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Anyone With Help?
 
TxSteve
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Depends what you want him to do. Run stuff or Pass rush?


looks like you already posted in the builds section
http://glb2.warriorgeneral.com/game/forum/thread/5179106
 
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Originally posted by TxSteve
Depends what you want him to do. Run stuff or Pass rush?


looks like you already posted in the builds section
http://glb2.warriorgeneral.com/game/forum/thread/5179106


Both Would Be Good...Seems Like I Dont See Many Good DT's In The Game
 
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DTs usually aren't stat whores, except for reverse pancakes. You want a monster DT who racks up reverse pancakes? Make him huge and max out balance, hold ground and snap reaction.
Edited by nortobc on Jun 4, 2014 19:29:15
Edited by nortobc on Jun 4, 2014 19:27:30
 
Galithor
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Footwork/pass rush tech/break run block.

take those 3 skills higher than everything else. Get the SAs spin cycle and shed block to gold. Whether you do spin cycle or shed block to silver first depends on what type of offense you'll see mostly. Bronze shed block is mostly useless. At least through the end of sophomore, you can ignore hold ground, pass rush power, and balance.
 
Jampy2.0
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ignore hold ground as a "run stuffer" and you are dead.
 
hansmacher
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Originally posted by shockdisnation03
Both Would Be Good...Seems Like I Dont See Many Good DT's In The Game[/QUO

what is good?
they arent going to be tackle or sack machines
 
Jampy2.0
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a good run DT doesn't have to be a "tackle machine"

and a good pass rush DT doesn't have to be a "sack machine".
 
Galithor
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Originally posted by Jampy2.0
ignore hold ground as a "run stuffer" and you are dead.


http://glb2.warriorgeneral.com/game/player/72264

Ignores Hold Ground. Most certainly not dead vs the run.
 
TehKyou
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Originally posted by Galithor
http://glb2.warriorgeneral.com/game/player/72264

Ignores Hold Ground. Most certainly not dead vs the run.


The magic formula doesn't include hold ground. you won't get TFL without it though (although you only rarely get it with it). I've learned alot from my All run defense Dline
 
Galithor
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Originally posted by TehKyou
The magic formula doesn't include hold ground. you won't get TFL without it though (although you only rarely get it with it). I've learned alot from my All run defense Dline


Jampy's assertion on DTs is that TFLs aren't the most important thing. His major argument for Hold Ground is that you won't get pancaked or pushed back as much.

Both of which are refuted by the player I linked above.

It's an argument Jampy and I have had on a private build forum. The result of which was my building the above linked player specifically to try and prove Jampy wrong
 
TehKyou
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After my failures and relatively few successes. I actually believe I do have the magic formula for run stopping Dlineman. I'm just keeping it to myself until I can actually test it on a team. (I ended up taking more pass rushing stuff than I wanted to on my Dline on Politicians)
 
Time Trial
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Originally posted by Galithor
Jampy's assertion on DTs is that TFLs aren't the most important thing. His major argument for Hold Ground is that you won't get pancaked or pushed back as much.

Both of which are refuted by the player I linked above.

It's an argument Jampy and I have had on a private build forum. The result of which was my building the above linked player specifically to try and prove Jampy wrong


First season you probably won't see much of a difference in the amount of push back. You really notice the players that aren't invested in later seasons when the O-line is moving your DTs back seven yards.
 
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Originally posted by Galithor
Jampy's assertion on DTs is that TFLs aren't the most important thing. His major argument for Hold Ground is that you won't get pancaked or pushed back as much.

Both of which are refuted by the player I linked above.

It's an argument Jampy and I have had on a private build forum. The result of which was my building the above linked player specifically to try and prove Jampy wrong


Yeah, and your DT above is also a superstar and has Early Bloomer. I can take a guy off the street and make him a superstar in sophomore with those traits.

Hold Ground and Balance is HUGE for a run stuffing DT. Look at your guys pancakes vs reverse pancakes. 18 to 16. I built a DT without SS or Early Bloomer and he had triple the reverse pancakes as pancaked. Plus, when you reverse pancake an O-Linemen, his morale gets destroyed and yours goes up. Don't discount how important that is.

Sure, he won't get a ton of sacks like your guy, but it goes back to if you want a run stopping or pass rushing DT. If you want a run stopping DT, Hold Ground and Balance and Snap Reaction are #1. He doesn't have to make the tackle either, as the LB is suppose to do that. The DT is suppose to "eat space" and demoralize the offensive line with reverse pancakes...and get an occational TFL or sack.
Edited by nortobc on Jun 5, 2014 13:16:19
Edited by nortobc on Jun 5, 2014 13:15:41
 
Galithor
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Watch my guys games. I don't lose the morale battle. The act of breaking a block causes morale damage.
 
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