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Forum > FAQ's, Player Guides and Game Help > Power Running on an Elusive Back
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Oofty
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At a certain point, is adding some points into it worth it, since if a back is fast enough, he'll break into the secondary, where CBs usually have low Power Tackling? Does it add enough to the YPC from fighting out yards?

Or would it be a nuisance since it would "hold" the back up longer, giving more chances for fumbles to be caused?
 
DeeVee8
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IMO if you are going elusive then there is no need for Power Running. It takes at least 65-70 just to see him break tackles. Anything less and you're just opening yourself up to more fumbles.

As seen by Jimbo Jumpback(Minnesota Stunners circa ~S8) you can build a tackle breaker that jukes well but that is done by getting power running high and having moderate elusive running. It doesn't go the other way. Then you have to sacrifice physical skills which makes the elusive back so dangerous. It's a tough decision but I think it should be all one and nothing of the other when building a power or elusive back.
Edited by Dee. on Oct 4, 2015 20:53:02
Edited by Dee. on Oct 4, 2015 20:51:55
Edited by Dee. on Oct 4, 2015 20:50:01
 
Oofty
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What about if a RB is attempting an experimental build with lower Elusive, more Speed, and 100 Carry Awareness? In other words, instead of fooling defensive players, just avoiding them completely by burning them.
 
TxSteve
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Originally posted by Dee.

As seen by Jimbo Jumpback(Minnesota Stunners circa ~S8) you can build a tackle breaker that jukes well but that is done by getting power running high and having moderate elusive running.


jimbo was something like 90 elusive / 60 power if I recall.
 
Oofty
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Do you happen to know how much speed? And was Jimbo a S*?
Edited by Oofty on Oct 4, 2015 21:10:59
 
TxSteve
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yes a superstar. speed around 90
 
DeeVee8
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Originally posted by TxSteve
jimbo was something like 90 elusive / 60 power if I recall.


Ahhh, I thought it was the other way around. From my experience it takes a lot more than 60 to see solid tackle breaking. What was his running style set to iyrc?
 
Oofty
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Even if not for tackle-breaking, would 30-40 see much return in YPC (per the 'fight out for extra yards' part)?

I get what both of you are saying, but with regards to the experiment I'd like to build, the point would be to make him almost exclusively an outside rusher with just enough elusive ability to force the secondary to be the ones tackling instead of the D-line or MLB. In other words, even though 50-60 might not see much tackle breaking for between-the-tackle HBs, 40-50 might be enough to see a steady clip against CBs?
 
DeeVee8
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It might help if you have an SA like Power Through or even Stiff Arm accompanied with carry awareness.

But like I said I would opt to use those SPs in more footwork or Speed for an elusive.
 
Oofty
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Originally posted by Dee.
It might help if you have an SA like Power Through or even Stiff Arm accompanied with carry awareness.

But like I said I would opt to use those SPs in more footwork or Speed for an elusive.


My thinking is that if Speed is already 90-95+, the marginal cost of an additional point in speed would be like 9-10 points in Power Tackling, from the minimum to about 18. Two points of Speed would mean going from like 9-10 Power Running to like 25-30. If going with a more extreme Speed build like this, the opportunity cost for throwing points in lower-cost options is less than it would be otherwise if splitting between high Elusive, too. Even if the average net YPC gain is like 0.1-0.2 more yards from fighting out just a tad longer, that adds up a ton over a season or career.

Of course, just how much Power Running might help on the 'fight for extra yards' roll is speculative on my part.
Edited by Oofty on Oct 4, 2015 22:35:57
 
Xars
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Originally posted by Oofty
My thinking is that if Speed is already 90-95+, the marginal cost of an additional point in speed would be like 9-10 points in Power Tackling, from the minimum to about 18. Two points of Speed would mean going from like 9-10 Power Running to like 25-30. If going with a more extreme Speed build like this, the opportunity cost for throwing points in lower-cost options is less than it would be otherwise if splitting between high Elusive, too. Even if the average net YPC gain is like 0.1-0.2 more yards from fighting out just a tad longer, that adds up a ton over a season or career.

Of course, just how much Power Running might help on the 'fight for extra yards' roll is speculative on my part.


You ask a ton of questions.

At some point, you just have to build and find out for your self.

Yes, there is an opportunity cost in that a singe point of Sprinting is X points in something else.

But each point in Sprinting allows you to get to and turn the corner faster -- and that's very, very valuable.

What you can't "know" via all your questions is what is the marginal utility of that extra point in Sprinting until you play the game at Vet.

Edited by Xars on Oct 5, 2015 04:13:16
 
FairForever
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Originally posted by Xars
You ask a ton of questions.

At some point, you just have to build and find out for your self.

Yes, there is an opportunity cost in that a singe point of Sprinting is X points in something else.

But each point in Sprinting allows you to get to and turn the corner faster -- and that's very, very valuable.

What you can't "know" via all your questions is what is the marginal utility of that extra point in Sprinting until you play the game at Vet.



This.

Not to be rude... but you are 6-14 as a coordinator, currently. Your builds at Vet is the least of your worries right now. Play the game first - learn to game plan, and then build your team around it after. When I played my rookie season, my caps were crappy... I ended up rebuilding some of the players after 1 - 2 seasons because of that.
 
Mysterio
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Our HB on INHS will end with 100 speed/81 power running/70 elusive running with Gold Stiff Arm, juke, and power through. He seems to be doing OK so far. Not a ton of broken tackles, but he makes the ones he does break matter a lot. I don't anticipate him breaking a ton of tackles but when PT goes off he should break through secondary tackles a decent amount. When stiff arm goes off he can break nearly any tackle. Juke lets him pull sideline shenanigans and the semi high elusive running lets him fake low pursuit dlinemen. I felt the 100 power running builds were a bit tired and with so much more tackling skills out there I wanted to try something different with him.
Edited by Mysterio on Oct 5, 2015 16:26:20
Edited by Mysterio on Oct 5, 2015 16:17:30
 
Aeir
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I agree with Xars and FairForever.

You can do reasonably well even with mediocre/non-optimized builds, as long as you have a good game plan in place (see:CPU Challenge).

Once you start getting a good grasp on play-calling, and start finding plays you like and trust, and start winning a good amount of games, then find/build players specifically to take advantage of those plays.
Edited by Aeir on Oct 5, 2015 16:44:23
 
Couchduck
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http://glb2.warriorgeneral.com/game/player/75264

This guy was about as much of a "balanced" non superstar as you can get. He was a pretty early GLB2 project so his SA's are a disaster. But he averaged 6ypc his last few seasons as a top 10ish team.
 
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