User Pass
Home Sign Up Contact Log In
Oofty
offline
Link
 
For the life of me, I can't seem to think of a time when this would be useful. Unless agility is already maxed out at 10, why not just drop speed down one point and raise agility instead--since agility also gives a lot of additional bonuses beyond footwork and quickness?

It just seems like kind of a waste of a trait. Am I off-base here?
 
Link
 
I use it on most of my zone coverage guys. Footwork and Quickness are their most important traits.

http://glb2.warriorgeneral.com/game/player/174964
http://glb2.warriorgeneral.com/game/player/175514
http://glb2.warriorgeneral.com/game/player/175558
http://glb2.warriorgeneral.com/game/player/175559
http://glb2.warriorgeneral.com/game/player/175560
http://glb2.warriorgeneral.com/game/player/175565
http://glb2.warriorgeneral.com/game/player/175569
Edited by Galactic Empire on Sep 11, 2015 19:43:20
Edited by Galactic Empire on Sep 11, 2015 19:43:06
Edited by Galactic Empire on Sep 11, 2015 19:41:51
 
Oofty
offline
Link
 
Originally posted by Galactic Empire
I use it on most of my zone coverage guys. Footwork and Quickness are their most important traits.



Are there any other instances where you'd recommend it?
 
Link
 
It sounds like you're mostly focused on the +max benefit instead of the x% cheaper benefit. In my experience building players, seeing where the final ratings end up, rinse and repeat..that x% cheaper is a surprisingly nice thing.

CBs are definitely the best example for Quick Feet imo, because I want Quickness and Footwork both pretty high. Sprinting will be up there too but isn't as critical for me. When you're training something to like 70-80 and getting it 10% cheaper, that saves a lot of points at the end.

I might consider it on OL too. Probably not a lot else because I'm big on Sprinting for almost every position, so I don't want to make it more expensive and lower cap. Maybe a coverage LB too.
 
Oofty
offline
Link
 
Originally posted by Spastic_Cowboy
It sounds like you're mostly focused on the +max benefit instead of the x% cheaper benefit. In my experience building players, seeing where the final ratings end up, rinse and repeat..that x% cheaper is a surprisingly nice thing.

CBs are definitely the best example for Quick Feet imo, because I want Quickness and Footwork both pretty high. Sprinting will be up there too but isn't as critical for me. When you're training something to like 70-80 and getting it 10% cheaper, that saves a lot of points at the end.


Makes perfect sense. And I had at least considered this, but it still doesn't seem to add up.

Did you notice my point about simply adding to the level instead? Speed's level doesn't affect very much else, so would at least seem like cap-boosting it would be a better option a lot of the time--especially if it's on the O-line or D-line. Agility, on the other hand, affects TONS of skills--more than any other. Only Confidence might affect more skills, but to a lesser extent.

Let's think about the CB example. Imagine you know that you want your CB to have, at minimum, 85 Speed. You also know that you want Footwork and Quickness to be at least 80+, too, when it's all said and done. Speed only has a major role in sprinting, and a pretty minor role in Power Tackling and the Break Block Technique. In order to get speed back to where you need it, that means adding another level to it than you'd need otherwise--and effectively, one less agility level than you'd need otherwise. Since Agility affects almost all of the most important skills, particularly Coverage Tech, swapping points from Agility to Speed seems a bit foolhardy.

*Almost* always, sprinting is really the only reason I might add another point to it when building a player. There are better ways of helping the other skills that it affects.

Don't misunderstand me, I am not saying it makes less sense if agility is already at 10 to do it. I think it makes MORE sense then, regardless of the maxed out part. I almost feel like there's got to be a sweet spot within a certain level range where it turns up to your advantage to use it, but Agility seems a good deal more important.

 
MileHighShoes
offline
Link
 
His point wasn't about skill caps though.
You asked when quick feet would be useful, he said its useful for the cost % decrease. We all get the argument about caps. You make sense. However this trait is good because it decreases the cost of two expensive traits that some positions would want to invest in. Regardless of the caps, agility, speed, etc decreasing the cost can be valuable in that it allows you to spend elsewhere, especially on a CB where 75+ footwork and quickness are a necessity.
 
Oofty
offline
Link
 
Originally posted by MileHighShoes
His point wasn't about skill caps though.
Regardless of the caps, agility, speed, etc decreasing the cost can be valuable in that it allows you to spend elsewhere, especially on a CB where 75+ footwork and quickness are a necessity.


Right. Again, I'm not trying to contradict you here (I promise), but that what you said last was actually my question. I was asking if there was a position where the net point cost difference actually produced a return--after taking the caps into consideration. If it were to be really useful, I'd guess its best point ROI was for like a Center or a NT. Just sort of curious to see how people have used it, especially since the cost of trait is what you give up to get it. I was thinking either that or for someone who wants the 15% off Quickness and Footwork by combining Quick Feet with Egotist (but would also only charge Speed a 5% higher rate) and maybe Dread-naught or Workhorse. I don't know for sure, but I get the feeling that some of the traits were meant to be used in tandem with one another like this.

One more quick question if you don't mind? I'm looking for some knowledgeable folks after fully shifting into GLB2 from GLB1 (since about season 3-4 of GLB1). The sim seems a lot more complex than the last one, but maybe that's just because we could use "Bort Stalker" to learn anything we needed to know.

This actually brings me to a different point I asked in another thread: how high does footwork need to be for O-linemen--or even D-linemen who don't use Spin Cycle? Is there a consensus?

Also, is there any way that having it high might in some way negate the effects of being screwed by getting lined up against a DE with like 80+ Footwork and Pass Rush Tech with gold Spin Cycle? Even for plays where it doesn't go off, my theory had been that Footwork is used in tandem with Pass-Rush Blocking Technique to determine how they match the D-lineman's lateral movement--while the power-blocking skills were for forward movement.
 
Link
 
I cap boost stamina on almost all my players.
 
Link
 
Yeah the point about holding back Sprinting to cap boost makes sense. I would definitely do that on a pulling OL where I want to cap boost Sprinting to 35-40. But like GE said, I tend to do that with Stamina/Conditioning more often. The Stamina attribute is similar to the Speed attribute with a narrow impact on skills, so I've found I like to build with minimal Stamina and plan to cap boost Conditioning 2-3 times. If the build ends up with Sprinting > Conditioning--which most of mine do--then it's more expensive to short Speed/Sprinting.

There also seems to be a trend where people are going balls to the walls on Conditioning, so I'm curious to see how that plays out.
 
MileHighShoes
offline
Link
 
Footwork actually isn't very useful on O-linemen from what I've seen.
IRL good blockers have great footwork to generate leverage and maintain balance when engaging.
But in this game footwork is just their ability to move side to side or backwards without turning their body, something O-linemen seem to actually do very little of. 35-40 footwork is plenty on almost all O-linemen. Most passrushers are on power in order to engage blockers as fast as possible so they can fire off spin cycle ASAP. So they generally come right at you. Once you're engaged Pass block Technique is about the only thing that can hold a D-lineman off from firing spin cycle. Spin cycle only has a chance to fire off if the D-lineman is winning the blocking interaction, and Technique is the only thing that determines whether you are winning or losing.

The only place I think were footwork comes into play is during pulling interactions. So an argument could be made for it to be higher on Guards.
Edited by MileHighShoes on Sep 13, 2015 12:33:22
 


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