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Fred Ex
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Strictly a multiplier to overall Agility number?
 
Theo Wizzago
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Subtractor to penalties. IMHO. How it reads is basically saying it reduces the 'speed reduction' penalty for changing directions. You see this a LOT on low level dots where either a player seems to stop running as it 'changes direction'... or it makes a HUGE turn to keep it's speed but suffers in it's ability to turn.
At higher levels it simply allows a runner to keep it's speed, or to lose the least amount, as it makes a cut or a turn.
Especially important to DB's when trying to stay tight in man coverage... and receivers when trying to break that coverage through route cuts. And rushers who don't want to lose any (or much) speed when juking, spinning, or making a hard cut.
 
Fred Ex
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"Especially important to DB's when trying to stay tight in man coverage"

This is what Im after. So in Shut Down Coverage it says you get a boost to Speed/Agility/and deflect passes. I was wondering if the Agility boost is anything comparable to what a change in direction would be. Ideally, I would like to have both but if I had to do one or the other on a strictly cover LB, im trying to decide which one to go with. I went change of direction on a safety and saw a major improvement in coverage.
 
WiSeIVIaN
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It's different like Theo said.

So change direction will literally help you "keep speed while turning or changing directions". In my experience the angle of direction change as well as the lack of speed loss, increases by each point.

However keep in mind agility effects more things (acceleration, plus is a minor part of a lot of battle rolls) . I find route run (spd + agi boost) to be very effective and helpful and I estimate each point in route run to be worth 0.5 spd and 0.5 agi which would make it insanely efficient if that guess is correct.

Honestly since every speed dot in GLB has an insane Spd-agi gap, all would benefit quite a lot from quick cut aka change direction. But shutdown coverage is almost certainly more efficient than the extra SP's being pumped into spd/agi.

Also noting in coverage, reaction time is the biggest hurdle to clear rather than agility. I'd contend super vision should be high on the list as well.
 
Fred Ex
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definitely agree with the vision part, thats always second on the coverage check list for me. This is me attempting to short the Agility part and supplement it with VAs and SAs.
 
TJ Spikes
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So... throw made up numbers on it.

Say your speed is 100, and when you make a given cut, you lose 10, so it drops down to 90.

CD reduces the 10 loss, say down to 2, and you're back up to a 98.

Or if you go SDC then maybe your speed goes up to 106, and your effective Agility goes up, so instead of losing 10, you only lose 8, which would get you to 98.

Everything is relative. Given a crazy cut, like a hook, CD might be more effective. Given a softer cut, like a post for example, maybe SDC would be better.

I'm inclined to believe that SDC is overall more effective because it's so limited and it also happens to be at the end of a SA tree, and it costs more BTs HYPOTHETICALLY if you were to build AEQ. I'm not advocating building AEQ for it, just saying it would cost more.

HOWEVER, CD applies all the time. There's no play in which you aren't changing directions. It might be the better option for what you're trying to do.

Edited by TJ Spikes on Dec 24, 2022 08:45:42
Edited by TJ Spikes on Dec 24, 2022 08:40:09
Edited by TJ Spikes on Dec 24, 2022 07:53:06
Edited by TJ Spikes on Dec 24, 2022 07:50:24
 
Theo Wizzago
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So, in the end it's all about the tiny details.

SDC. Bonus to Agility and Speed... but ONLY when in man coverage. If your dot is placed in 'Zone' by your DC then the SA will not apply. Also, it's a total guess as to exactly how much 'bonus' you get but I think TJ is spot on about it being 'at the end of the tree' and that makes it a higher SA in value (and cost) and, likely, effect.

Change Direction. Basically tighter turns allowed (beyond what Agility allows) at less loss of speed. IMHO, in high speed/high agility builds I'm not sure this has as much value. Let's say standard style DB at 103-105 natural speed + 90-100 Agility? I mean... the dot is already fast as hell and corners like a rabbit dodgin a pack of dogs. Now... if your agility is less... say 85-ish? Then I could make a strong case for a NEED for CD. Good thing about this SA is it's always on and doesn't need to 'fire' or is dependent on what type of coverage your dot is playing.

Another SA to keep in mind;

Smooth Operator. Part of the whole process of 'the catch attempt' is WHO gets 1st crack at the ball... which is where Vision checks become important. If your DB sees the ball before the WR, he gets 1st crack (if I understand Bort-speak correctly). So applying a vision penalty to the receiver is a pretty good thing, I would think.

And Va as well;

Ball Hawk. If you ARE going to go with SDC then this is a must have companion, IMHO, for those times when your dot is in ZONE coverage and not man. This way you don't lose the Speed and Agility bonus from SDC. It might not be as big a bonus but... ain't nothin either.

(edit)
Originally posted by TJ Spikes
I'm inclined to believe that SDC is overall more effective because it's so limited and it also happens to be at the end of a SA tree, and it costs more BTs HYPOTHETICALLY if you were to build AEQ. I'm not advocating building AEQ for it, just saying it would cost more.

SP's, not BT's. Would LOVE it if I could use BT's on the SA tree!!!

Also, I'll just drop this last bit. I LOVE CD for a EHB returner, combined with high agility and set for Super Elusive (tactics) and watch him lay down some serious ankle breakage.
Edited by Theo Wizzago on Dec 24, 2022 12:12:21
 
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