Home Sign Up Contact Log In
Forum > FAQ's, Player Guides and Newbie Help > What Exactly is it that Brick Wall is modifying?
yello1
offline
Link
 
Brick Wall "Stop 'em in their tracks! Each level of Brick Wall gives a +3% bonus to keeping the ball carrier from gaining extra yards while tackling them."

The 3% is increasing a roll based on what?

There is the tackle or not tackle roll, yes. Strength and Tackling...versus Strength and Carrying I guess, agility maybe etc.

But what goes into the "gaining extra yards" check?

Is this something that happens every down?

Or does a gaining extra yards check only happen if the rusher is using Mr First Down or Tenacious or some other power like that?

Miracles Happen!
 
InRomoWeTrust
Lead Moderator
online
Link
 
Strength, Dive for yards SA, etc. helps you essentially wiggle out some extra yards when being tackled.
I like turtles.
 
yello1
offline
Link
 
Originally posted by Mat McBriar
Strength, Dive for yards SA, etc. helps you essentially wiggle out some extra yards when being tackled.


Strength, so then yes its an "every tackle" event.

Cool. Is Brick Wall a standard go to VA then for non pass rushing DTs? I must admit I keep meaning to ask this question and as such go with something else. But sick of not being able to stop shortyardage. Is this the answer?
Miracles Happen!
 
IIAMLEGEND
offline
Link
 
Originally posted by yello1
Strength, so then yes its an "every tackle" event.

Cool. Is Brick Wall a standard go to VA then for non pass rushing DTs? I must admit I keep meaning to ask this question and as such go with something else. But sick of not being able to stop shortyardage. Is this the answer?


hell no, ill tell you the answer....

"TT is dead"
 
IIAMLEGEND
offline
Link
 
When I find out what it is haha, but no, show me a replay of a closely matched team you think you should be beating but arent stopping in short yardage, there are SA's and VA's that help like FS, Bull Rusher and Workout Warrior but it's mostly about the defensive call, it's rare that a DT can just blow up a play all on his own without being in the right position and having some help coming in from behind.
"TT is dead"
 
yello1
offline
Link
 
Originally posted by IIAMLEGEND
When I find out what it is haha, but no, show me a replay of a closely matched team you think you should be beating but arent stopping in short yardage, there are SA's and VA's that help like FS, Bull Rusher and Workout Warrior but it's mostly about the defensive call, it's rare that a DT can just blow up a play all on his own without being in the right position and having some help coming in from behind.


First Step helps with run stopping? I always assumed that was just a pass rush thing. Huh.

I'll try to come back with some links. Been scrimming over my weight class as OBarry would say. Not too many evenly matched games so far.
Miracles Happen!
 
oaklandraider
offline
Link
 
I think it also helps stop the "fall forward" effect that all dots have when they get tackled
Oakland Suppressors http://goallineblitz.com/game/team.pl?team_id=979 S1 Franchise
Oakland Suppressinators http://goallineblitz.com/game/team.pl?team_id=1449
"The Finest Organisations in Professional MMORPGs"
 
IIAMLEGEND
offline
Link
 
Originally posted by yello1
First Step helps with run stopping? I always assumed that was just a pass rush thing. Huh.

I'll try to come back with some links. Been scrimming over my weight class as OBarry would say. Not too many evenly matched games so far.


Yea, a good jump at the initial snap is one of the most important things when trying to stop a run for a short gain or loss, youll find that equally matched or even weaker Olineman can blow back the strongest DT's for a small push which is all they really need to give the HB's room to run
"TT is dead"
 
yello1
offline
Link
 
Originally posted by IIAMLEGEND
Yea, a good jump at the initial snap is one of the most important things when trying to stop a run for a short gain or loss, youll find that equally matched or even weaker Olineman can blow back the strongest DT's for a small push which is all they really need to give the HB's room to run


Ugh I mostly used it on DEs and OTs. Good to know. Thanks.
Miracles Happen!
 
InRomoWeTrust
Lead Moderator
online
Link
 
That's sort of 'old advice'. Not that First Step doesn't have its benefit, but it's not what it used to be for interior d-line.
I like turtles.
 
IIAMLEGEND
offline
Link
 
Originally posted by Mat McBriar
That's sort of 'old advice'. Not that First Step doesn't have its benefit, but it's not what it used to be for interior d-line.


Of course, which is why i said its important, but by no means the only thing you need to do in the current sim
"TT is dead"
 
Time Trial
offline
Link
 
Originally posted by yello1
First Step helps with run stopping? I always assumed that was just a pass rush thing. Huh.

I'll try to come back with some links. Been scrimming over my weight class as OBarry would say. Not too many evenly matched games so far.


Momentum is always a good thing to have on your side. Two big Linemen smash into each other, the big guy that is moving the fastest is going to have the edge.
 
tautology
offline
Link
 
Originally posted by Time Trial

Two big Linemen smash into each other, the big guy that Bort picked to win in that season's sim is going to have the edge.


closer...
I get furious anytime I see a dot do anything.
-Rusty Trombone
 


You are not logged in. Please login if you want to post a reply.