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Opaul639
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Does jumping and agility improve either position overall kicking ability?
 
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yep
 
Theo Wizzago
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Jumping is supposed to help with distance (both builds). I suspect it's not an amazing amount but every little bit helps. I've pushed it up to 80's and haven't seen enough difference to make me want to keep doing that so I usually try to end around 1st cap.

Agility is supposed to help with accuracy (both builds). I tend to favor this if I have to choose between Jumping and Agility because I have seen the effect of Agility and you want to try for 1st cap at the VERY least.
 
Dolphanatic
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That's the magic of building dots

Would you rather spend 15 SPs bringing up some random attribute a lot, or bringing up the obvious attribute a very small amount

What's kind of cool, if you have access to scheduling scrimmages during the off season, you can use your regular EQ resets to test things.

Play a couple games with all EQ off. Then play a couple with Attribute #1 EQ. Then play more with Attribute #2 EQ on.
 
Monty Burns
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JMO, and based on info from Guppy from the Something Special ST forum:

Agility helps both a lot, mainly for balance....I shoot for 80+ for K and 70+ for P
Jumping helps Punters as it controls angle of kick for CC kicks, Jump does nothing for Kickers except "helps with diving tackles", I shoot for 60+ for P and nothing added (points or training) for K
 
Guppy, Inc
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Originally posted by Monty Burns
JMO, and based on info from Guppy from the Something Special ST forum:

Agility helps both a lot, mainly for balance....I shoot for 80+ for K and 70+ for P
Jumping helps Punters as it controls angle of kick for CC kicks, Jump does nothing for Kickers except "helps with diving tackles", I shoot for 60+ for P and nothing added (points or training) for K


i still stand by this, but its important to understand my thinking. jumping supposedly helps with distance for kicks, but who cares as almost everyone puts way more into strength than is necessary. my goal was for KOs around the goalline so i could force fumbles. seems to me that most kickers try to kick it out of the end zone which is way overkill to me. and that is way more strength than needed for the longest fg. agility always seemed to help accuracy , and i say that because my kickers were consistently over 50% from 53-57 yards, and my punters usually had more inside the 5 punts vs touchbacks. jumping helps angled punts according to discussions in the mods forum from when i was a bugs mod.

kickers/punters and even returners, are different than other players. their builds need to be more about what is necessary than trying to drive certain traits to their max.
 
slughead42
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If Jump has fuck-all to do with the angle of punts for coffin corner attempts, or really anything to do with the angle of punts ever, then it jumps somewhere very near the top of the list of stupid things in the sim. Therefore, I'm just going to continue to think like Theo does, that Jump can help a little bit with distance, and that's it.
 
Guppy, Inc
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Originally posted by slughead42
If Jump has fuck-all to do with the angle of punts for coffin corner attempts, or really anything to do with the angle of punts ever, then it jumps somewhere very near the top of the list of stupid things in the sim. Therefore, I'm just going to continue to think like Theo does, that Jump can help a little bit with distance, and that's it.


gotta remember that ST was so screwed up in the beginning that bort completely abandoned the idea of ST being as important as off/def. the part about jumping iirc, came directly from catch. maybe one of the remaining mods can go thru the really old forums and find it. i had a punter at that time and started cranking jumping and his angled punts became so much better. i even tested to see if it would cause KOs to be more angled but could never see any difference. ever since then, i built punters with 80-90 jumping, third only behind punting and vision.whenever i had to recruit a punter, i didnt look at builds, i looked at ins10 vs tb and was rarely disappointed with a high jumping punter. those 2 examples were all i need to assume what i was told is true.

the mod forums were great for learning the behind the scenes coding. most of it got disseminated to everyone over the years. but since i'm not doing STC any more, i can tell one that i used to only tell my friends: on ST you need 40 in blocking to consistently hold blocks. if you watch and dots just run thru other dots, thats why. i dont know how bug reports i filed on that because catch was always telling me that dots dont run thru other dots. i had so many examples and he finally told me to stop because it was working as intended because the blockers didnt have 40 blocking. thats why you attack any rTE because they rarely have blocking, so you can usually get a 4 on 3 vs the back wedge. BUT that only refers to the initial block. they will block in the back all the way down the field if they have the speed.
 
Monty Burns
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I also just reviewed this skills/attributes guide thread:
https://glb.warriorgeneral.com/game/forum_thread.pl?thread_id=125&page=1#1489

and the relevant points regarding AGI/JUMP are:

for Kicker:
Agility : How agile is this player? Agility will help your K accelerate more quickly and lose less speed when changing direction. When kicking, agility will help improve your K's mechanics a bit, improving his accuracy.
Jumping : How high can you jump? Jumping will help your K perform diving tackles vs a kick returner, and may add a bit of distance to kicks.

for a Punter:
Agility : How agile is this player? Agility will help your P accelerate more quickly and lose less speed when changing direction. When punting, agility will help improve your P's mechanics a bit, improving his accuracy.
Jumping : How high can you jump? Jumping will help your P perform diving tackles vs a punt returner, and will add a bit of distance to punts.
 
slughead42
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Originally posted by Monty Burns
I also just reviewed this skills/attributes guide thread:
https://glb.warriorgeneral.com/game/forum_thread.pl?thread_id=125&page=1#1489

and the relevant points regarding AGI/JUMP are:

for Kicker:
Agility : How agile is this player? Agility will help your K accelerate more quickly and lose less speed when changing direction. When kicking, agility will help improve your K's mechanics a bit, improving his accuracy.
Jumping : How high can you jump? Jumping will help your K perform diving tackles vs a kick returner, and may add a bit of distance to kicks.

for a Punter:
Agility : How agile is this player? Agility will help your P accelerate more quickly and lose less speed when changing direction. When punting, agility will help improve your P's mechanics a bit, improving his accuracy.
Jumping : How high can you jump? Jumping will help your P perform diving tackles vs a punt returner, and will add a bit of distance to punts.


This is the way I have always looked at it.
 
Theo Wizzago
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Just my 2 centavos but whenever Bort uses the phrase "helps a bit" I HIGHLY suspect a maximum of 1% gain (per x amount in skill). So, grain of salt.
I mean, 2 things (I think about);
#1Having built enough of both players myself and keeping their stats (so I can see if changes I make improve performance), I simply haven't seen anything big enough (difference in stats) that show me some things are worth chasing. (and that's not just for punters and kickers either.) If I could see, at least, a +5 yard average (distance/jumping effect) gained I'd be all about pushing up the jump. I can say I have seen enough with good Agility to merit working on it as a skill past 1st cap at least. More CC punts and better overall accuracy% for Kicks (FG and XP).
#2 is it's that lack of major gains in stats that has me rethinking the Kicker/Punter combo to where I am now on my 3rd 'KICKER/punter' dot (a kicker with punting skill). That gains an extra roster spot for the team and that IS something advantageous worth trying! If I'm not building those kinds of dots then I'm still trying to re-think the Punter, at least. I am considering making a STOP dot (defensive side) and just giving them Punting skill. That way they could play as both Punter and STOP and be good enough at both... again, opening up a roster spot.
Edited by Theo Wizzago on Dec 3, 2023 08:12:56
 
zz man
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Im probably in the minority and build kickers and Punters with low (mid 30s) JMP and AGL and STAM not much more ... This has more of a "detrimental" effect at lower levels but evens out as build gets to Pro level

https://glb.warriorgeneral.com/game/player.pl?player_id=4842489...Just boosted to 64 AGL JMP both at 30.9 and wont go much higher.....Has missed 2 FGs in last 2 and a bit seasons both in the 40 to 49yd range. IMO Calm Nerves and Auto SAs more than cover for JMP AGL. Boomer type so build is designed/intended for longer range

https://glb.warriorgeneral.com/game/player.pl?player_id=4842493.... Exact same AGL/JMP averaging 44.6 per punt currently. Boomer build so CC is a bonus rather than a must have. His job is to kick high and long and he has 9 out of 31 punts inside 20 and most importantly out of harms way

Both dots have their Primary skill at 105 au naturellment and that will close out around 109 with STR around the 100 mark

 
Monkey Boy
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For what it is worth, last season I had 80 in jumping, and had 30 punts inside the 10 (12 CC) with only 8 TB and still lead the league in punting average. Did not have much in agility.
 


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