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Longhornfan1024
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Originally posted by Time Trial
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.



So what happens when one team goes as super-speedster WRs and another goes all power WRs? The speedster CBs get killed by the power team and the specialist CBs get killed by the speedster team. Either way, the defense loses. The only way the defense wins is if they face a team with two speedster WRs and three specialists who are the type of WR the specialist CBs are designed to stop.

 
Time Trial
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I'm pretty sure that until they fix posession WRs, you are wrong. As long as the CB can get in there and gain position on the ball (speed mirite?), the power WR doesn't stand a chance. Unless you are talking about the WR blocking on the outside? Because tackling strong WRs with weak CBs is pretty easy under the current sim.
 
jdbolick
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The WR archetypes are fine, but I'm sure they'll test to see whether or not CBs should also be bumped to .4 majors instead of .5.
 
Longhornfan1024
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Originally posted by Time Trial
I'm pretty sure that until they fix posession WRs, you are wrong. As long as the CB can get in there and gain position on the ball (speed mirite?), the power WR doesn't stand a chance. Unless you are talking about the WR blocking on the outside? Because tackling strong WRs with weak CBs is pretty easy under the current sim.


I'm really not sure what's wrong with possession WRs. Here is my first, pretty inefficiently built, possession WR at day 400:

Testing This WR (Lv. 72 WR)
Ht/Wt: 6'6", 215lbs

Attributes
Physical Attributes
Strength: 49 (would be higher had I not forgotten about it until the final season)
Speed: 98.01 (+26)
Agility: 90.18 (+16)
Jumping: 78.13 (83.20 with HJ)
Stamina: 50.01
Vision: 76.16
Confidence: 51.02

Football Skills
Blocking: 10
Catching: 88.13 (94.6 with SH)
Tackling: 8
Throwing: 8
Carrying: 56.19 (would also be higher had I built him better)
Kicking: 8
Punting: 8

Special Abilities
Possession Receiver Abilities
Route Running: 11
Sticky Hands: 10
Jumping Catch: 5
Diving Catch: 1
One Handed Catch: 1

Speedster Abilities
First Step: 0
Quick Cut: 0
Head Fake: 0
Spin: 0
Juke: 0

Veteran Abilities:
Slot Machine: 15
Possession Receiver: 15
Soft Hands: 15
High Jumper: 11

Catch Ball Chance: +21%

He may not be fast, but he has 10 RR and SH plus the slot machine bonus, and he will have a huge catching score. So the CB covering him has to have a huge PD score to stop him. That CB also needs to have enough speed to keep up with those 150 speed, 17 First Step WRs.

I'll build a power WR later tonight or tomorrow and post him.

 
Dpride59
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Originally posted by Longhornfan1024
I'm really not sure what's wrong with possession WRs. Here is my first, pretty inefficiently built, possession WR at day 400:

Testing This WR (Lv. 72 WR)
Ht/Wt: 6'6", 215lbs

Attributes
Physical Attributes
Strength: 49 (would be higher had I not forgotten about it until the final season)
Speed: 98.01 (+26)
Agility: 90.18 (+16)
Jumping: 78.13 (83.20 with HJ)
Stamina: 50.01
Vision: 76.16
Confidence: 51.02

Football Skills
Blocking: 10
Catching: 88.13 (94.6 with SH)
Tackling: 8
Throwing: 8
Carrying: 56.19 (would also be higher had I built him better)
Kicking: 8
Punting: 8

Special Abilities
Possession Receiver Abilities
Route Running: 11
Sticky Hands: 10
Jumping Catch: 5
Diving Catch: 1
One Handed Catch: 1

Speedster Abilities
First Step: 0
Quick Cut: 0
Head Fake: 0
Spin: 0
Juke: 0

Veteran Abilities:
Slot Machine: 15
Possession Receiver: 15
Soft Hands: 15
High Jumper: 11

Catch Ball Chance: +21%

He may not be fast, but he has 10 RR and SH plus the slot machine bonus, and he will have a huge catching score. So the CB covering him has to have a huge PD score to stop him. That CB also needs to have enough speed to keep up with those 150 speed, 17 First Step WRs.

I'll build a power WR later tonight or tomorrow and post him.



UR DOIN IT WRONG. 40 vision = 4000. Retire
 
Longhornfan1024
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Originally posted by David Stern
Originally posted by Longhornfan1024

I'm really not sure what's wrong with possession WRs. Here is my first, pretty inefficiently built, possession WR at day 400:

Testing This WR (Lv. 72 WR)
Ht/Wt: 6'6", 215lbs

Attributes
Physical Attributes
Strength: 49 (would be higher had I not forgotten about it until the final season)
Speed: 98.01 (+26)
Agility: 90.18 (+16)
Jumping: 78.13 (83.20 with HJ)
Stamina: 50.01
Vision: 76.16
Confidence: 51.02

Football Skills
Blocking: 10
Catching: 88.13 (94.6 with SH)
Tackling: 8
Throwing: 8
Carrying: 56.19 (would also be higher had I built him better)
Kicking: 8
Punting: 8

Special Abilities
Possession Receiver Abilities
Route Running: 11
Sticky Hands: 10
Jumping Catch: 5
Diving Catch: 1
One Handed Catch: 1

Speedster Abilities
First Step: 0
Quick Cut: 0
Head Fake: 0
Spin: 0
Juke: 0

Veteran Abilities:
Slot Machine: 15
Possession Receiver: 15
Soft Hands: 15
High Jumper: 11

Catch Ball Chance: +21%

He may not be fast, but he has 10 RR and SH plus the slot machine bonus, and he will have a huge catching score. So the CB covering him has to have a huge PD score to stop him. That CB also needs to have enough speed to keep up with those 150 speed, 17 First Step WRs.

I'll build a power WR later tonight or tomorrow and post him.



UR DOIN IT WRONG. 40 vision = 4000. Retire


So you're saying I can actually go with less vision, enabling him to have higher attributes elsewhere. Proves my point even more. Regardless that WR will never get built, because the only way I will ever build a WR at 300FP cost is if I get a nice, high-paying job when I finishe law school.
 
Dpride59
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The issue I have with the wr's is they have 2 shitty majors. I think wr's are best suited for .4, and not .5. But to give a CB Speed agi vis jump, and then to give a WR vis/conf (both complete shit) is just not fair.
Should be :
for the speed: Speed/agi/catch/jump/stam for the
For the power str/carry/agi/catch/conf
For the posession: Agi/Catch/jump/carry/stamina
 
Dpride59
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Originally posted by Longhornfan1024
So you're saying I can actually go with less vision, enabling him to have higher attributes elsewhere. Proves my point even more. Regardless that WR will never get built, because the only way I will ever build a WR at 300FP cost is if I get a nice, high-paying job when I finishe law school.


I am saying wr's are going to suck balls with those majors. vs a .5 cb. You and I both know it. Currently the only way a qb/wr combo can have real success is stacked %'s. Take away the pq, and lower hold block % the qb/wrs don't stand a chance
 
jdbolick
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Originally posted by David Stern
I am saying wr's are going to suck balls with those majors. vs a .5 cb. You and I both know it. Currently the only way a qb/wr combo can have real success is stacked %'s. Take away the pq, and lower hold block % the qb/wrs don't stand a chance

Total nonsense. Break block % is the only reason defensive linemen ever get any pressure, so losing hold block % means nothing. Moreover, stacked pass quality doesn't appear to have the effect on performance that you would expect it to. Passing is dominant at high levels in the current sim because zone was nerfed.
 
Longhornfan1024
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Edited by Longhornfan1024 on Feb 15, 2010 20:04:51
 
Dpride59
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Originally posted by jdbolick

Total nonsense. Break block % is the only reason defensive linemen ever get any pressure, so losing hold block % means nothing. Moreover, stacked pass quality doesn't appear to have the effect on performance that you would expect it to. Passing is dominant at high levels in the current sim because zone was nerfed.


Really? BB% is the only reason? Tha is bullshit IMO. Let me explain why.
The best sack guys on the 3 top teams I gm for have less than 26% break block.
Dline has 5 great va's oline has 1 maybe????
Passing is dominant bc everybody realized you needed 2 pq pieces to even have a 50% completion offense....
Add the fact zone is nerfed, and everybody "fixed their builds" (bought 2 pieces of PQ aeq)

Now when you take those offensive bonuses away you're gonna have a defensive sim in a major way.

Linebackers can be successful in GLB with 0 AEQ, a HB with 0 aeq is playing in AA.... That is the biggest problem with taking away these % pieces, they are much more beneficial for offensive personal.
 
Dpride59
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Originally posted by Longhornfan1024
Have you ever built a WR like that? I really want to know why he wouldn't work well, and not having built a WR before, I don't. I do know that you won't see many CBs with higher than 75 jumping, 11 SB, 15 SDC, 21% PD chance, and 60ish strength. That WR is running with 94 catching, 83 jumping, 49 strength (which would probably be closer to 61 had I not forgotten to train it), 11 RR, 10 SH (with both the Slot Machine and Possession receiver bonuses), 21% catch ball chance, and 5 Jump Catch. He would have to have a pretty damn high catching score with those attributes. I would actually consider going even less speed and more catching or jumping. If I were to only take vision to 48 per your suggestion, Jump Catching would be closer to 9.


Here is what I know. The guys wtih 40 vision confidence, have more speed/catch first step, and route run, and they suck a lot less than the guys with 60 vision +.... Pretty much seems after like 40 vision you either pass or fail a vision check, and since wr's doing things after the catch relies on actually breaking a tackle, vision is pretty much worthless.
Edited by David Stern on Feb 15, 2010 19:45:29
 
Longhornfan1024
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Originally posted by David Stern
Originally posted by Longhornfan1024

Have you ever built a WR like that? I really want to know why he wouldn't work well, and not having built a WR before, I don't. I do know that you won't see many CBs with higher than 75 jumping, 11 SB, 15 SDC, 21% PD chance, and 60ish strength. That WR is running with 94 catching, 83 jumping, 49 strength (which would probably be closer to 61 had I not forgotten to train it), 11 RR, 10 SH (with both the Slot Machine and Possession receiver bonuses), 21% catch ball chance, and 5 Jump Catch. He would have to have a pretty damn high catching score with those attributes. I would actually consider going even less speed and more catching or jumping. If I were to only take vision to 48 per your suggestion, Jump Catching would be closer to 9.


Here is what I know. The guys wtih 40 vision confidence, have more speed/catch first step, and route run, and they suck a lot less than the guys with 60 vision +.... Pretty much seems after like 40 vision you either pass or fail a vision check, and since wr's doing things after the catch relies on actually breaking a tackle, vision is pretty much worthless.


But are those WRs you're talking about speed WRs or are they WRs who aim to out-roll a CB in the catch/pd interaction? The whole point of the WR I built--and I think the whole point of giving those ALGs and bonuses--is to build a WR that can win the catch ball/pd roll rather than try and create separation to get a free crack at the ball (or at least easier chance if the CB isn't on top of him).
 
Dpride59
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Originally posted by Longhornfan1024
But are those WRs you're talking about speed WRs or are they WRs who aim to out-roll a CB in the catch/pd interaction? The whole point of the WR I built--and I think the whole point of giving those ALGs and bonuses--is to build a WR that can win the catch ball/pd roll rather than try and create separation to get a free crack at the ball (or at least easier chance if the CB isn't on top of him).


How do you think you win the catch ball roll with vision?
 
Longhornfan1024
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Edited by Longhornfan1024 on Feb 15, 2010 20:04:31
 
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