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Forum > Evil Empire™ > Player Training Facility > » STOPs (Special-Teams-Only Players)
TJ Spikes
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These guides are for use with the ¤ Rebel Alliance ¤ Dot Starter Guide http://goallineblitz.com/game/forum_thread.pl?thread_id=5009067

You'll get specifics on what height and or weight to start with, and what attribute you want to shoot up to the second cap. Then the guide will lay out a rough plan for what to do with your first season, and then some vague ideas on how the rest of the build should go.

Edited by TJ Spikes on Jan 20, 2013 16:02:32
 
TJ Spikes
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First a word or 2 on S.T.O.Ps

Almost every position in GLB has a STOP archetype available, so what difference does it make? Why would you choose one position over another?

There's 3 big factors.

#1 What SAs does the position have available...

Are you making a blocking-focused STOP? Then one of the offensive STOPs would make a better choice then the defensive ones, because they have access to blocking SAs like Lead Block, Run Blocking, Shock Block, Pancake and a few others. If you were going for a more tackling-focused build then defensive STOPs are better suited. SAs like Big Hit or Wrap-up Tackle can make a difference.


#2 What height and weight combination is available...

If you're looking for a faster STOP, then weight makes a difference. If you want STOPs to fill the linemen slots then maybe you want heavier ones. For example, If you're looking for an attack man on the wings for your punt team, then a 170 pound CB STOP would have better speed and acceleration than a 250 pound DE STOP. All of the positions have different height and weight minimums and maximums so pick one that is compatible with what you want to do.


#3 Flex cost...

STOPs can be fairly boring dots to build and watch, so there's more temptation to not boost them when times get tough. As a general rule, cheaper is better. If you're looking for a blocker for your return man, you could do a FB who has a weight range of 230 to 260, a height range of 5'10 to 6'4 and pretty good SAs--for 200 flex, or you could do a Center who has a weight range of 240 to 300, a height range of 6'0 to 6'6, and his SAs are just as good, if not better--for 100 flex.


¤

One other thing to keep in mind... you don't have to do the STOP archetype if you only want to play special teams. Most positions get a +0.5 for their ALGs, but all STOPs only get +0.4. The real key to being a special teamer is in the VAs you select.
Originally posted by
Distance Runner
Playing on kickoffs can take a lot out of you. Each level of Distance Runner lessens this player's energy usage on kickoffs and punts by 5%, except when playing KR/PR.
Special Teamer
Special teams is 1/3 of the game. Each level of Special Teamer gives a +1% bonus to all attributes when playing on either side on kickoffs and punts, except for K/P.

Anyone has access to these VAs. You might be better off just building a regular dot and getting these VAs if you want to be a special teams player.

The only real advantage a STOP archetype has is that they get both Tackling and Blocking as Major ALGs...


¤

Players that only do special teams, whether they are true STOPs or not, are amazingly important to a team. All of the best return men in the history of GLB have had great special teams support and most have chosen to build entire squads of 10 STOPs to support their return man. Also, playing on special teams can be a huge energy and morale drain, so having STOPs spares the offensive and defensive starters and allows them to do their primary job as well as possible.

¤

The concept of STOPs was around long before the archetype system was even invented. The originator of the concept was an agent by the name of helmetcreator http://goallineblitz.com/game/home.pl?user_id=63434, way back when the max level was 72. Today his return man is still ranked #31 on the all-time return man Hall of Fame list
http://goallineblitz.com/game/hof.pl?all_time=1&type=st&position=CB|WR|HB. That's amazing when you consider how many agents and players have had access to the archetypes and the L79 level limit--and that everyone after was pretty much using his ideas that were more and more refined as time went by.

This is what he did, back when heights and weights were actually randomly rolled.

http://goallineblitz.com/game/player.pl?player_id=1040501
Retired Player (Lv. 68 C)
Ht/Wt: 6'5", 329lbs


Attributes
Physical Attributes
Strength: 94.28
Speed: 121.02 (+42)
Agility: 70.21
Jumping: 9
Stamina: 52.21
Vision: 63.03
Confidence: 62.03

Football Skills
Blocking: 93.46
Catching: 8
Tackling: 71.21
Throwing: 8
Carrying: 9
Kicking: 8
Punting: 8

Special Abilities
Pass Blocking Abilities
Pass Block: 0
Strong Arm: 0
Shock Block: 0
Foundation: 0
Line General: 0

Run Blocking Abilities
Run Block: 0
Get Low: 0
Hands: 0
Cut Block: 0
Pancake: 0

Additional Abilities
Pummel: 0
Veteran Abilities
Track Star: 15
Workout Warrior: 15
Textbook Tackler: 4
Distance Runner: 15
Special Teamer: 15

Edited by TJ Spikes on Jan 22, 2013 19:21:57
Edited by TJ Spikes on Jan 20, 2013 17:54:21
Edited by TJ Spikes on Jan 20, 2013 17:52:46
Edited by TJ Spikes on Jan 20, 2013 16:49:13
Edited by TJ Spikes on Jan 20, 2013 16:37:22
 
TJ Spikes
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STOP

Bonus SA: Balance, Pancake

Height: Optional. Weight: SPECIAL whatever is required for +1 Blocking/Tackling

Big 3: Blocking, Tackling, Speed **

Starting Build: 25 (26) Blocking, 16 Tackling **

** NOTE: For offensive STOPs Blocking is the first attribute because of the weight bonus. Defensive STOPs should do Tackling first because their bonus will be in Tackling.

The STOP is the fastest developing build in the game because they have such a large skill set. They need to get into and out of every attribute as quickly as possible so that they can round out the build in time.

Starting with 26 in Blocking, you have to buy the 10% enhancement in Blocking, then train 3 times and buy the 20% enhancement and stay on Intense. Day 48 you can buy 1 SP and cap Blocking at 49, then boost 3 times and hold the points. Stay on Intense Blocking. Day -1, you can 2-cap Blocking and your done with it. Pick up the 20% enhancement for Tackling and start Intense training it.

Day 12: Tackling should just barely roll over so that you can 1-cap it without buying a SP, but if you need to, go ahead and buy it. Unlock Blocking multi-training and do blocking/Tackling 2-way training.

Day 23/24: You can 2-cap Tackling. You have to unlock Tackling multi-training and buy the 20% enhancement for Speed. Start 3-way training with Blocking/Tackling and Speed on the swing.

Day 31/32: Just in time for the playoffs, you should be able to 3-cap Tackling at 68.60. Unlock Speed multi-training, and pick up the 10% Stamina enhancement. Start 4-way training with Blocking/Tackling/Speed and Stamina on the swing.

Hold your Boosts

Somewhere around the end of the season, boost twice and 4-cap Tackling. That should be the last of it Boost up and hold whatever is left over. Remember this example is a STOP Center. If you were doing a defensive STOP, then Tackling would have been the first attribute and Blocking would have been second.

Player Build
Position: c_special_teamer
Season: 1
Day: 48
Boosts: 6
Level: 19
XP: 0
VA XP: 0
VA: 0
Bonus Tokens: 55
Training Points: 4
SP: 7

Training Status:
strength : 0%
speed : 6%
agility : 0%
jumping : 0%
stamina : 42%
vision : 0%
confidence : 0%
blocking : 28%
throwing : 0%
catching : 0%
carrying : 0%
tackling : 82%
kicking : 0%
punting : 0%

Attributes:
strength : 16.94
speed : 23.2
agility : 18.53
jumping : 6.67
stamina : 21.53
vision : 14.61
confidence : 15.94
blocking : 69.2
throwing : 8
catching : 8
carrying : 8
tackling : 74.2
kicking : 8
punting : 8

Don't Boost yet.

Day 10: You hit L22. You should be able to 1-cap Speed at 48.30. Then boost to L25 to start your VXP and hold the SPs.

Player Build
Position: c_special_teamer
Season: 2
Day: 10
Boosts: 9
Level: 25
XP: 0
VA XP: 0
VA: 2
Bonus Tokens: 115
Training Points: 2
SP: 20

Training Status:
strength : 0%
speed : 61%
agility : 0%
jumping : 0%
stamina : 76%
vision : 0%
confidence : 0%
blocking : 13%
throwing : 0%
catching : 0%
carrying : 0%
tackling : 47%
kicking : 0%
punting : 0%

Attributes:
strength : 18.6
speed : 49.2
agility : 20.53
jumping : 6.67
stamina : 27.53
vision : 16.27
confidence : 17.6
blocking : 72.2
throwing : 8
catching : 8
carrying : 8
tackling : 77.2
kicking : 8
punting : 8

...and just that fast the foundation is in place. Day 14 you can 2-cap Speed, and in a couple days, Stamina will be ready to go and you'll switch to Vision training. Speed will go up to the 5-cap, and then Stamina will get a quick 2-cap. Vision, Agility and Strength will all get 3-caps. You should be able to get in a full 1-cap of confidence and then as much Jumping as you can to increase your tackling radius. You have to keep that swing attribute changed out at 30 or less. Thsi is just a 3 AEQ build so you can do 4-way training all the way up to Age 200. Then you can use mostly Normal training to gain BTs, and sprinkle in some Light training to fine tune your BT needs.

Play your cards right and you should be able to get something like this or better...

Player Value Calculator
Player Value = 1309.89

Player Build
Position: c_special_teamer
Season: 8
Day: 1
Boosts: 30
Level: 79
XP: 0
VA XP: 600
VA: 72
Bonus Tokens: 1200
Training Points: 0
SP: 23

Training Status:
strength : 3%
speed : 0%
agility : 2%
jumping : 5%
stamina : 2%
vision : 2%
confidence : 2%
blocking : 1%
throwing : 0%
catching : 0%
carrying : 0%
tackling : 1%
kicking : 0%
punting : 0%

Attributes:
strength : 70
speed : 90.32 (139)
agility : 71.71
jumping : 49.67
stamina : 67.69
vision : 72.67
confidence : 50
blocking : 88.32
throwing : 8
catching : 8
carrying : 8
tackling : 93.32
kicking : 8
punting : 8

Top SA Tree: | 0 | 0 | 0 | 0 | 0 |
Bottom SA Tree: | 0 | 0 | 0 | 0 | 0 |
Additional SA Tree: | 0 |

Note the very light SP for SAs. Because the build is so attribute intensive, there's not a lot left over. Luckily there really doesn't need to be.

In this case I'd do
Top SA Tree: | 0 | 0 | 0 | 0 | 0 |
Bottom SA Tree: | 4 | 1 | 0 | 0 | 0 | Run Block | Get Low
Additional SA Tree: | 7 | Balance

Your 3 AEQ choices are 15% Hold Block, 15% Break Block, 15% Make Tackle. Nothing fancy.

It's really hard to justfy blowing 1100 flex getting CEQ for a STOP, so I didn't include any in the build, hence the 139 max speed. If someone is super hard core and wants to completely invest in CEQ (which gets expensive for not a whole lot of gain) then they could get whatever tree bonus is better for run blocking (Special Teams is always considered run blocking for SA and VA purposes) or tackling, and the the CEQ bonuses can go towards whatever SA the player wants to invest in. Maybe instead of doing Balance, Monster hit would be more fun, and that might be worth taking up to 11 with the CEQ bonuses, maybe the same for Pancake for defenders.


Edited by TJ Spikes on Jan 22, 2013 19:11:25
Edited by TJ Spikes on Jan 20, 2013 20:18:35
Edited by TJ Spikes on Jan 20, 2013 20:05:27
 
TJ Spikes
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reserved for commentary
 
TJ Spikes
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woohoo it works

http://s14.postimage.org/u4xqzvf29/Untitl1.jpg

 


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