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Saris
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Originally posted by Deathblade
tbf..."possession" WRs are usually ones that are agile enough, and run their routes crisp enough to get open frequently on short yardage plays, while having the endurance to be able to take the hit, aren't they?

Possession WRs aren't "pass to me in triple coverage every play and watch me catch it" kind of receivers.


I don't really care how you want to categorize the roles semantically. But for the sake of argument, lets take a quick look at the "Possession Receiver Tree"... we have nothing but SA's designed to make difficult catches and to win rolls, and of course one other SA whose description states, "very important to receivers who are otherwise not very fast or agile."

Regardless, I'm not saying that any receiver under the influence of any VA stack should be able to consistently catch balls in triple coverage against decently well built CB's. But when it happens it's generally due to something like stacked VA's/AEQ, a lucky roll, or CB's with very low PD scores.

Should builds built to win rolls be able to catch a decent number of passes in single or occasional double coverage? Sure, I have no problem with that, it's a situational role and there are trade offs such as the lack of big play making abilities. It adds an additional strategic element; do you throw to the Possession build who's more likely to make the 8 yard catch even with some coverage or the Speedster who is more vulnerable to PD's but capable of 70 yard TD's?

Finalyl, not only will wr's be affected by the loss of 11.5% to catch from a 2nd AEQ piece, but also from a diminished +% pass quality piece from their QB's. Which Bort has recently clarified does affect the PD roll.

EDIT: Also, one other reason I suspect that WR's are so much more successful with the anti-PD rolls, is the advent of zone coverage. Suddenly one of the more powerful SA's in the game SDC is being removed from the PD equation. An SA that a lot of CB's used to max out on. It's not as significant as the modifiers from VA's/AEQ, but it all adds up, and it's one of the scores setting the base that the VA's/AEQ on the CB side modify.

Edited by Saris on Mar 6, 2010 23:02:33
Edited by Saris on Mar 6, 2010 22:57:48
Edited by Saris on Mar 6, 2010 22:34:49
Edited by Saris on Mar 6, 2010 22:33:43
 
Pietasters
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On top of what the poster said above. People need to remember that even if your in triple coverage it doesn't mean that all three defenders had a chance at the ball. We don't know if the sim is even giving them all a chance to roll against the pass. In most cases it's not the primary defender who get the interception/PD most times it's the guy who was in zone over the top. Also if there is no pressure on the QB those three defenders not only have to beat the WR but they have to beat the QB. Just because you double or triple cover all receivers doesn't mean you should win.
 
Warlock
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Originally posted by Pietasters
Just because you double or triple cover all receivers doesn't mean you should win.


Yes it does. Double and triple coverage should win the vast majority of the time. In real football, I would guesstimate less than a 20% success rate on passes into double and triple coverage (higher for double coverage and lower for triple coverage).

It's utterly retarded that the completion rate in GLB is so high in those situations. I understand that passing would be completely fucked without it, but that doesn't make it realistic or fun.
 
Dpride59
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Originally posted by Saris


But you can't use CM as a basis to prove that a loss of 11.5% is meaningless

The 11.5% is meaningless IMO, because I don't have vision of a single wr stacking aeq, and all the teams I run have unstoppable passing attacks heading into the playoffs. Wr's can thrive with fs/rr/sh, and even qc(ifurdoinitrite) The aeq nerf is going to have no effect on wr's. I promise you that, it actually favors them. Cb's stack deflect ball %, wr's don't stack catch ball.
Also hb's who have two pieces of break tackle are good, but they need 3 pieces to be great, and once again the aeq stack actually hurts the wrong side. Line backers can thrive with 1 piece of make tackle % and completely shut down 2-3pieces of break tackle %.
How do I explain this- - The game was balanced to hold equal teams to 5ypc, if said team had bruiser/sym/40% break tackle, and the defense had 0 dvg, and 20% make tackle, throw in dvg and line backers are sure as shit tacklers every play... So once again the wrong side gets the nerf to this tree....

Thirdly whats the most imba stack of aeq? Dline break block, but again these guys get the favorable match-up in the aeq tree, because they get to stack bb% but they also get sa's on their % aeq. So what would you rather have +6 str if you're really lucky or 19% break block from two pieces of aeq with diminishing returns from pieces with shed block/break through attached to them? So the 3 worst dynamics in the game, actually are all about to get worse....

Solution? Easy. Bh gives a 2% pd roll to all passes thrown 20 yards +. Add 2-3 va's for the oline, currently there are none. Great blocker/ww... lol. Imagine if textbook tackler/ww were the two best dline va's... (biggest issue in GLB, dline has 4 great situational va's, oline has 0 great ones) .. And lastly Hb's base break tackle/fake score needs to be increased to stop this.

They also need to allow cb's to pick a wr to cover. Cb's currently have to be built to stop randy moss/Steve smith/ and David Boston. Let me put my 75 str guy on DB/ my 130 speed cb on randy moss, and my 100 speed agility guy on ss. That is the issue wr's can be built any which way, and cb's can't - - so we can't get the match-up of balance that we want. If we could simply select cb-wr in ai, make it a simple click. Every time said player enters game, my cb covers wr, the entire balance of wr/cb would be helped a hell of a lot better.
Edited by David Stern on Mar 7, 2010 11:09:08
Edited by David Stern on Mar 7, 2010 11:08:32
Edited by David Stern on Mar 7, 2010 11:08:11
Edited by David Stern on Mar 7, 2010 11:07:31
Edited by David Stern on Mar 7, 2010 11:06:37
 
PP
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Originally posted by David Stern

making first step worse isn't the answer, not even close. First step isn't the reason wr's are having success, and catching passes into triple coverage 20 yards down field.


Completely agree....First step isn't a problem at all, IMO. I'd argue real hard against changing it and I don't see it changing from its current form, tbh, but I could be wrong

 
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ITT: PP showing why he is my favorite tester
 
Saris
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Originally posted by David Stern

The 11.5% is meaningless IMO, because I don't have vision of a single wr stacking aeq, and all the teams I run have unstoppable passing attacks heading into the playoffs. Wr's can thrive with fs/rr/sh, and even qc(ifurdoinitrite) The aeq nerf is going to have no effect on wr's. I promise you that, it actually favors them. Cb's stack deflect ball %, wr's don't stack catch ball.


Ok so, on the one hand you're saying how overpowered CM is, (and frankly it is, a lot of passing drives are virtually unstoppable with it active). But on the other you're saying that you can't envision the stacking of +% catch aeq on wr's? Three stacked and fully upgraded +% catch pieces on a wr and 3 stacked +% pass quality pieces on a QB and you're at essentially 14 CM on your QB and WR for EVERY play, not just when behind and in the 2nd half of two quarters. Which is one of many reasons that the aeq change was needed.

As for everything else about the +% mods, it all depends upon how they're coded. The mods themselves are applied after the base value comprised of attributes+SA's is set. So if you have a hypothetical HB with a base break tackle score of 70 and a LB with a base make tackle score of 70; and the LB has DVG and one make tackle piece modifying the roll by 68% and the HB has Bruiser and two mostly upgraded break tackle items giving a combined mod of 68%, the mods themselves should theoretically negate themselves. It should be no different than a LB with no DVG/AEQ attempting to tackle a PB with no Bruiser/AEQ. That said I'm sure that a developed LB with no mods would eat a developed HB with no mods. But that's because Powerbacks have been balanced around Bruiser, there's an assumed 30% bonus to their score.

note: that's assuming that a roll of 200 vs 200 would scale with a roll of 20 vs 20, I can't see Bort doing anything otherwise since it would require much more balancing along each stage of player development.

Basically the point I'm making is that it's ultimately the VA's that are throwing the balance off. If the game is coded properly which I'm sure it is, equal investments in aeq on both sides of the roll should result in a zero sum gain. With the one exception being BB% and it's ability to be paired with other mods/sa's, as you've mentioned.

And yeah I totally agree with allowing CB's to target certain WR's, it adds a nice element of strategy. The only thing I'm arguing for is to keep the Steve Smith's of the league viable and not force every WR to be Randy Moss.

Edited by Saris on Mar 8, 2010 01:03:43
Edited by Saris on Mar 8, 2010 00:59:18
 
Hagalaz
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"not possible to make HBs patient" ??? Is this some sort of joke?
 
taz20075
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Originally posted by Hagalaz
"not possible to make HBs patient" ??? Is this some sort of joke?


IE. Build slower HBs.
 
tragula
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Originally posted by Hagalaz
"not possible to make HBs patient" ??? Is this some sort of joke?


Not as easy as you may think.
There are two ways to realize "being patient" :
1) There is a timing each team learns in practice, which allow the HB to control is speed such that he will get the the hole at the perfect time. This kind of timing in GLB just do not exist, it is one timing for all players. I even doubt that there is a possibility to use low acceleration to avoid high speed when unnecessary. ( there are set pauses which is not the same ).

2) Or, the HBs need to make a decision which is about reading the defense and estimating what will happen next. The sim in very bad with "what will happen next" type of decision (I don't think they actually exist).

I don't think it is impossible, what really hard make sense.
 
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#1 Seems like it would be difficult to code
 
EagleOtto
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Initial list is pretty good, I agree with all the points, except
the blurb about Accelleration, it SHOULD be more biased towards the speed stat, agility helps but it shouldn't be half of the equation, its okay where it is now....

The biggest issue is the range in speeds, which is already listed as well, and if you boost low end speed slightly, and nerf high end speed slightly, that will be all that is needed, and accelleration should be fine...


It seems there is too much talk about nerfing SAs (First step too strong, you should be able to juke without the SA, etc)
is a by product of players that don't use SAs until they are about to retire...I think SAs need a bigger role, not a lesser role....
Make people want to get SAs, and holding out til late should really have some negative impact...
SAs are what sold me on this game way back, i love the stat system, but the SAs put it over the top for me...
If everyone can do anything they want without SAs, or if the SA bonus is so small to be unnoticable, it really makes the sim not as cool as it could be....Make the SAs good, and make the players that won't spend in them early so they can perfect their base stats suffer because of it...

Almost got ranty there...

Edited by EagleOtto on Mar 8, 2010 20:16:02
Edited by EagleOtto on Mar 8, 2010 20:15:37
 
EagleOtto
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Originally posted by Pietasters
On top of what the poster said above. People need to remember that even if your in triple coverage it doesn't mean that all three defenders had a chance at the ball. We don't know if the sim is even giving them all a chance to roll against the pass. In most cases it's not the primary defender who get the interception/PD most times it's the guy who was in zone over the top. Also if there is no pressure on the QB those three defenders not only have to beat the WR but they have to beat the QB. Just because you double or triple cover all receivers doesn't mean you should win.


You see the over the top guy get credit for the PD most of the time, but usually thats a symptom of a double pass deflection...
Many plays have the ball deflected more then once, last guy that touches it gets credit on stat sheet...
 
taz20075
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Originally posted by tragula

2) Or, the HBs need to make a decision which is about reading the defense and estimating what will happen next. The sim in very bad with "what will happen next" type of decision (I don't think they actually exist).


1) Bort has said the QB does see a few ticks into the future when reading routes. So the ability is there.
2) Yes, the sim is very bad with that decision.
 
Catch22
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