User Pass
Home Sign Up Contact Log In
Page:
 
jjet5552007
offline
Link
 
First off just really need feedback regarding quickness/sprinting. Is it possible to make a DT with no quickness or sprinting that can still apply pressure to the QB and stop the run.

http://i.imgur.com/kjEyJ4L.png

2 Caps will be spent on pass rush tech. The other I'm having trouble deciding. Thinking break run block to get it to 95 or toughness.
 
Absolut Zero
offline
Link
 
If you're not going to be touching sprinting, then why is his cap there so high?

It'll be really hard for him to get to the QB, but he should still be able to get some hurries. If you can figure out a way to increase his intimidation, that'll help in the hurry department.

Don't know what his traits are, but with all that footwork and no sprinting, Quick Feet sounds awesome.
 
Kayoh
offline
Link
 
the lack of power tackling, tackling grip & defense consistency is going to hurt pretty badly.
 
chronicbomb
offline
Link
 
Lack of hg will make it impossible to defend top tier running teams later on. While i find blitz awarness not good at all
 
jjet5552007
offline
Link
 
Only way to get pass rush tech that high on a non S* is to have speed very high. Hoping to just try and get spin cycle to proc as much as possible. Kayoh, give me input as to why those things are needed.
 
jjet5552007
offline
Link
 
Originally posted by chronicbomb
Lack of hg will make it impossible to defend top tier running teams later on. While i find blitz awarness not good at all


Will a high break run block not allow him to get off the block before the O linemen digs in and starts to push? And the way i understand it, is blitz awareness allows any player currently rushing at the QB to make an awareness check that either the ball is in the air or that the HB has the ball, allowing him to try for a deflection or tackle. Is this incorrect?
 
Mezirah
offline
Link
 
Im kinda in agreement with some of these guys and Cbomb. Your guy needs a ton of help.

For starters, Pass deflection to at least 25, 30 is better. I wouldn't even recruit a DT if he didn't agree to respec for more deflection. He's gonna go some games with 0 tackles, 0 hurries, 0 sacks..but at least he can be useful on a 3rd down every now and then with a deflection. It's a proven skill that NO ONE seems to care about yet in this game. Well, some do.

I would go that high on blitz aware for a DE, but for DT most of his pursuit checks will be handled by the auto-aware tackle halo by a HB being close enough to force the DT to pursue. You do need some to react to the pass, for pass deflections, so I wouldn't call it worthless. Pursuit I find can be lower on DT's also.

Hold ground should be high for a DT, and Def Consistency needs to be higher, it will help win blocks. Pass rush power needs to exist, even if low. You cannot have these skills at base like this.

I treat 3rd downs as the moment to shine, and consistency has proven to be a winner over time. Watch your players preform as well in the 4th quarter when they are tired and broke, and on 3rd down, and kick ass just like they did in the 1st quarter. The only way to be great in glb2 is to win dice rolls.

Tackle tech is out of hand at 73. Great DT's average 1 tackle a game sometimes. A mis-tackle is sometimes as good as a tackle, as long as you slow them down and get a hand on them for linebackers and safeties to crash in. This is part of the power tackle converation from above. I would move some points over to power tackling from here. On those 3rd and 1's, you'll love your DT the 1 game on a middle overload he swims into the hole and cements a HB on the line of scrimmage for everyone to jump on and force a 4th down. Grip is fine for a DT at 38, again, let someone else make the tackle, your job is to be annoying. Strip tech, ya, you can ignore it if you want. This is the 1st skill so far down the line I agree with. Going back, does 82 pass tech and brb at 90 need to be so high? I would say no.

Balance looks great at 60. Footwork at 79 I think is way too much. If you want to put your 82 pass rush tech with spin cycle to use, chip some off and go with sprinting and a little quickness so you can actually get to places. If this was a s*, I'd have like 50-60 sprint, but it's not. That can give you an idea though of how important I see sprinting on a DT. Give the poor guy at least 30, I mean, cmon. 13 intimidation...optional but I would say too low. I would give him at least 25-30, especially with massive tech levels that you are carrying. With no power you may not do much, may as well try to chip away at some morale and make the battles easier over time. Win some morale battles, and if the offense has a bad drive, next thing you know you are winning more and more grid iron and magic starts to happen later on. It's how this game's meta was intended and it works. Plus a few of us thinks it helps with tackling especially vs power rushers, so add some of this in from the 73 tackle tech.
 
tezed
offline
Link
 
Originally posted by Mezirah
Im kinda in agreement with some of these guys and Cbomb. Your guy needs a ton of help.


Great advice
 
Galithor
offline
Link
 
To the OP about sprinting and quickness, the best DT in the game has neither above 30.
 
jjet5552007
offline
Link
 
Thanks to everyone who has posted feedback and a special thanks to Mezirah for the detailed feedback. This guy is by no means meant to be made the way he is. This is a prototype at most, so that i can get a feel for what everyone considers to be most important.

General consensus seems to be and i am in agreement with this, as to the way my 2 actual DTs are built, that they are meant to slow a runner long enough for someone else to make the tackle.

As for pass deflection, i am in complete agreement, most everyone seems to disregard it, but i feel a batted pass is as good as a sack. I always have deflection on my D linemen, somewhere around 40 low end should be sufficient. (QUESTION-can a D linemen bat a pass even while he engaged in a block? or does he have to win the block before he can even attempt?)

The awareness is something i feel like you wouldnt miss if it wasnt there, but when you have it and its working, you wouldnt make another player without it. I always thought pursuit played a role in getting around a blocker, not matter the distance, but it may not do anything linemen who are already in a block. I think its generally used for LBs and Safeties to avoid blockers from a distance while running to the ball carrier. I think the blitz awareness is essential for batting passes and knowing when the HB has the ball. So, no pursuit and medium blitz awareness.

I agree with that the Hold Ground and Pass rush power should not be left at minimum, this again was a prototype to get some feed back based on currently used points. Question is, how much is enough?

Tackling to me is a bit confusing. I know strip tech is used for when either someone has the ball carrier wrapped up and you are trying to get the ball out, or for reaching out as he runs by to take the ball away without tackling. I thought tackle tech was the ability for a defensive player to get a hand on a ball carrier to start making a tackle, while power tackling was his ability to slow down a ball carrier with a powerful forward tackle. A DT in reality will be reaching out to grab a runner and very seldom will be in the lane unblocked to hit someone from the front. This is my reasoning for low power tackling, but like i said, im taking all of this criticism and going to use it in the future for building and would really like some more discussion on this aspect.

For the physicals, i figured 60 would be plenty on balance. Enough to stay upright while trying to get around blockers. I had footwork high just to make sure spin cycle fires as often as possible. I would think 100 pass rush tech and 100 footwork would guarantee it fires 50% of the time and then decrease as you lower them, but who knows how much. I also know footwork helps move side to side which is what a DT should be doing, side stepping to fill in the running lanes and once he is free of the blocker, making a B line for the QB. I by no means would leave the Sprinting or Quickness at the minimum, would be at least 30 on each, since i noticed what Galithor posted, that the top DT in the game has neither that high. But again, I was curious as to how much is enough? If spin cycle doesnt fire, or he doesnt pass a rush tech check, there is no need for the sprinting in the first place. But on the other end of the spectrum, if it does fire and he doesnt have the sprinting, he wont be getting anywhere very fast.

For intimidation, yea it will definitely have something there, even if it is a minimum 30. There is just so much you can do with a non S* player who you are trying to cover 2 rolls with. Obviously the best thing to do would be, run a certain formation against runs using your run stoppers and another formation for the run with your pass rushers. Just trying to see if there was a build that could play backup to both but still do some good. Is there a certain order that rolls happen in, that we are aware of? In a pass rush scenario, would my guy roll his tech roll first and if he won that, would the power roll not matter? Lots of questions since we know very little about the sim, just trying to wrap my head around the many options. Thanks again for all the feedback and keep em coming.
Edited by jjet5552007 on Jan 23, 2015 21:28:10
 
Link
 
Originally posted by Mezirah

For starters, Pass deflection to at least 25, 30 is better. I wouldn't even recruit a DT if he didn't agree to respec for more deflection. He's gonna go some games with 0 tackles, 0 hurries, 0 sacks..but at least he can be useful on a 3rd down every now and then with a deflection. It's a proven skill that NO ONE seems to care about yet in this game. Well, some do.


Can you provide evidence for this? Pass Deflection is overrated and a waste of SP IMHO. The best way to get a pass deflection from a DL is to use pass rush power to push the O-Line back. Jabba the Hut has 4, 4, and 3 PDs in his 1st 3 seasons and I have never pumped pass deflection. He does have 70 pass rush power though and constantly drives the O-Line back. I don't know if those numbers are average or good or bad, but I don't see many pass deflections from D-Line during my games.

http://glb2.warriorgeneral.com/game/player/96513

In comparison, your DT, The Hound, has 1, 3, and 3 PDs in his 1st 3 seasons. And he has 30 pass deflection.

http://glb2.warriorgeneral.com/game/player/72475
Edited by Galactic Empire on Jan 24, 2015 07:55:27
 
Link
 
Originally posted by jjet5552007

Tackling to me is a bit confusing. I know strip tech is used for when either someone has the ball carrier wrapped up and you are trying to get the ball out, or for reaching out as he runs by to take the ball away without tackling. I thought tackle tech was the ability for a defensive player to get a hand on a ball carrier to start making a tackle, while power tackling was his ability to slow down a ball carrier with a powerful forward tackle. A DT in reality will be reaching out to grab a runner and very seldom will be in the lane unblocked to hit someone from the front. This is my reasoning for low power tackling, but like i said, im taking all of this criticism and going to use it in the future for building and would really like some more discussion on this aspect.


I think takling grip is the most important skill. The DT needs to grab and hold on to the ball carrier while a LB lays the wood. Power tackling is not needed IMHO. It is VERY expensive and the amount of times he will actually be able to use it is minimal. Grip is VERY cheap. I say max grip, nothing in power tackle and get tackle tech to a a reasonable level.

Originally posted by jjet5552007

For the physicals, i figured 60 would be plenty on balance. Enough to stay upright while trying to get around blockers.


60 is too low. You need to max out balance as balance is one of the most underrated and important skills for a DL. Balance is the main skill that prevents pancakes. Once you start going against strong, powerful O-Line in higher tiers, you will wish you had higher balance once your DT starts getting pancaked all over the field.

However, if he a pure pass rusher and only plays against passing teams, then balance isn't as important since most pass protecting O-Line go with high tech and low power. Balance is most important against run blocking O-Line.
Edited by Galactic Empire on Jan 24, 2015 08:58:48
Edited by Galactic Empire on Jan 24, 2015 08:57:52
 
Link
 
Originally posted by jjet5552007
Is there a certain order that rolls happen in, that we are aware of? In a pass rush scenario, would my guy roll his tech roll first and if he won that, would the power roll not matter?


I think it depends on how his tactics are set. If he wins the tech battle then one of 2 things happen. If his pass rush style is set to power, he will use pass rush power to try and pancake the O-Line. If it is set to evasive, he will use footwork and try to get around the O-Line. If combo, it is a coin flip.
Edited by Galactic Empire on Jan 24, 2015 09:09:36
 
Mezirah
offline
Link
 
Originally posted by Galactic Empire
Can you provide evidence for this? Pass Deflection is overrated and a waste of SP IMHO. The best way to get a pass deflection from a DL is to use pass rush power to push the O-Line back. Jabba the Hut has 4, 4, and 3 PDs in his 1st 3 seasons and I have never pumped pass deflection. He does have 70 pass rush power though and constantly drives the O-Line back. I don't know if those numbers are average or good or bad, but I don't see many pass deflections from D-Line during my games.

http://glb2.warriorgeneral.com/game/player/96513

In comparison, your DT, The Hound, has 1, 3, and 3 PDs in his 1st 3 seasons. And he has 30 pass deflection.

http://glb2.warriorgeneral.com/game/player/72475


It's all luck, right place at right time, and dice rolls right. So a DT with 30 deflect might have the same dice roll as a DT with 12 deflect.

But last season MMA's starting DE's had 9 pd's and 7 pd's for 16 pd's total. So every other game our DE squad had a deflect. Can a set of DE's with no deflect get that many? It's probably possible but not likely. You could probably look at enough teams and find a season that shows otherwise, but from personal experience adding it increases deflections dramatically. It's just one of those things that gets chopped down to personal preference. When you get clutched deflections in big games, you start becoming a fan. And DT's don't get as many as DE's, but I'm still going to have some. It's the same hootananny why guys have really high ffum skills or high intercepting, they value small things which can be big. My GLB2 outlook values these things but only in small investments. Going up to 30-35 deflection, interception, strip tech for example. I get to at least see production without large investment. I believe going too high in this stuff is a take away from the every snap production of the player and I can't count on lucky things to happen to me in big games. But I'm very willing to commit some points to those areas as long as they dont break my build. Pass Deflect with some Blitz aware falls into that category for me at least.
 
jjet5552007
offline
Link
 
Thanks to everyone again for the feedback. A mod can close this thread whenever.
 
Page:
 


You are not logged in. Please log in if you want to post a reply.