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sniper24
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Are archetypes nothing more than a manner of determining which abilities are major and minor? Or do player archetypes additionally determine potential? I.e. a combo corner says in the description: "He is good at most jobs, but will have a hard time becoming a master of any of them".

Is this true? Or can a combo corner be just as good or better than a hard hitter CB in the same role?
 
RyanCane26
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Just ALGs and also which SA's are favored and penalized. Also diff archetypes receive different endorsements.
 
sniper24
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Originally posted by RyanCane26
Just ALGs and also which SA's are favored and penalized. Also diff archetypes receive different endorsements.


Nice. So a combo LB, for example, could be used interchangeably as a blitzer and a coverage LB, just as effectively as both given it had the same stats?
 
RyanCane26
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Originally posted by sniper24
Nice. So a combo LB, for example, could be used interchangeably as a blitzer and a coverage LB, just as effectively as both given it had the same stats?


Yes
 
Theo Wizzago
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Originally posted by sniper24
Nice. So a combo LB, for example, could be used interchangeably as a blitzer and a coverage LB, just as effectively as both given it had the same stats?


Quick FYI, some Combo arches actually increase the number of 'primary' skills (some .4 ALG's become .5 ALG dots... some 5's become 6's [I think]). Also you want to matchup the skill sets of dual purpose style dots. One example (one of my more favorite builds) is using a Power WR as both a blocker and a receiver (since there are no 'combo' WR's). Building a (WL class) standard dot (one purpose) is hard enough but when spreading out those SP's on more than just a few skills to create a dual purpose dot, it's real easy to end up with a dot that isn't real good at doing either job.
You mentioned using a Combo LB to be both a blitzer and coverage... good skill matchup there. Speed, Agility, Vision... standard on both types of builds.
 
Gambler75
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^^ the ALG part is mentioned backwards - it's reducing +0.5 per level, to +0.4. No mystical unicorn combo QB, K or P, so +0.67 reduced to +0.5 isn't a thing.

It's only a few of the combos that get hit by spread out majors:
1) HB, FB, LB - expand from 4 to 5 majors, dropping ALGs +0.5 to +0.4 (still +2 SP per level total)
2) TE - all TEs are 5 major regardless, +0.4 for all.
3) DL/CB/SS/FS - no expansion of majors.

Because of the reduced ALGs, the bang for your buck in pushing the primary hard is worse mathematically ... so I generally found it better to build from one of the non-combo archetypes (for HB/FB/LB specifically), for dual role guys and just spread training a bit earlier ... but depending on the scheme/purpose, not penalizing certain SAs could be an valid point.
Edited by Gambler75 on Mar 30, 2020 00:00:02
 
TJ Spikes
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Yeah... Combos are a mixed bag to be sure

If you're going to kill your ALGs, you should have a really really good reason. HB, FB, LB

No real reason not to go Combo in the secondary, if you want Agility over Vision for whatever reason.

Some of the best DEs are combos. Not too common for DTs.

WRs and TEs are already 0.4 on majors, so there's no math reason not to, if you happen to like those attributes better.

 
Dr. E
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Originally posted by Gambler75
^^ the ALG part is mentioned backwards - it's reducing +0.5 per level, to +0.4. No mystical unicorn combo QB, K or P, so +0.67 reduced to +0.5 isn't a thing.

It's only a few of the combos that get hit by spread out majors:
1) HB, FB, LB - expand from 4 to 5 majors, dropping ALGs +0.5 to +0.4 (still +2 SP per level total)
2) TE - all TEs are 5 major regardless, +0.4 for all.
3) DL/CB/SS/FS - no expansion of majors.

Because of the reduced ALGs, the bang for your buck in pushing the primary hard is worse mathematically ... so I generally found it better to build from one of the non-combo archetypes (for HB/FB/LB specifically), for dual role guys and just spread training a bit earlier ... but depending on the scheme/purpose, not penalizing certain SAs could be an valid point.


This.
Unless you have a specific need, combo aren't as good to use. Along the same lines, if you are building a special teams guy, it's probable that not using a special teams archetype is better.
 
Theo Wizzago
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My favorite Combo arches are the LB Combo for sure. You can make a pretty good dual purpose LB but you need to tie in the skill sets. Example; Blitz/pass defender. Speed, Agility, Vision are crossover skill sets for both types of dots. Flesh out the other skills appropriately and you get a real good dot that can do both very well. However, you still need to favor one side over the other a little. I tend to favor the passing side as it's likely more often to come into play. This one isn't finished yet but I think it'll turn out fine;

(Lv. 73 LB)
Ht/Wt: 6'6", 231lbs

Attributes
Physical Attributes
Strength: 56.29
Speed: 155.23 (+56)
Agility: 85.36
Jumping: 44.16
Stamina: 30.03
Vision: 83.36
Confidence: 34.36

Football Skills
Blocking: 8
Catching: 8
Tackling: 83.49
Throwing: 8
Carrying: 8
Kicking: 8
Punting: 8

Special Abilities
Hard Hitter Abilities
Snarl: 1
Aura of Intimidation: 1
Diving Tackle: 1
Monster Hit: 1
Defense General: 7

Current Bonuses/Penalties
Force fumble chance: +14%
Make tackle chance: +21%
Break block chance: +14%


I went with the HH side of the tree because the SA's I want are there. He should also not be completely worthless against the run either. A true, COMBO arch. Of course he won't matchup favorably against purist builds but he's worked well when asked to do whatever the job might be; Blitzing, Run stopping, or Pass defending.

Also thanks Gambler... I did get it backwards.

I have plans for using another 'Combo' arch but I'll keep that to myself for now. However, I did see a real good Combo TE (blocking and catching) but it was a chancy build. Everything looked great but the carrying so I would worry about fumbles.
 
ProfessionalKop
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blitzing is so garbage i recommend not even worrying about it. ad thats coming from a guy who only likes building pHBs and bLBs
 
TJ Spikes
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Originally posted by ProfessionalKop
blitzing is so garbage i recommend not even worrying about it. ad thats coming from a guy who only likes building pHBs and bLBs


Agreed. You're a hero if you average 1 a game. Most will average 1 every other game or worse

 
Theo Wizzago
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When I was doing DC stuff, I always liked adding in one more 'rusher' than the standard 4 down linemen. Sometimes, even trying a little trickery with flat zone DE's replaced by blitzing LB's. No... it doesn't result in sack stats for your LB but it does create hurries, INC's, INT's, and deflections by QB's having to throw into tighter coverage than they would like to. And, yeah, the occasional sack which is fun. But, if you're looking for Sack stats for your dot, yeah... LB's aren't the droids you're looking for. :waveshand:
But nothing beats 4 damn great D-linemen.
 
ProfessionalKop
Gangstalicious
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Originally posted by Theo Wizzago
When I was doing DC stuff, I always liked adding in one more 'rusher' than the standard 4 down linemen. Sometimes, even trying a little trickery with flat zone DE's replaced by blitzing LB's. No... it doesn't result in sack stats for your LB but it does create hurries, INC's, INT's, and deflections by QB's having to throw into tighter coverage than they would like to. And, yeah, the occasional sack which is fun. But, if you're looking for Sack stats for your dot, yeah... LB's aren't the droids you're looking for. :waveshand:
But nothing beats 4 damn great D-linemen.


you can do the same with a HHLB and not waste a roster spot on a blitzer.

HHLB. FF%,FF%,MT%,B%, MT%CEQ. he'll still do the same as a stupid blitzer.

i miss when blitzing worked well.
 


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