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Forum > FAQ's, Player Guides and Game Help > Theory and Test on Spin Cycle Effectiveness
Oofty
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A few things to point out first:
- The description for Spin Cycle mentions a drop in balance of -8 for one second.
- The SA requires some combination of Footwork and Pass Rush Technique in calculating when it fires on a roll.

So, this effectively means the SA fires when:
The pass rush roll is being won.
AND
Some combination of Footwork and PRT calculates to somewhere around a 50% chance.

Presumably then, for a DE that hypothetically has 100 PRT and 100 FW, and energy and morale are irrelevant to both a DE and the OT blocking him, half of all game ticks where the break block roll is won would result in a spin.

Okay... with that out of the way... The thing I keep coming back to is the effectiveness of the spin itself.

1. Is the spin from a DE with 85 Footwork completed more quickly and/or in a tighter window than a spin from a DE with 70 Footwork? (If this is true, this could be huge for DTs, who have much tighter gaps in and around other blockers. We've all seen the DTs that Spin... straight into another blocker...)

2. And, where does balance come into the equation? Is it mostly just the ability to accelerate toward the QB after the Spin?

3. If it is, is the speed of the spin (higher Footwork) more important than the acceleration afterward?

I'm in the midst of doing some controlled experiments with scrub players, and I hope to find out. In the meantime, anyone have any thoughts?
Edited by Oofty on Apr 14, 2021 02:54:47
 
Cybertron
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I would assume balance + footwork = speed of spin
 
Cybertron
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High footwork, balance, RBT, and quickness.
 
atlbruce
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1. Don't know, as my Spin Cycle DEs and DTs have had around 60 Footwork and Balance, which makes for a pretty tight spin:
https://glb2.warriorgeneral.com/game/replay/542068/1005497
https://glb2.warriorgeneral.com/game/replay/715394/1882601

2. I think Balance, Quickness, and Sprinting would all play a factor in getting to the QB after the spin.

3. As for that, it would seem that winning the blocking interaction quickly and getting it to fire sooner rather than later is most important. How much Footwork plays into that, I have no idea.
 
dredgar
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I do push balance above 60 on all my D-lineman just so i don't have to worry about the balance issues. But large amounts of balance help fluid movements.
 
Cybertron
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Originally posted by dredgar
I do push balance above 60 on all my D-lineman just so i don't have to worry about the balance issues. But large amounts of balance help fluid movements.


Also helps with avoiding pancakes.
 


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