed WRs got .5 ALGs, CBs would have to make too much of an investment in speed to be able to stop any WR other than a speed WR. The point of the new archetypes is to create a bigger variety in builds; allowing WRs to get to insanely high levels of speed would do the opposite.


Although I agree to a degree you could probably make a CB that shuts down every single type of WR there is quite effectively now...should that be allowed?


How else could it be done? It's not like we can have specific CBs cover specific WRs
 
Longhornfan1024
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Originally posted by blln4lyf
Although I agree to a degree you could probably make a CB that shuts down every single type of WR there is quite effectively now...should that be allowed?


First, I don't think it is possible to build a CB that can shut down every type of WR at the top levels--slow them down sure, but not shut down.

Second, if we don't want this game to just be an offensive shoot-out, defensive dots need to be able to be built in a way that they can stop (or at least slow down) multiple offensive builds. If they can't, defenses will have to choose between a team made up of CBs that can stop one build, or a team of CBs each of whom can stop a different type of build. When the former team plays an offense with WRs all of the type those CBs are built to stop, the defense can do well. But when they play a team with WRs all of a different type or with WRs of multiple different types, it would be impossible for the defense to compete. The same could be said for the latter team. Even if there was a tagging system where you could actually say this dot will cover that dot on all plays that he is in, the team with multiple types of CBs would only have a chance against an offense with the exact types of WRs that those CBs are built to cover.

To prevent this, we need to be able to build a CB who can cover multiple types of WRs.

That being said, we are moving more towards what you want. With the current ALGs, man coverage CBs are going to get killed by power WRs. They have great ALGs for covering speed/elusive WRs, but with no strength ALGs on man CBs vs. .4 strength ALGs on power WRs, we will probably see a lot of man coverage CBs getting killed by broken tackles and pancakes. Just with my VPB runs I've done so far on the different CB types, playing a hard hitter in a zone scheme seems like the best so far and the only archetype that can be versatile enough to stop any type of WR they might face.
 
mikemike778
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Originally posted by doubletree
Not trying to whine as this won't effect my higher level WR and I don't care much about the other one and I am actually planning on building two CBs this offseason.

Wondering why a Speedster WR gets less speed level gains than all cornerbacks and all secondary for that matter. (I understand its literally because the WR has more majors) Why was it made this why? This game is already a very run heavy game and CBs already need less speed than WRs to be able to keep up with them. Just curious as to why it was decided this way.


Well in theory it should be easier for WR as they can specialise on becoming a particular type of threat whereas corners have to be able to cover and defend various types of receiver.

Guess it helps corners get good speed without having to throw everything at it.

 
jamz
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Question hath been answered, hath it not?
 
Time Trial
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Originally posted by mikemike778
Originally posted by doubletree

Not trying to whine as this won't effect my higher level WR and I don't care much about the other one and I am actually planning on building two CBs this offseason.

Wondering why a Speedster WR gets less speed level gains than all cornerbacks and all secondary for that matter. (I understand its literally because the WR has more majors) Why was it made this why? This game is already a very run heavy game and CBs already need less speed than WRs to be able to keep up with them. Just curious as to why it was decided this way.


Well in theory it should be easier for WR as they can specialise on becoming a particular type of threat whereas corners have to be able to cover and defend various types of receiver.

Guess it helps corners get good speed without having to throw everything at it.



Of course the D has a bit of an edge in getting to put specific CBs into specific slots to help negate this.

The defense can run CB1 and CB2 as ultra speeders and then slot in CB3, 4, and 5 as specialists if they wanted to.

Also doesn't this give a pretty big edge to CB as return man?
 
TrevJo
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Originally posted by Snakebite99
DB, no one's saying it has to be something extreme, but even i will admit WRs get the shaft in this. WRs already get the shaft by being the most expensive dots on the field, and in a run oriented sim for a position that requires 4-6 of them on a team, i dont quite get this, but whatever, that's another discussion altogether.


Agreed. Please bump it.
http://goallineblitz.com/game/forum_thread.pl?thread_id=3259837
 
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