hail mary and diving catch
- Juggernaut
- Experienced
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hail mary and diving catch
Hi guys,
I'm still thinking about my human team. how to develop them and how to make'em special.
My question is: do U use HailMaryPass+DivingCatch combo?
and which team it suites most?
In human team with 4 catchers I think it could be a nice variation. Also the 2 throwers is enough to have one with accurate, kick-off return. the other can have something diifferent.
I'm still thinking about my human team. how to develop them and how to make'em special.
My question is: do U use HailMaryPass+DivingCatch combo?
and which team it suites most?
In human team with 4 catchers I think it could be a nice variation. Also the 2 throwers is enough to have one with accurate, kick-off return. the other can have something diifferent.
Reason: ''
Nine out of ten goblins wouldn't miss it for a one-way Troll Air ticket to the end-zone!
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- Juggernaut
- Experienced
- Posts: 147
- Joined: Thu Aug 21, 2003 3:17 pm
- Location: Senec, Slovakia
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- Legend
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- Juggernaut
- Experienced
- Posts: 147
- Joined: Thu Aug 21, 2003 3:17 pm
- Location: Senec, Slovakia
- Juggernaut
- Experienced
- Posts: 147
- Joined: Thu Aug 21, 2003 3:17 pm
- Location: Senec, Slovakia
I just calculated it
- the chance of scattering the ball onto suitable place is about 45%
but then U still have to catch it (with or without tackle zones - it differs, of course)
that doesn't sound so good
I should probably stick with the usual plan of Accurate, Strong Arm on throwers.


that doesn't sound so good

I should probably stick with the usual plan of Accurate, Strong Arm on throwers.
Reason: ''
Nine out of ten goblins wouldn't miss it for a one-way Troll Air ticket to the end-zone!
- Juggernaut
- Experienced
- Posts: 147
- Joined: Thu Aug 21, 2003 3:17 pm
- Location: Senec, Slovakia
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- Location: Veromies @ IRCNet
Code: Select all
_|_|_|_|_
4|_|_|_|_
3|_|x|_|_
2|_|_|_|_
1|2|3|_|_
To original square 1/8 and to catch range 8/8
To side of player 2/8 and to catch range 5/8
To 1 1/8 to catch range 1/8
To 2 2/8 to catch range 2/8
To 3 2/8 to catch range 2/8
In side of player after first scatter: 4/8
To original square 1/8 and to catch range 8/8
To side of player 2/8 and to catch range 5/8
To corner or 3 3/8 and to catch range 3/8
To 2 or 4 2/8 and to catch range 2/8
Which adds to 29/64 ~ 45% without the bounce (which can help too).
With bounce: 253/512 ~ 49%
So it's not worth it even with bounce unless TTM cannot be tried

Reason: ''
[size=67]Signatuuri.[/size]
- mepmuff
- Legend
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- Location: Utrecht, the Netherlands
Both Hail mary and diving catch are skills that can be useful on it's own. HMP especialy for teams with fast players. If you have a HMP player on your team and put a player within scoring range, you're opponent has to keep a defender back (or more than one on slow teams) in case you throw the ball deep. Someone with diving catch can be very useful if you have a not-so-good thrower, as there are always those times when you cant do better than a long pass or worse. Having both on your team gives you some chance to pull of the HMP to DC player, but I think that is only an emergency tactic. This might change if diving catch ever changes so you can also use it when you;re not the target.
Reason: ''
- Alesdair
- Emerging Star
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- Location: Melbourne, Oz
I've used HMP and DiveC with my halflings...
successfully...
yes i prefer the TMM option...
but sometimes your only choice is to TTM a Diving catcher down the field (without the ball it's not a turn over if they don't land on their feet)...
and then on the next turn HMP them the ball if they are still standing... if they're not standing TTM another Dive Catcher down there, and HMP to whichever one that is standing the turn after that...
Good 2 or 3 turn TD against slow moving teams who can't get to your HMPing stunty hanging around your own backfield in the 2 turns they have... and playing 'flings' it's more reliable then a TTM oneturner... espeally as it's spread over 2 or three turns, so you have 2 or three TeamRR's to help.
but i worked out that a stunty's long pass has a better chance of being caught by a DivCatcher then a HMP to long pass range... but if the Thrower is in even one TZ, the HMP is better.
successfully...
yes i prefer the TMM option...
but sometimes your only choice is to TTM a Diving catcher down the field (without the ball it's not a turn over if they don't land on their feet)...
and then on the next turn HMP them the ball if they are still standing... if they're not standing TTM another Dive Catcher down there, and HMP to whichever one that is standing the turn after that...
Good 2 or 3 turn TD against slow moving teams who can't get to your HMPing stunty hanging around your own backfield in the 2 turns they have... and playing 'flings' it's more reliable then a TTM oneturner... espeally as it's spread over 2 or three turns, so you have 2 or three TeamRR's to help.
but i worked out that a stunty's long pass has a better chance of being caught by a DivCatcher then a HMP to long pass range... but if the Thrower is in even one TZ, the HMP is better.
Reason: ''
Pass me another Elf, Captain. This one's split.