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zyz101z
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I made a Power Back, and I took Bruiser, Rusher, and Meathead. All of which lower the cost of raising Power Running. However, Power Running seems very expensive. It is 648 to raise my Power Running from 39 to 40. I don't have another back, but for my other players nothing is this expensive. Is this working as intended and this ability is just more expensive that others?

Z
 
o The Boss x
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itll cost me 708 when I'm at 40 on my RB.
 
Time Trial
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Originally posted by zyz101z
I made a Power Back, and I took Bruiser, Rusher, and Meathead. All of which lower the cost of raising Power Running. However, Power Running seems very expensive. It is 648 to raise my Power Running from 39 to 40. I don't have another back, but for my other players nothing is this expensive. Is this working as intended and this ability is just more expensive that others?

Z


Like sprinting, power rushing is a very expensive skill. Don't think about the cost, think about the savings. A 5% decrease in Power Rushing skill is going to save you a ton of SPs compared to a 5% decrease in something cheap like Zone Awareness.
 
vamking12
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Yes maxed out power running is deadly like speed.

Maxed out superstar speed could let you run a 3.98 in real life that's crazy.

Power running maxed out can break maybe 30% of the people who try to tackle you again crazy.
 
o The Boss x
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Originally posted by Time Trial
Like sprinting, power rushing is a very expensive skill. Don't think about the cost, think about the savings. A 5% decrease in Power Rushing skill is going to save you a ton of SPs compared to a 5% decrease in something cheap like Zone Awareness.


when does power rushing start to work lol? My HB breaks little to no tackles
 
Time Trial
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Originally posted by o The Boss x
when does power rushing start to work lol? My HB breaks little to no tackles


Once you get a few more ability points... Power Running to 50 would be a terrible idea if it means that carrying awareness, footwork, quickness, sprinting, carrying grip, and balance are ignored.

Right now I'm breaking about 1-2 tackles with my power RB, but I'm spending a lot of points on balance, because if the tackle knocks you off balance, you aren't going to break it.
 
InRomoWeTrust
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It's not just power running as Time Trial mentioned w/ Balance. Attributes like toughness, conditioning, and balance can be big helps
 
Time Trial
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Originally posted by InRomoWeTrust
It's not just power running as Time Trial mentioned w/ Balance. Attributes like toughness, conditioning, and balance can be big helps


Also, the emphasis wasn't on "broken tackles" in GLB2 for power running. Yes, you CAN break tackles and WILL break tackles, but it is also about how long it takes and how many yards you get while dragging the tackler. There are some lol moments in the upper tiers where someone has 100 balance and 100 power running being tackled by someone with 30-40 tackling tech and 30-40 tackling grip. The tackler gets a piggy-back ride 20 yards down the field before being tossed loose.

Of course, if you are already dragging a tackler, you are more likely to be tackled by any following tackler, so tackling grip isn't useless. If you ignored it and just got broken, the powerback will have no one slowing him down or taking him off balance for when he needs to break the next tackle.
 
Time Trial
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Originally posted by InRomoWeTrust
It's not just power running as Time Trial mentioned w/ Balance. Attributes like toughness, conditioning, and balance can be big helps


I also like Intimidation... I think it is used as the activation for some of the power running SAs.
 
doobas

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Originally posted by Time Trial
I also like Intimidation... I think it is used as the activation for some of the power running SAs.


Freight Train. I've chosen it for my HB.

doobas™
 
Time Trial
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Originally posted by doobas
Freight Train. I've chosen it for my HB.

doobas™


Yes. I think I liked Freight Train, Power Thru, and Mr. Reliable on my PHB. There was one more that was good, and I can't remember whether I ended up with that fourth one or Freight Train in the end.

Surge, Grinder, Goal Line Back, and Spin. I think I used Goal Line Back or Surge tbh.
Edited by Time Trial on Jan 6, 2014 16:10:29
 
doobas

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Originally posted by Time Trial


Surge, Grinder, Goal Line Back, and Spin. I think I used Goal Line Back or Surge tbh.


I've gone for Surge as my second. How many do you end up being able to take to level 3?

doobas™
 
Time Trial
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Originally posted by doobas
I've gone for Surge as my second. How many do you end up being able to take to level 3?

doobas™


I think 3, but I think superstars get a bit more. 3 Abilities to level 3 is 18 AP... I can't remember if the regular bots get 15 or 18. It might be the Super*s that get 18.
 
Merik
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regulare is 15 SS is 18
so a normal one get's 2 to 3 and one to 2
 


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