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TxSteve
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Ok vets (or whoever) where have to sunk a bunch of skill points that you are now beginning to regret (or possibly regret heavily).

for me:

- sinking a bunch of points into pass rush skills on DE/Dt -- so dumb

- I'm beginning to think spending the points to get deflection up into the 90s was a major mistake on my cornerbacks

How about you - do you have any?
 
dredgar
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The deflection should have been a great investment but for some odd reason doesn't act as so
 
kirincnj
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I've got 95/deflection 61/INT on my S* CB, and I can't really complain, given what we've known the game to be. He's taken over games before, and shutdown S* WR's, and you can't ask for much more.

And higher deflection chance = higher INT chance. With the INT buff, it's that much more valuable.
 
Parab00n
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Originally posted by TxSteve
Ok vets (or whoever) where have to sunk a bunch of skill points that you are now beginning to regret (or possibly regret heavily).

for me:

- sinking a bunch of points into pass rush skills on DE/Dt -- so dumb

- I'm beginning to think spending the points to get deflection up into the 90s was a major mistake on my cornerbacks

How about you - do you have any?


For absolutely no reason I used 1 SP on my SS HB on First Step, by the time I realized it didn't fire on rushes the offseason was over and I was stuck with it. On my WRs I've learned speed is key and is about the hardest thing to stop at least IMO.
 
hiimjake
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Using Crusher as one of my DT's traits and starting him out as a power build. He turned out OK, but he'd be a lot better off if I could get some of my initial points back. It's all about the Spin Cycle on the dline.
 
kaiijy
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Funny, I created a thread regarding this just yesterday at Tampa Bay Tuskenraiders forum. I'll paste my post here.

Regarding my WR, Catcher McRye (http://glb2.warriorgeneral.com/game/player/60361), since the beginning I created a true possession WR with little speed that could catch everything. Since this is the sort of WR with Strength and I assumed CBs are low on Tackling Grip/Power Tackling, I tried boosting its Power Running.

The investment is really, really expensive because the modifier of Power Running for WRs is huge (150, I believe to be the highest possible, HBs are probably around 90 or 100) and I couldn't pull off to finish the build with more than 55. It seems to be paying off only now as I drag CBs across the field, but I wouldn't recommend anyone to do that.

Based on McRye I created a Rookie Possession WR this season, I opened the build for you: http://glb2.warriorgeneral.com/game/player/121987

It is outstanding how Confidence and Awareness impacts the attributes of a WR. This build takes from the McRye's final build and works out the caps to deal with the final build.
Edited by kaiijy on Dec 14, 2014 10:56:18
Edited by kaiijy on Dec 14, 2014 10:55:32
 
Laggo
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I'm still not totally convinced on Pocket Awareness for stopping sack/hurry versus just having a better o-line and more chemistry

I don't think Pass Awareness is as important as I originally presumed, I would rather be a better raw passer (99 tech, 99 accuracy, 92-95~ consistency).

 
Laggo
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Originally posted by kaiijy

Regarding my WR, Catcher McRye (http://glb2.warriorgeneral.com/game/player/60361), since the beginning I created a true possession WR with little speed that could catch everything. Since this is the sort of WR with Strength and I assumed CBs are low on Tackling Grip/Power Tackling, I tried boosting its Power Running.

The investment is really, really expensive because the modifier of Power Running for WRs is huge (150, I believe to be the highest possible, HBs are probably around 90 or 100) and I couldn't pull off to finish the build with more than 55. It seems to be paying off only now as I drag CBs across the field, but I wouldn't recommend anyone to do that.


http://glb2.warriorgeneral.com/game/player/56016

I also tried to do this and I couldn't get it to work the way I wanted. Though the player has 4 boosts and 8k SP so maybe I just gave up too early. I'll probably never find out.
 
hiimjake
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Originally posted by kaiijy
Funny, I created a thread regarding this just yesterday at Tampa Bay Tuskenraiders forum. I'll paste my post here.

Regarding my WR, Catcher McRye (http://glb2.warriorgeneral.com/game/player/60361), since the beginning I created a true possession WR with little speed that could catch everything. Since this is the sort of WR with Strength and I assumed CBs are low on Tackling Grip/Power Tackling, I tried boosting its Power Running.

The investment is really, really expensive because the modifier of Power Running for WRs is huge (150, I believe to be the highest possible, HBs are probably around 90 or 100) and I couldn't pull off to finish the build with more than 55. It seems to be paying off only now as I drag CBs across the field, but I wouldn't recommend anyone to do that.

Based on McRye I created a Rookie Possession WR this season, I opened the build for you: http://glb2.warriorgeneral.com/game/player/121987

It is outstanding how Confidence and Awareness impacts the attributes of a WR. This build takes from the McRye's final build and works out the caps to deal with the final build.


Had a Power WR on Air Raid up through Season 6 til we mercifully let him die. Even with 65 Power Running, 60 Balance and Gold Power Thru and YAC Attack he still wouldn't run through tackles consistently. And I spent so many SP on his power running ability that I really sacrificed speed and route running to the point that he couldn't get targets because the other receivers were open so much sooner than him. He was good for a handful of really cool highlights every season but that was about it.

 
Kayoh
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My biggest regrets all come from what I asked other people to do with players on my teams, not necessarily players I've built myself.

For example, on the original Hub City (seasons 1-6) I had a bunch of guys build players with a conditioning cap of 25. Big no-no.

then on Compton, almost our entire defense had Slow Built because I was thinking more about having pretty caps than if we could reach them.

Now I kinda wanna try some early bloomer builds, especially OL and defense.
 
TDiddy8701
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Originally posted by kaiijy
since the beginning I created a true possession WR with little speed that could catch everything


I'm one of the few pass heavy teams that loooooooooooves possession guys

if his build was a hair different, I would jump all over him

http://glb2.warriorgeneral.com/game/player/51826

if you get your youngin close to that, ill sign him to hburg in the future
 
Laggo
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I'm also curious if any other QB's went the 2/2/2/2/2/2 spread for SA's instead of the usual 3/3/2

I still like having 2* Hometown Hero / Road Warrior much better than I think I'd like Quick Read 3 and Pump Fake 3 (or whatever the 2nd 3* other QB's are taking now... On the Run?)

Yukiko ended up 2/2/2/2/2/1/1/1 for SA's and I do kind of wish I had 2* Second Wind over those other level 1s (Brace for Impact and On the Run in this case) but otherwise I like the spread better.
 
TDiddy8701
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i like OTR on yukiko.... B4i was a prob a waste though
 
Xars
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Originally posted by Laggo
I'm also curious if any other QB's went the 2/2/2/2/2/2 spread for SA's instead of the usual 3/3/2

I still like having 2* Hometown Hero / Road Warrior much better than I think I'd like Quick Read 3 and Pump Fake 3 (or whatever the 2nd 3* other QB's are taking now... On the Run?)

Yukiko ended up 2/2/2/2/2/1/1/1 for SA's and I do kind of wish I had 2* Second Wind over those other level 1s (Brace for Impact and On the Run in this case) but otherwise I like the spread better.


The real issue with QB SAs is the skill that powers it. Pass Tech and Pass Accuracy are far and away the most important skills. No SA is powered by them.

Run Blocking Olines have Pancake Chef and Get Low.
Power HBs have Power Through.
Elusive HBs have Juke.

Pass Blocking OLines get Leverage - which only works if you're losing a block, while you're player is built to win them.
WRs and TEs get nothing based on Rec Hands. Head Fake is powered by Routes, but only effects RE which is more expensive to build to a high cap than RT.
QBs get nothing on Pass Tech or Pass Accuracy (or Pass Consistency).

This is why the run game is overpowered vs passing (generally). The Run game SAs line up with the highest SP investment by player build. The Pass game doesn't.

We'll see how long Belgarath can go without any SAs and still put up big numbers. He's proving that the current crop of QB SAs are effectively meaningless.
 
Dub J
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I built a SS like I wanted and he was awesome.

Built a second SS like a DC told me to and he's been shit.

 
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