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Brrexkl
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People keep saying Pass Rushing DTs just don't happen anymore. Perhaps Vision is that missing link?
 
Shrazkil
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Originally posted by Drizzy
Did another run through:

Attributes:
strength : 105.78
speed : 85.12
agility : 96.78
jumping : 6
stamina : 64.12
vision : 74.78
confidence : 63.12
blocking : 8
throwing : 8
catching : 8
carrying : 8
tackling : 84.78
kicking : 8
punting : 8

Top SA Tree: | 3 | 6 | 0 | 0 | 0 |
Bottom SA Tree: | 4 | 4 | 0 | 0 | 0 |
Additional SA Tree: | 10 | <--FS


That looks great, i think vision is good, it could be lowered if needed, 68+ is great end point if you needed more SA.

One thing i would try to make happen, is at least 30 jumping. You begin making alot more tackle attempts at the line after you get alittle jumping.
 
Shrazkil
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Originally posted by Brrexkl
People keep saying Pass Rushing DTs just don't happen anymore. Perhaps Vision is that missing link?


How high are you proposing?

It is not uncommon for the ones built under the new system to have 60-75 vision easily.
 
Rage Kinard
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Originally posted by Sonic
Is vision to that level really necessary? Wouldn't taking it to 68 be enough, and then use the points in SA"s?


I don't think SAs have helped this DT a bit

Parker Morris (Lv. 79 DT)
Ht/Wt: 6'3", 324lbs

Attributes
Physical Attributes
Strength: 147.2 (+45)
Speed: 87.44 (+3)
Agility: 102.2 (+6)
Jumping: 40
Stamina: 61.44
Vision: 70.44
Confidence: 50.44

Football Skills
Blocking: 19.44
Catching: 9
Tackling: 70.2
Throwing: 8
Carrying: 9
Kicking: 8
Punting: 8

Special Abilities
Pass Rusher Abilities
The Glare: 5
Shed Blocks: 10
Swat Ball: 3
Strong Base: 10
Big Sack: 0

Run Stuffer Abilities
Wall: 6
Break Through: 7
Snarl: 1
Big Hit: 1
D-Line General: 1

Additional Abilities
First Step: 12
Tunnel Vision: 8
Veteran Abilities
Bull Rusher: 15
Clutch: 5
Heavyweight: 15
Overtime Killer: 6
Pass Rusher: 15
Pocket Crusher: 10
Second Wind: 1

Current Bonuses/Penalties
Break block chance: +19%
 
Rage Kinard
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Originally posted by Brrexkl
People keep saying Pass Rushing DTs just don't happen anymore. Perhaps Vision is that missing link?


http://goallineblitz.com/game/player.pl?player_id=2024191

This one already has 145 strength, 100 agility, 95 speed, and 76 vision. So if you are thinking vision is the missing element then it probably needs to be over 80.
 
Drizzy
UG♔
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Originally posted by Sonic
Is vision to that level really necessary? Wouldn't taking it to 68 be enough, and then use the points in SA"s?


Well I'm getting a break through and x2 bb% and thinking about shed block. So my sa's are fine. Maybe could get shed up more possible if I don't get the shed eq.
 
Brrexkl
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As far as how high vision should go, if that's even the right Secondary to be boosting, I have no clue. But obviously the Cookie Cutter is broken, as far as PR DT's getting good sacks.

Just pushing STR/AGI over the C/G's isn't getting it done, so there must be something else needed. To that I would think a better jump off the snap, or being more elusive inside (Warren Sapp didn't always Bullrush, he would Rip and had the best Spin of any DT during his time) would help. Since AGI is already being tapped out at high levels, that would mean SA's to achieve the Elusiveness... but the Vision affects your jump on the snap (and may also allow you to 'see' the seam the OL creates so you can 'shoot' it) allowing you to burst through, with SA's like Jump the Snap and Shed Block boosting.

Not saying it WILL work, but I am saying if the top DTs just aren't getting sacks even though that is what they are being built for, then something needs to be tried. 80 may be where this 'bonus' to getting by your OL starts, or maybe 100. Who knows? Or it may even be a 'versus roll' meaning you need to be +X more than the OL attempting to block you, with a bonus to the OL if they Double Team you.

So you have 2 real choices... (1) pick another Arch-Type that is performing the way the Builders want it to, or (2) try a different Build with the Pass Rusher Arch-Type and see how it changes things.

What do most Interior OL put their Vision at (I know Vision helps them pick up blitzes and stunts, so I am sure they focus somewhat on it, especially Pass Blocking OL)?
 
Sellars
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Lots of DTs have or have had JTS and FS to go with high-ish Agil. Its just how the sim makes it.
 
Brrexkl
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Lot's of DTs have had JTS and FS with High Agility. We are discussing moving Vision as a Primary, so more along the lines of Vision giving you the better path to the QB along with the ability to get that jump on the snap, then adding JTS to that advantage.

Block Shedding, Jump the Snap, Vision and Agility. Need a good speed so when you do get past the OL you close on the QB really quick. This makes STR less important than Vision, so you have to have a way to combat that lesser STR.

You'll need things in place to evade the OL, but you'll also have to put things in place to make sure you don't just get Pancaked every play.

I'm not saying to forget about STR, as it goes into so many other things (helps break blocks, helps to tackle, force fumbles). But if we aren't getting past the OL, and if when we do we don't close fast enough to get to the QB... then what does all the rest matter from a Pass Rushing stand point?

The fact is, to be a legit Sack Machine, we may have to sell out on something that we haven't seen before while dropping something that we take for granted.

Is that X-Factor Vision, Confidence? Maybe the 'old caps' of 70 just aren't good enough, which means that we just can't force STR to the 140-150 Range if we want to Sack the QB. Maybe we need Vision at 90, Confidence at 80... maybe doing that allows us to exists with a 110-125 STR?

All I know is I got here and people say Pass Rushing DT's don't work, but you look at all the builds and they are pretty much the same. I know what the definition of Insanity is. Something new needs to be tried, by someone who has a decent grasp on the game and understands the impacts.

Maybe so we don't get Pancaked we have to branch into the Run Stopper Tree for some of those SA's that prevent knockbacks and pancakes, to offset the loss of STR we will be using. Maybe more Morale SA's like Aura of Intimidation to make the ball carriers we face easier to bring down, to offset that loss of STR (as we will still have to tackel ball carriers).

Main point is, as I thumb through all the DT posts, I see the same builds within a certain range for all the PR... and they all say they aren't putting up good Sacks at End Game. So... keep building them that way, or?
 
Rage Kinard
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Originally posted by Brrexkl
Lot's of DTs have had JTS and FS with High Agility. We are discussing moving Vision as a Primary, so more along the lines of Vision giving you the better path to the QB along with the ability to get that jump on the snap, then adding JTS to that advantage.

Block Shedding, Jump the Snap, Vision and Agility. Need a good speed so when you do get past the OL you close on the QB really quick. This makes STR less important than Vision, so you have to have a way to combat that lesser STR.

You'll need things in place to evade the OL, but you'll also have to put things in place to make sure you don't just get Pancaked every play.

I'm not saying to forget about STR, as it goes into so many other things (helps break blocks, helps to tackle, force fumbles). But if we aren't getting past the OL, and if when we do we don't close fast enough to get to the QB... then what does all the rest matter from a Pass Rushing stand point?

The fact is, to be a legit Sack Machine, we may have to sell out on something that we haven't seen before while dropping something that we take for granted.

Is that X-Factor Vision, Confidence? Maybe the 'old caps' of 70 just aren't good enough, which means that we just can't force STR to the 140-150 Range if we want to Sack the QB. Maybe we need Vision at 90, Confidence at 80... maybe doing that allows us to exists with a 110-125 STR?

All I know is I got here and people say Pass Rushing DT's don't work, but you look at all the builds and they are pretty much the same. I know what the definition of Insanity is. Something new needs to be tried, by someone who has a decent grasp on the game and understands the impacts.

Maybe so we don't get Pancaked we have to branch into the Run Stopper Tree for some of those SA's that prevent knockbacks and pancakes, to offset the loss of STR we will be using. Maybe more Morale SA's like Aura of Intimidation to make the ball carriers we face easier to bring down, to offset that loss of STR (as we will still have to tackel ball carriers).



The problem is that when it is tried, the DT never gets past the OL, so everyone just ends up moving the equipment back to strength, so the DT is at least useful against the run.

I've only got 2 pieces of AEQ currently equipped to my 73. So that means in pre-season I can play with 20 pts of equipment (18 last season) and move it around in agility and speed during the off season. I've done the same with my other DTs. I keep resetting most of the equipment back to strength before day 0.

His base numbers are currently
97 strength
97 agility
94 speed


I had jump the snap on him for 3 seasons and finally reset it. I've tried him with 23 pts of equipment in agility and tech man. I've tried him with 10 in speed and 13 in agility.

Originally posted by Brrexkl

Main point is, as I thumb through all the DT posts, I see the same builds within a certain range for all the PR... and they all say they aren't putting up good Sacks at End Game. So... keep building them that way, or?


You can keep trying different things until you finally realize that the SIM mechanics don't allow for good DT pass pressure at the top levels no matter what you do with the build.
Edited by Rage Kinard on Nov 6, 2011 21:33:11
 
Brrexkl
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Rage, what's the LOWEST STR/AGI/SPD that you see is getting past the OL at a decent clip? Is that your 97/97/94? Is he getting off blocks?
 
Rage Kinard
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Originally posted by Brrexkl
Rage, what's the LOWEST STR/AGI/SPD that you see is getting past the OL at a decent clip? Is that your 97/97/94? Is he getting off blocks?


With equipment right now his numbers are 145/100/94. He also has 10 FS. Taking strength down to add more agility or speed just hasn't worked when I tried it in preseason. So I finally gave up on tech man and switched to pocket crusher. I really think you need at least 140 strength and at least 240 in strength + agility. I've seen more advantage in just going for 150+ strength + 100+ agility than anything though. Anyway here is what the 145/100/94 looks like right now.

http://goallineblitz.com/game/replay.pl?game_id=1869238&pbp_id=3045478
http://goallineblitz.com/game/replay.pl?game_id=1869238&pbp_id=3045532
http://goallineblitz.com/game/replay.pl?game_id=1869238&pbp_id=3046719
http://goallineblitz.com/game/replay.pl?game_id=1869238&pbp_id=3046850

http://goallineblitz.com/game/replay.pl?game_id=1869237&pbp_id=2545186
http://goallineblitz.com/game/replay.pl?game_id=1869237&pbp_id=2546765
 
30STM
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Originally posted by Rage Kinard
I really think you need at least 140 strength and at least 240 in strength + agility. I've seen more advantage in just going for 150+ strength + 100+ agility than anything though.


Rage, I know the focus of most of the talk ITT has been about DT and pass-rushing (or the lack thereof), but what IYO is the better strength/agility split for NT's/DT's geared toward stopping the run? 160/90? 150/100? I know the general thought is the more strength the better. But how much value is there in the extra agility to disengage from blockers to make a tackle, versus going all strength trying to get the reverse pancake and then making the tackle? Anyone else who has an opinion, feel free to chime in.
 
skeels
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Originally posted by 30STM
Rage, I know the focus of most of the talk ITT has been about DT and pass-rushing (or the lack thereof), but what IYO is the better strength/agility split for NT's/DT's geared toward stopping the run? 160/90? 150/100? I know the general thought is the more strength the better. But how much value is there in the extra agility to disengage from blockers to make a tackle, versus going all strength trying to get the reverse pancake and then making the tackle? Anyone else who has an opinion, feel free to chime in.

I see an advantage in having a bit higher agility. I have had my current level 70 DT's strength over 150 and when I dropped it to 145 in favor of more agility he got better. He is a good dot but doesn't get a lot of tackles himself because he is too slow. I don't really know what to draw from it, but these are my findings. I am planning a new DT and here's an example:

My shot at a combo tackle with 80 vision. First run, could be optimized a bit but it gives a general idea:

Player Build
Position: dt_combo_tackle
Level: 79
Player Value: a bit over 1300 (I don't remember exact number)
VA: 67
Bonus Tokens: 1493 (4AEQ)

Attributes:
strength : 99.76 (149.76 w/EQ)
speed : 78.1
agility : 91.58 (99.58 w/EQ)
jumping : 31
stamina : 63.25
vision : 80.44
confidence : 52.58
blocking : 7.33
throwing : 8
catching : 8
carrying : 8
tackling : 71.44
kicking : 8
punting : 8

Top SA Tree: | 2 | 3 | 3 | 3 | 0 |
Bottom SA Tree: | 4 | 8 | 0 | 0 | 0 |
Additional SA Tree: | 8 | (FS)

AEQ would go Shed Block, Swat Ball, Strong Base, BB%. CEQ probably in FS and BreakThrough. Could easily re-build better to get nice pretty 150/100 strength/agility.

Edited by skeels on Nov 28, 2011 16:35:31
Edited by skeels on Nov 28, 2011 16:33:36
Edited by skeels on Nov 28, 2011 16:32:13
 
Shrazkil
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Originally posted by skeels

I see an advantage in having a bit higher agility. I have had my current level 70 DT's strength over 150 and when I dropped it to 145 in favor of more agility he got better. He is a good dot but doesn't get a lot of tackles himself because he is too slow. I don't really know what to draw from it, but these are my findings. I am planning a new DT and here's an example:

My shot at a combo tackle with 80 vision. First run, could be optimized a bit but it gives a general idea:

Player Build
Position: dt_combo_tackle
Level: 79
Player Value: a bit over 1300 (I don't remember exact number)
VA: 67
Bonus Tokens: 1493 (4AEQ)

Attributes:
strength : 99.76 (149.76 w/EQ)
speed : 78.1
agility : 91.58 (99.58 w/EQ)
jumping : 31
stamina : 63.25
vision : 80.44
confidence : 52.58
blocking : 7.33
throwing : 8
catching : 8
carrying : 8
tackling : 71.44
kicking : 8
punting : 8

Top SA Tree: | 2 | 3 | 3 | 3 | 0 |
Bottom SA Tree: | 4 | 8 | 0 | 0 | 0 |
Additional SA Tree: | 8 | (FS)

AEQ would go Shed Block, Swat Ball, Strong Base, BB%. CEQ probably in FS and BreakThrough. Could easily re-build better to get nice pretty 150/100 strength/agility.



Is this an existing build that got converted? or one from scratch? If it is from scratch as it looks, it is quite a bit behind what it could/should be.
 
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