MxFr
Joined: Sep 26, 2009
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  Posted:
May 28, 2010 - 16:50 |
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I felt that Side Step might be an good idea for this player, but since no one recommends it it's not as a great idea as I thought.
May someone elaborate why its not good?
My reasoning is, that Side Step helps his ball carrying duties, since a) If he looses the ball to a knock down or Strip Baller he can step somewhere where the ball might scatter to a favorable position. b) If he's just pushed away he can step to a better guarded position.
Further I image that on defense, a ST5 Side Stepper also can be handy for marking one side of a cage, since he cannot be blocked away easily.
And then there's the plain and simple gang fouling avoidance.
Is there a flaw or are the other options just superior? |
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bxnyc
Joined: Jun 23, 2009
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  Posted:
May 28, 2010 - 18:01 |
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imo SS will not help too much because it will be questionable wether or not people will event ry and hit him as opposed to other players repositioning him for a nice st5 block next turn is nice but there are still many options to evaluate. I always seem to think that mutations are the way to go if you have a chance at accessing them tents, boring rsc, or even spikes if you think that will help. |
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maysrill
Joined: Dec 29, 2008
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  Posted:
May 28, 2010 - 18:24 |
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SS isn't great without block or dodge. The skill is most useful on a push, and while ST5 will make 2db blocks less common, it's still not hard getting a knockdown on the guy. |
_________________ Author of Firehurler (Twinborn Trilogy Book #1), Aethersmith (Book #2), Sourcethief (Book #3) |
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