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psi
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what should agility/catching/vision/jumping/carrying/stamina look like at the end of the build?

can i get by with 80 agility and max First Step?

is Catch In Stride something to max out or just put 4-6 points in?

editeditedit lol
Edited by psi on Jan 14, 2022 09:15:38
Edited by psi on Jan 14, 2022 09:15:00
 
RyanCane26
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110 is a little lower than I've gone before, but I'd say

85 agility, 140 catching , 60 vis, 60 jmp, 60 carry, 60 stamina

I don't think Catch in Stride would be great for that type of build but maybe I'm wrong.. I'd focus on Route Run, Sticky Hands for the Slot Machine VA & First Step is always great
 
psi
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oh i meant 110 base. and it's 4 aeq so 168
60's all around for the relevant stuff seems fair, just want to get the best shot at not being a drop factory if it's taking throws 30/40 yds downfield
Edited by psi on Jan 14, 2022 09:48:34
 
RyanCane26
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Lol.. oh then disregard everything I said
 
RyanCane26
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Yes I think you can get by with 80 agility, assuming he will be running deep routes mostly and not cutting a lot

In that case CIS definitely makes sense.. I think 4-6 is better than none but if you can afford 10 by all means.

So 80 agility, 85 catching, 50+ vision, 50+ carry, 60+ stamina.. I would just train jumping

First Step, Juke and Catch Fake always good as well
 
RyanCane26
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The hope is that he is wide open more than fighting for contested passes, I don't think drops would be an issue
 
psi
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thanks. is high Vision helpful for getting a good jump off the line quickly? could something like 75 catching 70 vision work as well as 85 catching 50 vision for catching purposes, while making him faster?
 
Dr. E
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I dislike first step on receivers. Makes check downs more difficult because the receiver will be a different spot when it fires.
 
Theo Wizzago
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Originally posted by psi
oh i meant 110 base. and it's 4 aeq so 168
60's all around for the relevant stuff seems fair, just want to get the best shot at not being a drop factory if it's taking throws 30/40 yds downfield


Catching if only running post routes. Understand the deeper the throw the more penalties there is to completing the catch so the higher the catching the better you'll be at making the catch and even helps 'Catch in Stride' I think. And you'll need a great O-line because that QB's still gonna need time for you to get open deep.
From an OC's point of view, trying to throw bombs to speed receivers, I noticed the defense simply plays off then closes once the pass is thrown. The longer the pass, the easier it is for defenders to see it, read it, and close on it. It's awesome when you connect but if you live and die by the bomb you're gonna die a lot.
I agree with Ryan... need things that help you catch the ball. If you have room some strength and jumping would be helpful (understand that's not generally a speed WR's priority but it does help with contested catches).
I'm gonna actually disagree with Dr.E here but only because of the routes your receiver will likely be running. With medium and long passes by the time the receiver gets to where his throwing window is it's all QB vision and whether or not the receiver is open enough to warrant a throw. Any gains gotten from 1st step are no longer relevant. However... if you're trying to get a step on your defender from the start, 1st step is not a terrible thing. Better thing would be higher agility (Agility is what helps you get that good jump from a standing start) but 1st step is a good helper for those with lower agility. Agree with Dr.E it does mess with short throw progressions though.

I'm not sure about Vision for a receiver. I know how it works and all that but what I don't know is how it works against defenders that almost always have WAY higher vision than most receivers do. Does that big advantage cause issues in the passing game? I always thought of high vision for defenders as a QB thwarting thing but it might have an effect on the receiver's ability to catch a pass as well (by allowing the defender the advantage of seeing the pass before the receiver does).
Edited by Theo Wizzago on Jan 14, 2022 11:52:32
 
RyanCane26
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Originally posted by psi
thanks. is high Vision helpful for getting a good jump off the line quickly? could something like 75 catching 70 vision work as well as 85 catching 50 vision for catching purposes, while making him faster?


Not positive on getting off the line quicker but theoretically should help Fakes fire more to help be even more open.. So if you're just wanting to try something out that would be more interesting, but need to have a coordinator willing to work with the dot correctly

I personally still like the higher catch because even if you blow by/fake out the corner on you, you probably will still have a 1 on 1 to win vs a zone safety
 
reddogrw
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most WR get open due to fakes

Juke, Catch Fake, Pump Fake - anything else above that is always great but those are staples
 
Kenshinzen
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Originally posted by reddogrw
most WR get open due to fakes

Juke, Catch Fake, Pump Fake - anything else above that is always great but those are staples


this. And usually want two fake % to gain advantage against one avoid fake most corners have.
 
ProfessionalKop
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Originally posted by Dr. E
I dislike first step on receivers. Makes check downs more difficult because the receiver will be a different spot when it fires.


Why would you be lobbing a ball down the field to a super fast WR for a check down? That doesn’t make any sense.
 
Dr. E
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No it doesn't which is why I never have. I would have the fast WR late in the Check Down order, my primary target early. This way the good DC will have spotted and planned for leaving the deep WR single coverage and if the QB spots him it's a deep pass with decent odds of being completed.


Originally posted by ProfessionalKop
Why would you be lobbing a ball down the field to a super fast WR for a check down? That doesn’t make any sense.


 
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