User Pass
Home Sign Up Contact Log In
Forum > FAQ's, Player Guides and Newbie Help > Bort Stalker (Out of Date) - Approx Last Update: April 12th 2010
Page:
 
InRomoWeTrust
Lead Mod
offline
Link
 
Kicking

N/A
 
InRomoWeTrust
Lead Mod
offline
Link
 
Punting

N/A
 
InRomoWeTrust
Lead Mod
offline
Link
 
Bort Quotes - Special Abilities

Originally posted by Player
The CBs have Sticky Hand SA, too. So it attributes to PD rolls as well as anti-PD rolls?

Then I guess catching attributes to PD rolls as well?
Originally posted by Bort
Sticky hands for CB's helps with interception catching roll. If you win vs the receiver, you can possibly intercept the ball instead of just batting it down.


Originally posted by Player
wait, what.

so sticky hands helps you not have the CB PD the ball? by help, i mean increase your anti-PD roll
Originally posted by Bort
The CB has to fight you for the ball. Stick hands gives you a better catching roll. Therefore sticky hands helps you fight the CB for the ball. Make-a-sense now?


Originally posted by Bort
Big Hit (DT/SS) This ability, like Snarl, also allows the D-lineman to reduce the ball carrier’s morale each time he tackles him. This ability works a little better than Snarl at reducing morale and also carries with it the chance of forcing a fumble. This ability is only active on rushing plays.

Break Through (DT): This ability increases the D-lineman’s ability to break through double-teams. This ability works best on D-linemen with very high Strength and Agility. It provides a bonus to each attribute and also a chance to break two blocks simultaneously whereas you would normally have to break one block, then the next one. This ability is only active on rushing plays.

Monster Hit (DE/LB/SS): This works just like Big Hit, but is more effective at reducing morale and more likely to force a fumble. It only activates on rushing plays.

Snarl (DT/LB) = Growl (SS): This ability allows the D-lineman to reduce the ball carrier’s morale each time he tackles him. This ability is only active on rushing plays.

Wall (DT/DE): This ability prevents a D-lineman from being pushed backwards on rushing plays and works best when the D-lineman has very high Strength. This ability adds a bonus to the D-lineman’s Strength. It is only active on rushing plays.

Big Sack (DT/DE/LB): This ability increases the chance that the QB will fumble when a D-lineman sacks him. It also allows the D-lineman to reduce the QB’s morale each time he sacks him. This ability only activates on passing plays. Because it happens after a block is broken, it has no affect on the actual breaking of the block and thus is not impacted by the new stun effect.

Blitz (CB): This ability provides a boost to Speed and Agility when the player is blitzing. This only activates when the sim reads that a player is blitzing (either as a primary assignment or if his last option in the DPC is to blitz and his first assignments are not met - say, because he is assigned to cover the HB but the HB stays in to pass block) and on pass plays. This is because the sim defines blitzing as a player trying to get to the QB on a passing play.

Shed Block (DT/DE/LB): This ability helps D-linemen break blocks by adding a bonus to the Shed Block Roll. The more Shed Block you add, the bigger the bonus and the more often it activates. Higher Shed Block Rolls mean more and longer stuns. This activates on both rushing and passing plays.

Strong Base (DT/DE): This ability allows the D-lineman to use his Strength to push a blocker backwards and even totally out of his way. This ability works best with a D-lineman who has very high Strength (i.e. one who is much stronger than his opponent). From Bort: [It activates] only [when] pass blocking. It cuts the max push back vector the opponent gets when he wins rolls, and now it actually also protects against stuns.


Originally posted by Bort
Yes, you can juke & hf during a route, though they happen right as you make a cut (or through creative route running). It's kinda hard to juke somebody on a streak route.


Originally posted by Doc
First Step only activates from a dead stop. Or is the tool tip wrong?
Originally posted by Bort
Yes, it's from a dead stop or close to it (there's a little leeway for having a very tiny movement vector). I'm referring to the fact that that SPEED SPEED SPEED doesn't necessarily give you as much when your QB can't lead you properly, or you have to slow down to make cuts. While you're waiting for the ball to get there, the defender has a chance to catch up.


Originally posted by Player
Other than Aura, do morale-reducing SAs lower morale on a failed tackle roll?
Originally posted by Bort
Yes, they can.


Originally posted by Robbnva
since we are clarifying things.

route run work for creative route running?

I assume yes but some people think no
Originally posted by Bort
Yes, it works as long as the player is running a route of some sort.


Originally posted by Player
Safe to assume HF (Head Fake) works during routes then also?
Originally posted by Bort
Yes, though it's not as effective of course.


Originally posted by Player
Another clarification point: Juke works in the pre-catch phase of the play while running the route right??
Originally posted by Bort
It can, yes, assuming your player is making cuts during his route.


Originally posted by Player
Bort how far away does a defender have to be from the ballcarrier for "Closing Speed" to kick in?
Originally posted by Bort
5yds IIRC


Originally posted by Bort
SB (Swat Ball) and SDC's (Shutdown Coverage) pd abilities do pretty much the same thing (+bonus to PD roll score) though at different values. They can stack as well.


Originally posted by Player
So, would this mean that the run blocking tree for O Linemen would help on Special Teams as well?
Originally posted by Bort
Skills that talk about run blocking, yes. Stuff like Line General or whatever, no.


Originally posted by Bort
Originally posted by z0s022

Does carrying help SAs fire? Is it a bonus of sorts to all the other "rushing" related attributes? That is speed/agility/strength, etc. Obviously it helps protect against fumbles...but I wonder how else it factors in the equation.


Yes, it helps you make cuts better, and helps improve chances on things like Head Fake & Juke. If you run with the ball a lot (like a HB), it should be a pretty primary concern.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=5#32782099


Originally posted by Bort
Originally posted by z0s022

Since we stated that carrying helps in ways outside of the "obvious"...does catching help WRs in a similar fashion? Obviously it affects the area in which a WR can catch pass(along with jumping apparently). Does it help SAs fire? Does it help with route running(speed, agility, etc).


No, but it helps you maintain speed when catching the ball.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=16#32783773

Originally posted by Bort
Originally posted by z0s022

Related question...do the rate in which the WR SAs fire depend in part on the carrying of said WR? That could explain why you see WAY less spins for a WR than a RB(even more disproportionate than the touches they have IMO).


After the catch, yes, just like a HB.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=16#32783773

Originally posted by Bort
Originally posted by timthorn

Do FF% AEQ, Wrap-Up, Power Tackle, and similar VA's, SA's, and AEQ affect Knocked Loose rolls?


Yep, just like the tactics settings do. Anything that can make you hit harder can pop the ball loose.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=19#32784179

Originally posted by Bort
Originally posted by odg62

A lot of people swear to god that Blitz SA dosent work well, if at all. My question is do speed/agility bonus SA's like Blitz, Shutdown coverage, Closing Speed, Route Running, etc, etc all give the same bonus to attributes, or does each one boost a different amount?

ie - does SDC give a +1% while blitz gives a .05%


They are all different. They also do not just give bonuses to attibutes. They often give flat bonuses to final scores. For instance, say your "running speed" score is 35. Closing speed might simply give +1 per level to the score, or a flat bonus if you pass a roll vs its level.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=4#32436381

Originally posted by Duo
Does clutch really cause SAs and other VAs to activate more often?
Originally posted by Bort
On 3rd/4th down and late game situations, yes!


http://goallineblitz.com/game/forum_thread.pl?thread_id=2870952&page=1#24534688

Originally posted by Bort
Originally posted by drakeborn

Originally posted by Duo


oh wow

so wait is that all sas/vas or just a random one?


It adds a small positive modifier to nearly all rolls on 3rd/4th down.

Bort once said something along the lines that if he put in a visual indicator for Clutch it would be flashing constantly on 3/4th down.


Pretty much. Most rolls have a +clutch modifier for if you have the skill and it works for you. It can help you avoid being faked out, make a tackle, use your stiff arm skill, force or avoid a fumble, get an int or swat the ball down, etc. Bonus points to lots of different things.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2870952&page=2#24535566

Originally posted by Joe Buck
Please provide some clarification on the Dump Pass SA?
Originally posted by Bort
+Pass Quality for short passes, less likely to throw an errant pass.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3010926&page=1#25899300

Originally posted by Bort
Originally posted by cosmoxl

hasn't been answered so I'll rephrase: what's the difference between, for example, shed blocks SA vs + break block %?

thanks!


They are very similar, those shed block is one of those "flat rate" type SA's, as opposed to a % boost. Depending on your existing score, break block % might be better or worse.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=7#32436881

Originally posted by Bort
Originally posted by Jiddy78

I'll bother Yella one more time...Quick one: True/False

Stonewall sounds a lot like Foundation SA and seems more passing oriented for offensive blockers.


True, but it works for BOTH sides of the ball.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3541391&page=2#31018504

Originally posted by Zeke1976
Does a center's line general SA activate when playing long snapper?
Originally posted by Bort
Originally posted by Kevin71

Says it only works if playing the C position and LS is a different position.

__________________________
Maria Sharapova Slammers IMO




http://goallineblitz.com/game/forum_thread.pl?thread_id=3105871&page=2#26798302

Originally posted by Bort
Originally posted by BLeonard

So, would this mean that the run blocking tree for O Linemen would help on Special Teams as well?

-Bill


Skills that talk about run blocking, yes. Stuff like Line General or whatever, no.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3111122&page=1#26831339

Originally posted by Bort
SB and SDC's pd abilities do pretty much the same thing (+bonus to PD roll score) though at different values. They can stack as well.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3111584&page=1#26833855

Originally posted by Bort
Originally posted by Sik Wit It

Bort how far away does a defender have to be from the ballcarrier for "Closing Speed" to kick in? Can we at least get a ball-park number here? >_>

I know it has nothing to do with the topic but you're a hard man to reach.


5yds IIRC


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=8#27005184

Originally posted by Bort
Originally posted by Iron Maiden

The CBs have Sticky Hand SA, too. So it attributes to PD rolls as well as anti-PD rolls?

Then I guess catching attributes to PD rolls as well?


Sticky hands for CB's helps with interception catching roll. If you win vs the receiver, you can possibly intercept the ball instead of just batting it down.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=3#27003684

Originally posted by Bort
Originally posted by RobertRJS

wait, what.

so sticky hands helps you not have the CB PD the ball? by help, i mean increase your anti-PD roll

And I did ask that too. Was asking both.


The CB has to fight you for the ball. Stick hands gives you a better catching roll. Therefore sticky hands helps you fight the CB for the ball. Make-a-sense now?


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=2#27003419

Originally posted by Bort
Originally posted by RobertRJS

bort, does sticky hands help the anti-PD roll as well?


No, it just helps you not drop the ball on your own accord.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=2#27002929

Originally posted by Bort
Originally posted by RobertRJS

interesting. god am i glad i didn't invest in it, then. don't need to save myself from 2 drops.

i was hoping it was an anti-swat ball SA sorta like shutdown is anti route run. guess not.


Ah, on that accord, yes it can help. I thought you meant "can it help combat knocked loose passes?"


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=2#27003113

Originally posted by Bort
Originally posted by kingofgod

Safe to assume HF works during routes then also?


Yes, though it's not as effective of course.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3149594&page=2#27204098


Originally posted by Bort
Originally posted by TheGreatAus

Another clarification point: Juke works in the pre-catch phase of the play while running the route right??


It can, yes, assuming your player is making cuts during his route.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3149594&page=1#27202750

Originally posted by Bort
Originally posted by Binestar

Does that include if a player has Creative running set?


Yes, it does.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3149594&page=1#27203148

Originally posted by Bort
Originally posted by TheGreatAus

And does it mean that a cut has to be built into the play itself? For example, a player wouldnt cut on a streak route, right? Or would he juke to get behind the CB after the CB opens his hips?

Or would cutting on the route fall onto the creative running option?


On a streak route, it doesn't apply unless you're on creative.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3149594&page=1#27203163

Originally posted by Bort
Originally posted by lukin83

Is player weight a factor in Spin rolls?


No


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=23#32784511

Originally posted by Bort
Originally posted by jrry32

Also Bort, does spin's success rate have to do with running style? I have seen my more powerful backs have a lot more success with spin and use spin more often than my elusive despite them being on power running style? Shouldn't spin if it uses agility be more effective on elusive style?


It just depends on if you're running into the guy...so power guys are gonna run into more people.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3629679&page=19#31915930

Originally posted by Bort
Originally posted by Bukowski

But it is a break tackle, which is what Bort just posted.

You will never see Spin in the play-by-play, unless you're able to break the tackle.

Agility makes it activate, but you need other things to make it successful.


That is true. However, you might still see the start of the spin animation as you are tackled.

It's special, however, in that agility is the main modifier, as opposed to strength (like Power Thru)


http://goallineblitz.com/game/forum_thread.pl?thread_id=3629679&page=17#31915770

Originally posted by Bort

Originally posted by jrry32
Well you already answered the question and basically ended the thread. However, I will ask does BTK Chance or Fake Chance work with Spin? I would think BTK Chance since spin is a BTK SA but it is on the elusive Tree so it could be Fake Chance...


BTK


http://goallineblitz.com/game/forum_thread.pl?thread_id=3629679&page=17#31915704

Originally posted by Iron Maiden
Super Vision
This player has a great football sense. He is far less likely to be faked out by pump fakes, head fakes, and jukes. He is also able to see a play developing earlier and may get the jump on an interception or tackle. This skill is far more effective when used by players with higher vision.
Additional Levels: Increases the bonus toward avoiding fakes and noticing developing plays.

Sounds like what Vision is doing to me. So it is there on every play?
Originally posted by Bort
It is not a flat bonus to vision. It only applies in specific situations, and gives a bigger bonus than a couple points of vision ever would. It is also sometimes used as an "insurance policy" for when you fail your vision check. With Super Vision, you sometimes get second chance to succeed, with a roll against Super Vision's level.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3002388&page=1#25810531

Originally posted by Bort
Originally posted by chronoaug

Bort, does supervision work on offense? Just curious for if an offensive player finds a AeQ piece with it


No, it only applies on D.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3002388&page=1#25811918

Originally posted by Bort
Yes, you can juke & hf during a route, though they happen right as you make a cut (or through creative route running). It's kinda hard to juke somebody on a streak route.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2990738&page=2#25705632

Originally posted by Bort
Originally posted by PP
Could you look into how much this is happening, pls Bort? I don't ever see it. I'll grant that my WR could use some points in a few places for it to kick off better. He started down this road late in life, but damn...10 HF, 11 Juke, 88 agility and over 50 in vision, carrying & confidence (not great on the 50s, but not pathetic enough to stop it from ever happening either)


I believe it is a lower "chance" roll than when running with the ball, and super vision gives a bit better bonus, but I know it happens. Some of those plays where the WR makes a cut and the CB gets left behind standing with his thumb up his butt? Juke or HF. Sometimes it's Pump Fake, but that usually happens right before the throw.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2990738&page=2#25705867

Originally posted by Bort
Update we've been working on with hf/juke in general: vision cone based, instead of just a general radius, where it's easier to fake a guy in front of you (actually at a higher rate than the general fake rate now) than to the sides. That will allow a removal of the one-per-tick update, and it tends to look more realistic too.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2990738&page=2#25706307

Originally posted by Bort
Originally posted by LionsLover

Speaking of morale, what about the LBer SAs? Are they still "working as intended"? I know a lot of players who haven't seen an effect (including myself).

Also Aura of Intimidation, is it just a temporary penalty to morale? A group of us actually started discussing that today, so I'm just curious.


Yeah, they still affect morale, though a lot of QB's have very high conf, and several are directed at QB's in particular. Aura is a permanent drain.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=9#32437314

Originally posted by Bort
Originally posted by cosmoxl

does the run block SA help a blocker obtain better blocking position? and maintain it?


It won't speed him up, but it will help his blocking rolls once he's engaged, so in a way, yes.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=10#32437448

Originally posted by Bort
Originally posted by Saris

Since there are a lot of morale related questions I'll add one more.

The "General" skills (Line General, Field General etc), are they permanent or do they only effect the energy and morale on the play where they're triggered? Also at one time two seperate energy bars were described, one being a more fluid in-game energy bar that could deviate by quite a bit during a play; and another max energy that determines substitutions, and at one time was visible at the end of games. Are there seperate in-game and max morale bars as well? And if so which is affected by the General skills. Thanks in advance!


Permanent gains.

The max energy bar is still visible at the end of games until rollover. The morale maximum is always 100%. It doesn't work the same way as energy in that regard.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=12#32437672


Originally posted by Gott
Other than Aura, do morale-reducing SAs lower morale on a failed tackle roll?

I have a feeling that, even though the defender is missing the tackle, the SAs are still lowering morale.
Originally posted by Bort
Yes, they can.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3152828&page=1#27230958


Originally posted by Bort
There is NO max speed limiter for routes or certain positions running routes, etc. I even just went and looked to make sure, because there are other times when speed is limited (such as qb handoffs). Speed and acceleration work on a linear progression towards a value calculated by speed, agility, weight, and other factors (speed and weight being by far most important for max speed). SA's, VA's, etc. of course factor in.

However, WR's often have to slow down catch the ball when it is underthrown, or when doing moves on creative route running, or when changing direction, or when doing comebacks.

Also, you CAN lose speed in the middle of a play by getting tired. Energy and morale are a constantly updating factor; they do not just get applied at the beginning of the play. Otherwise, skills like snarl wouldn't affect the other player, etc.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2963972&page=43#25480689

Originally posted by Bort
Originally posted by TyrannyVaunt

Bort... Does Outside Blocker VA activate for a Pulling Guard? Would Outside Blocker VA stack with this Pulling Lineman VA?


It is basically the extension of Pulling Lineman. Essentially, where Pulling Lineman ends, Outside Blocker takes over. Of course, it's only on run plays, but helpful nonetheless.

I am serious about the First Step thing, too, BTW. PP tested giving his guard 10 first step, and it's night and day on how well he pulled and got to the edge. There should be some discussion of it in the test blog if you go look. That's why we added this VA. G's needed a way to get moving out of the gap faster and headed to the outside, as long as it's a choice as to whether he's built to do that, and you are rewarded for doing so.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3751963&page=1#33154852


Originally posted by Bort
Originally posted by Doc

Originally posted by Bort


Originally posted by jamz



Also have to consider that often times after a catch, dots stop to make the catch, then have to accelerate from 0 again


Or slow down to catch the ball because it's not led far enough or poorly thrown.


First Step only activates from a dead stop. Or is the tool tip wrong?




Yes, it's from a dead stop or close to it (there's a little leeway for having a very tiny movement vector). I'm referring to the fact that that SPEED SPEED SPEED doesn't necessarily give you as much when your QB can't lead you properly, or you have to slow down to make cuts. While you're waiting for the ball to get there, the defender has a chance to catch up.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2864701&page=5#24508062

Originally posted by Bort in reference of pass deflection roll
Sticky hands affecting it: no. That's what "Swat Ball" is for.

Focus is mainly on jumping and vision, and the ability to get in position (so your speed/agility/vision for that). More catching will help turn PD's to INT's. Strength helps if the receiver you're competing with is strong, if it's a jump ball.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=2#32436096

Originally posted by Bort
Originally posted by griffin8r

There was much discussion in the first Q&A about SB being a flat bonus to the actual break block roll, while BB% is a percentage bonus to your chance of succeeding the roll (my guess would be lowering the target number to succeed by X%)

My question is, since this is an opposed roll, in a double team situation (as DT's experience constantly) wouldn't the SB be far more beneficial, since your percentage chance of breaking the block is pretty low against two opponents? Or am I misunderstanding the interaction in a double team?


Hm, yes Shed Block would probably be more beneficial. Break Thru would be better, but Shed Block would probably work better than a % item for you.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=29#32785245

Originally posted by Bort
Originally posted by griffin8r

Oh - one more thing...

If you have both SB and a % BB item, how do they interact with one another?


%BB on your base value, Add SB bonus on top.
Originally posted by Bort
Actually, I take that back. Just checked and it's percentage on top of everything. Had to check


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=32#32785583
http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=33#32785707

Originally posted by Bort
Originally posted by jdbolick

Originally posted by 5STAR


this exploit happens on both running plays and passing plays

It's not quite the same. There are occasions in run blocking when a defender goes completely unblocked because of D-line positioning and mindless blocking programming, but while that also happens sometimes in pass blocking, most of the penetration occurs because DLs quickly ping-pong between offensive linemen until the threshold where they're no longer allowed to be blocked.


This. It's mostly stacking speed boosts from multiple break blocks in a row. My once-per-tick update earlier in the season curbed it some when it's done via tunnel vision, but I might need to extend it to all speed boosts from blocking, or put a lower cap on the velocity at which the defender can move.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2992173&page=3#25705698


Originally posted by chronoaug
Again, it's something i really want to know. When a player in zone picks a guy to go cover does he enter "man coverage" mode where SDC would activate or is it only when you are designated man coverage in the play creator?

It seems SDC helps you fight for the ball so just curious

Wondering if a FS playing a deep zone had a WR enter his area and starts to cover him would be in "man coverage" mode or covering him but still in "zone" mode and if SDC would activate.
Originally posted by Bort
No, as long as the ball has not been caught yet, he is technically still in zone coverage, so only zone abilities apply.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3191366&page=1#27594680

Originally posted by Bort
Originally posted by Longhornfan1024

Just to be clear, this means they do the same thing as % AEQ? If so, can you give us an idea of how the base score is determined? Thanks for the reply.


Base score = based on your attributes. Let's say for argument your attributes give you a score of 50. Then your SB and SDC SAs give you a flat bonus of +10. Now your score is 60. We then do a roll off of your player vs the opponent's, higher score wins.

AEQ or a VA with "+deflect%" will give you a percentage bonus, which would take your 50 and multiply it by X%, so a +10% would give you a score of 55.

These are all made up numbers of course, but that's the general concept.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3111584&page=1#26847058

Originally posted by Bort
Originally posted by Robbnva

since we are clarifying things.

route run work for creative route running?

I assume yes but some people think no


Yes, it works as long as the player is running a route of some sort.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3149594&page=2#27204114
 
InRomoWeTrust
Lead Mod
offline
Link
 
Bort Quotes - Veteran Abilities

Originally posted by Player
Hey Bort, when using Nerves of Steel, would the reroll account Mr. Reliable and the Possession VA into it, or would they only work for the first roll in which the knocked loose occured?
Originally posted by Bort
It rerolls the whole thing, including any bonuses, etc.


Originally posted by Bort

Originally posted by DrunkenCowboy


Basically it says..

"Each level of goal line blocker gives a 2% to strength, agility, and blocking on rushing plays inside the 5 yard line when this player is blocking on the line"

Technically, TEs are on the line as well..


It should work for the TE - it's based on the player's starting line up position and action (set to block or not). If he's set to go out and lead block or something, it won't work. He's gotta be normal line blocking.


Originally posted by Player
Does Outside Blocker on a pulling guard only give him a boost once he reaches the "outside the box" area, or since he is on a predestined path to get there does he get the boost from the snap?
Originally posted by Bort
It's once he gets out there IIRC.


Originally posted by Player
Bort, if your still in this thread can we get a clearification of the possession receiver re-work?

Is the bonus to stopping knocked loose passes online within 8 yards, or is it regardless of route length?
Originally posted by Bort
Regardless.


Originally posted by Bort
Originally posted by TyrannyVaunt

Bort... Does Outside Blocker VA activate for a Pulling Guard? Would Outside Blocker VA stack with this Pulling Lineman VA?


It is basically the extension of Pulling Lineman. Essentially, where Pulling Lineman ends, Outside Blocker takes over. Of course, it's only on run plays, but helpful nonetheless.

I am serious about the First Step thing, too, BTW. PP tested giving his guard 10 first step, and it's night and day on how well he pulled and got to the edge. There should be some discussion of it in the test blog if you go look. That's why we added this VA. G's needed a way to get moving out of the gap faster and headed to the outside, as long as it's a choice as to whether he's built to do that, and you are rewarded for doing so.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3751963&page=1#33154852

Originally posted by Bort
Originally posted by TyrannyVaunt

Bort, one other question... Can you explain where Pulling Lineman 'ends'? Is it outside the tackle box? Or further out?


When the player reaches the end of the line and starts lead blocking upwards (or sometimes up/out I suppose). The entire point of the skill is to ensure your guard gets into position to make the block in time.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3751963&page=2#33154927

Originally posted by Bort
Originally posted by timthorn

Do FF% AEQ, Wrap-Up, Power Tackle, and similar VA's, SA's, and AEQ affect Knocked Loose rolls?


Yep, just like the tactics settings do. Anything that can make you hit harder can pop the ball loose.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=19#32784179

Originally posted by Bort
Originally posted by BengalDuck

Bort, can you clarify what bull rusher is saying? Is that a % bonus to Strength or simply that the equation to break a block is altered.

For the latter, meaning that:

break block roll = 20% strength, agility, vision, tackle, blocking (lolhypothetical)

With maxed VA against a pass rush, new equation is 35% strength, 16.25% for the other four? 23% strength, 19.25% the other four?


Equation to break a block is altered. Strength's importance becomes higher. So if you had great strength but not so hot agility, you could use the VA to enhance block breaking to focus on your strength and get a better roll.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3541391&page=1#31017990

Originally posted by Bort
Originally posted by StoutOne

If you have Sure Tackler, and David vs. Goliath misses the first roll, Sure Tackler gives you another and you succeed, will you still take a double energy hit because you missed the first one....or will the code know not to deduct it?


No, it'll only do based on the final value. If it deducts the DvG percentage and still wins, no penalty. Sure Tackler basically rolls twice and compares both.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3541391&page=1#31017952

Originally posted by GMathiasf
"This player turns it on when in the red zone. Each level of Red Zone Freak gives a +5% chance to gain +5% to all attributes when inside the 20 yard line..."

Ok, so I've always assumed that this VA triggered when the line of scrimmage was inside the 20, but the way it's written, it's almost like it's based on where the player is. Am I right and this is just another example of unclear description? Or is it possible that a player can gain a +5% boost in the middle of a play as he crosses the 20 yard line? It always seemed to me like this was a VA that would be based on the line of scrimmage at the start of the play and that it would keep the entire play if rolled. Anyone know?
Originally posted by Bort
uses the LOS, and no it doesn't work inside your own 20 on offense, LOL.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3206435&page=2#27745986

Originally posted by Bort
Originally posted by blln4lyf

Hey Bort, when using Nerves of Steel, would the reroll account Mr. Reliable and the Possession VA into it, or would they only work for the first roll in which the knocked loose occured?


It rerolls the whole thing, including any bonuses, etc.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=5#27004071

Originally posted by Bort
Originally posted by RobertRJS

how come mr reliable got no boost to anti-knocked loose!?


It already had it?


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=5#27004093

Originally posted by Duo
Does clutch really cause SAs and other VAs to activate more often?
Originally posted by Bort
On 3rd/4th down and late game situations, yes!


http://goallineblitz.com/game/forum_thread.pl?thread_id=2870952&page=1#24534688


Originally posted by Bort
Originally posted by drakeborn

Originally posted by Duo


oh wow

so wait is that all sas/vas or just a random one?


It adds a small positive modifier to nearly all rolls on 3rd/4th down.

Bort once said something along the lines that if he put in a visual indicator for Clutch it would be flashing constantly on 3/4th down.


Pretty much. Most rolls have a +clutch modifier for if you have the skill and it works for you. It can help you avoid being faked out, make a tackle, use your stiff arm skill, force or avoid a fumble, get an int or swat the ball down, etc. Bonus points to lots of different things.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2870952&page=2#24535566

Originally posted by Bort
It affects a lot of things, so it can definitely be a good skill to have. It tends to give your guy that little edge that might put him over the top in key moments. It's not like it boosts your skills by 30% or something though.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2870952&page=2#24537015

Originally posted by Bort
Originally posted by Joe Buck

Bort -

Let's talk Clutch VA. Is *every* play in the playoffs considered "clutchable" not just 3rd and 4th downs? We all know what the description says, but I have a hunch, the playoffs play under a different set of rules.


LOL, no. Same rules for playoffs as any other game (except for HOAC of course)


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=6#27004285

Originally posted by Bort
Originally posted by WiSeIVIaN

Bort, if your still in this thread can we get a clearification of the possession receiver re-work?

Is the bonus to stopping knocked loose passes online within 8 yards, or is it regardless of route length?


Regardless.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=3#27003707

Originally posted by Bort
Originally posted by Deathblade

I thought Quick Release just decreased "wind up" of a pass, giving zone defenses less time to react. Bullet passing would also be a counter, rather than lofty passes all day.


Yes.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3204340&page=15#27722930

Originally posted by Bort
Originally posted by Danny7185

Do Pocket Crusher and Technique Man both work if you use Combo as your Pass Rush Style?


They can. Combo makes you randomly switch between evasive and power. Depending on what randomly comes up, you could use one or the other.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3541391&page=2#31018522

Originally posted by Hanz
Ok it says it give a +2% to making catches less than 8 yards.

It now also says it +2% to resist having the ball Knocked loose.

Does the resist percent only apply to catches less than 8 yards or does it apply to every catch no matter how long?
Originally posted by Bort
Every catch.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3130084&page=1#27004307

Originally posted by tautology
So:
1) Does the mentor have to be at a specific position in the depth chart in order to provide the bonus?

2) Do the "mentees" need to be on a specific depth chart slot to receive the bonus?
Originally posted by Bort
1) No
2) No


http://goallineblitz.com/game/forum_thread.pl?thread_id=3073045&page=1#26502868

Originally posted by DONKEIDIC
Second wind VA. How can it be working?
Originally posted by Bort
It definitely goes off. I have tested it on my dev box where it prints some debug info when it fires, and there's a big output at the start of the 4th quarter. Perhaps the issue isn't that it doesn't go off, but that it doesn't give a big enough energy boost to be noticeable by the end of the game's energy review. Also, how much stamina do the players who are using it have? If they have like 20 or 30, it's not going to do as much good since they just tire out quickly after the boost anyway.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2801372&page=3#23953768

Originally posted by Bhall43
Red Zone Freak - Does this VA apply when the offense isn't in the red zone? Like say for example...the offense is at my 35 yard line, but I have lined my safety in a deep zone 15 yards down field. When he goes back into his zone 20 yards back and inside the 20, does Red Zone Freak have the potential to fire? Or even better yet. When my offense starts at the 21, does the WR get the boost the second he hits the 20 even tho we started outside of the red zone?
Originally posted by Bort
No, RZF is based on ball spot.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by maddoggy71
Does Scrambler VA work on QB runs?
Originally posted by Catch22
No, it works when passing - it says "get away from Sacks" in the description.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Bort
Originally posted by DrunkenCowboy

Basically it says..

"Each level of goal line blocker gives a 2% to strength, agility, and blocking on rushing plays inside the 5 yard line when this player is blocking on the line"

Technically, TEs are on the line as well..


It should work for the TE - it's based on the player's starting line up position and action (set to block or not). If he's set to go out and lead block or something, it won't work. He's gotta be normal line blocking.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2858552&page=1#24423284

Originally posted by dagwood13
Does Slot WR work for WR#4 and WR#5
Originally posted by Catch22
No, it only works when you are at WR3.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639
 
InRomoWeTrust
Lead Mod
offline
Link
 
Bort Quotes - Height/Weight

Originally posted by Bort

There is NO max speed limiter for routes or certain positions running routes, etc. I even just went and looked to make sure, because there are other times when speed is limited (such as qb handoffs). Speed and acceleration work on a linear progression towards a value calculated by speed, agility, weight, and other factors (speed and weight being by far most important for max speed). SA's, VA's, etc. of course factor in.

However, WR's often have to slow down catch the ball when it is underthrown, or when doing moves on creative route running, or when changing direction, or when doing comebacks.

Also, you CAN lose speed in the middle of a play by getting tired. Energy and morale are a constantly updating factor; they do not just get applied at the beginning of the play. Otherwise, skills like snarl wouldn't affect the other player, etc.

Originally posted by Bort
Yeah heavy dudes have always gotten a higher score on breaking tackles, breaking blocks, blocking, and tackling than lighter dudes.

Originally posted by Player
How about my question...does weight only affect acceleration or top end speed too?
Originally posted by Bort
both


Originally posted by Longhornfan1024
Do different positions have different base scores for separate roll or are the scores determined entirely by attributes plus SAs? i.e. CBs have a based PD score of 10 and a base catching score of 2, but WRs have a base catching score of 10 and a base PD score of 2.
Originally posted by Bort
Same rolls for the most part (a few exceptions) but height and weight can make some differences based on position.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Bort
Originally posted by z0s022

Final question, stems from this question in the free flex winner post by Catch:

#11 - How exactly does weight and height affect players?

Weight makes players move more slowly, but makes them more powerful blockers, tacklers, and rushers. Tall players are more likely to bat down or catch high passes, but shorter players have a lower center of gravity and are harder to knock over.


What confuses me is that one of the best powerbacks (if not the best) weighed 181 pounds in Jedi knight. The WPL MVP in season 13 was Project Marcie. Is there some factor that helps these SMALL power backs break tackles? Obviously their size is counter intuitive to what one would project to be a successful powerback. Might it have something to do with their more rapid acceleration due to their small stature? Perhaps they can simply get back up to full speed quicker due to an acceleration boost due to small size.


I think you answered your own question.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=19#32784074


Originally posted by Bort
Originally posted by StinkCheese

what exactly factors into a break block role? for instance obviously most OT's have significantly higher strength then speed rushing DE's, so is break block % adv eq over-rated to a speed DE?


Agi, Str, Weight mainly. There's actually several rolls that go on during the blocking process, and multiple ways to break a block. Str will help you not get pancaked and do reverse pancakes. Agility will help you spin & rip around the blocker, though that is moe useful when pass rushing than vs the run (str is more important there). A lot of what happens depends on your pass rush tactics as well.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=14#32783490

Originally posted by Bort
Originally posted by lukin83

Is player weight a factor in Spin rolls?


No


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=23#32784511

Originally posted by Bort
There is NO max speed limiter for routes or certain positions running routes, etc. I even just went and looked to make sure, because there are other times when speed is limited (such as qb handoffs). Speed and acceleration work on a linear progression towards a value calculated by speed, agility, weight, and other factors (speed and weight being by far most important for max speed). SA's, VA's, etc. of course factor in.

However, WR's often have to slow down catch the ball when it is underthrown, or when doing moves on creative route running, or when changing direction, or when doing comebacks.

Also, you CAN lose speed in the middle of a play by getting tired. Energy and morale are a constantly updating factor; they do not just get applied at the beginning of the play. Otherwise, skills like snarl wouldn't affect the other player, etc.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2963972&page=43#25480689
 
InRomoWeTrust
Lead Mod
offline
Link
 
Bort Quotes - Forcing Fumbles

Originally posted by Bort
Originally posted by steellithium

Does tackling work the same way.

Is it?

1. Tackle vs Break Tackle

then

2. Force Fumble vs Cover Up


Pretty much, yep.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=4#27003764

Originally posted by Bort
Originally posted by steellithium
Ok, then could you push someone's energy and morale low enough, to cause a ball carrier with 90+ carrying to become a fumbling machine?

If they were both in the absolute toilet it would help cause more fumbles from them. With 90 carrying, you wouldn't get down to where you had the equivalent of 10 or something, but probably somewhere around chopped in half or so. Chemistry affects too!


http://goallineblitz.com/game/forum_thread.pl?thread_id=2959791&page=7#25366212

Originally posted by Bort
Originally posted by drakeborn

Originally posted by Duo


oh wow

so wait is that all sas/vas or just a random one?


It adds a small positive modifier to nearly all rolls on 3rd/4th down.

Bort once said something along the lines that if he put in a visual indicator for Clutch it would be flashing constantly on 3/4th down.


Pretty much. Most rolls have a +clutch modifier for if you have the skill and it works for you. It can help you avoid being faked out, make a tackle, use your stiff arm skill, force or avoid a fumble, get an int or swat the ball down, etc. Bonus points to lots of different things.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2870952&page=2#24535566

Originally posted by liamm1986
How do the Big/Monster Hit SA's apply to the force fumble roll? Simlar to Shed Blocks and the break block roll?
Originally posted by Bort
Yes. They apply a bonus to the FF score when they work.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639
 
InRomoWeTrust
Lead Mod
offline
Link
 
Bort Quotes - Successfully Making Tackles

Originally posted by Bort
Similar with Big/Monster Hit. They improve the "quality" of the tackle.


Originally posted by Bort
Jumping helps quite a few positions in various things. It won't help you block somebody or something like that doesn't make any sense, but it helps with catching, swatting balls, diving tackles, avoiding those low leg tackles, diving for yards, punting, etc.


Originally posted by Bort
Well, you currently get a bonus for momentum both on tackling, and on breaking tackles. There is no penalty per se (except not getting said bonus) for going slow.


Originally posted by Player
Tackling should be more important than Str in the tackling equation for sure.
Originally posted by Bort
It already is. Quite a bit more. STR mostly helps you hold them back when you make the tackle.


Originally posted by David Stern
Does CB's tackling tactics increase his % to the pd KL roll?
Originally posted by Bort
Yes


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Bort
Originally posted by jdbolick

Separate issue, but a good one to bring up. I'm convinced that CBs either get a bonus to tackling or have a lower make tackle threshold. I think Bort did it to prevent them from missing most of their tackle attempts, not unlike buffing low level passing.


Nope.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3629679&page=27#31916677

Originally posted by Bort
Originally posted by steellithium

Does tackling work the same way.

Is it?

1. Tackle vs Break Tackle

then

2. Force Fumble vs Cover Up


Pretty much, yep.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=4#27003764

Originally posted by Bort
Originally posted by Iron Maiden

I thought interception roll comes first o_O==> failed==> PD roll ==> failed ==> knock loose roll


knock loose is separate from the catching system; it's more part of the tackling system.

Also, There's another intercept opportunity at the end if the WR fails the catch.

Defenders can also intercept the ball on their own, just by being in the right spot at the right time.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=8#27005155

Originally posted by Bort
Originally posted by Deathblade

Originally posted by Bort


How did you get that?

If he's a better tackler, he has a bigger range of tackling you, and thus becomes a threat sooner.


So...a player with zero tackling is invisible?

Isn't that counter-productive?

Also, LOL @ the people who were saying tackling helps against elusives.


There's a min radius, d00d. The range of allowed tackling distances is also fairly small, but it does vary a bit between a min and max range.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2953545&page=9#25302323

Originally posted by Bort
Originally posted by coach

The "range" is determined by the HB's vision, correct?

So a HB with higher vision is more likely to waste his fake on a player who is too far away to make the play anyway, right?


No, it's based on the defender's tackle ability, actually. It's more like the QB vision checks, where you get a vision check for each guy who's coming into tackle range, to see if you can "see" him.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2953545&page=8#25301762


Originally posted by Bort
Players who are blocked or just coming off of a block actually do get a chance at the tackle, at a penalty. However, if they miss, they don't fall down as usual (so it doesn't report "missed tackle").


http://goallineblitz.com/game/forum_thread.pl?thread_id=2941228&page=1#25184730
 
InRomoWeTrust
Lead Mod
offline
Link
 
Bort Quotes - Breaking Tackles

Originally posted by Bort
Well, you currently get a bonus for momentum both on tackling, and on breaking tackles. There is no penalty per se (except not getting said bonus) for going slow.


Originally posted by Bort
Originally posted by steellithium

Does tackling work the same way.

Is it?

1. Tackle vs Break Tackle

then

2. Force Fumble vs Cover Up


Pretty much, yep.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=4#27003764

Originally posted by Bort
Originally posted by z0s022

Final question, stems from this question in the free flex winner post by Catch:

#11 - How exactly does weight and height affect players?

Weight makes players move more slowly, but makes them more powerful blockers, tacklers, and rushers. Tall players are more likely to bat down or catch high passes, but shorter players have a lower center of gravity and are harder to knock over.


What confuses me is that one of the best powerbacks (if not the best) weighed 181 pounds in Jedi knight. The WPL MVP in season 13 was Project Marcie. Is there some factor that helps these SMALL power backs break tackles? Obviously their size is counter intuitive to what one would project to be a successful powerback. Might it have something to do with their more rapid acceleration due to their small stature? Perhaps they can simply get back up to full speed quicker due to an acceleration boost due to small size.


I think you answered your own question.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=19#32784074

Originally posted by Bort
Originally posted by Bukowski

But it is a break tackle, which is what Bort just posted.

You will never see Spin in the play-by-play, unless you're able to break the tackle.

Agility makes it activate, but you need other things to make it successful.


That is true. However, you might still see the start of the spin animation as you are tackled.

It's special, however, in that agility is the main modifier, as opposed to strength (like Power Thru)


http://goallineblitz.com/game/forum_thread.pl?thread_id=3629679&page=17#31915770

Originally posted by Bengalduck
Can you expand on the fake process/rolls relative to Power Thru/LTS?
Originally posted by Bort
Power Thru/LTS are not fakes. They are applied as bonuses to the tackle breaking roll as a tackle occurs. Better strength/SA level, etc makes them more likely to happen, and makes them give bigger bonuses. Not all that complicated.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Hammertime15
What is the progression for a power back breaking tackles? Does aeq % activate first or do SA's fire first, and as a follow up which SA's give you the best opportunity for success.
Originally posted by Bort
total score + % bonuses. The best SAs for you are up to you to discover.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by topdawg88
Which break tackle SAs work for rushing QBs and which ones do not work for rushing QBs? I'm talking about Spin, Power Through, Stiff Arm, and Lower the Shoulder.
Originally posted by Bort
They would all work.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639


Originally posted by RMiller517
When it was said that "Speed plays a role in giving a bonus to breaking tackles", is that a constant bonus that you get for going a certain speed? or, does the bonus vary depending on how fast your going?
Originally posted by Bort
Depends on how fast you are going.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639
 
InRomoWeTrust
Lead Mod
offline
Link
 
Bort Quotes - Faking Defenders


Originally posted by Bort
Originally posted by RobertRJS

Bort, I remember you earlier saying higher vision increases the likelihood of certain SAs going off like Juke and head Fake (for like a receiver). Is this correct or did I remember incorrectly?


Yes, and carrying is important, too!


http://goallineblitz.com/game/forum_thread.pl?thread_id=2756271&page=21#23582666

Originally posted by maddoggy71
What fakes (if any) help WR's to create separation before the ball is thrown?
Originally posted by Bort
Head Fake, Juke, also just having good agility at a cut. We are also adding a new "catch fake" skill with the archetypes.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by maddoggy71
Must you have a "Fake SA" for Fake % AEQ to do anything?

Originally posted by Bort
Yes.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by BengalDuck
Previously, you had written that a Powerback has a chance at a Power Thru roll, and if that fails, he may still get a Lower the Shoulder roll (or perhaps even a Stiff Arm roll).

Is there a similar process for fakes? A Juke attempted, followed by a Head Fake attempt? Can you clarify the rolling process between a ball carrier and a potential tackler in the open field?
Originally posted by Bort
Yes, he will try the Juke roll, and if failed a Head Fake roll can happen as well.

Once a tackler reaches a fakeable distance, the options open up for a fake to happen each tick.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by maddoggy71
Can you explain the Avoid Fake process a bit in terms of the best ways to avoid fakes? vision/agility/etc
Originally posted by Bort
Guy gets a fake roll (head fake/juke/whatever). Defender rolls his vision and supervision skills (and perhaps agility for some fakes) against them. Higher roll wins. If the defender wins, the fake doesn't happen. If he loses, he gets faked.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by NibBoris
Super vision has been described as it only applies when playing defense - not offense or special teams. Yet, it's strangely absent from all the exclusion SA lists, unlike things like blitzing SAs that are clearly defense only and only available to defensive positions.
Is this an oversight on the exclusion list, or is it going to do something on offense/STs now? Can it either be added to the exclusion list or can we get a description of how it affects offensive positions?
Originally posted by Bort
Special teams tacklers can still use superior vision to avoid fakes.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Bort
Originally posted by z0s022

Does carrying help SAs fire? Is it a bonus of sorts to all the other "rushing" related attributes? That is speed/agility/strength, etc. Obviously it helps protect against fumbles...but I wonder how else it factors in the equation.


Yes, it helps you make cuts better, and helps improve chances on things like Head Fake & Juke. If you run with the ball a lot (like a HB), it should be a pretty primary concern.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=5#32782099

Originally posted by Bort
Originally posted by PP
Could you look into how much this is happening, pls Bort? I don't ever see it. I'll grant that my WR could use some points in a few places for it to kick off better. He started down this road late in life, but damn...10 HF, 11 Juke, 88 agility and over 50 in vision, carrying & confidence (not great on the 50s, but not pathetic enough to stop it from ever happening either)


I believe it is a lower "chance" roll than when running with the ball, and super vision gives a bit better bonus, but I know it happens. Some of those plays where the WR makes a cut and the CB gets left behind standing with his thumb up his butt? Juke or HF. Sometimes it's Pump Fake, but that usually happens right before the throw.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2990738&page=2#25705867

Originally posted by Bort
Originally posted by drakeborn

Originally posted by Duo


oh wow

so wait is that all sas/vas or just a random one?


It adds a small positive modifier to nearly all rolls on 3rd/4th down.

Bort once said something along the lines that if he put in a visual indicator for Clutch it would be flashing constantly on 3/4th down.


Pretty much. Most rolls have a +clutch modifier for if you have the skill and it works for you. It can help you avoid being faked out, make a tackle, use your stiff arm skill, force or avoid a fumble, get an int or swat the ball down, etc. Bonus points to lots of different things.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2870952&page=2#24535566

Originally posted by Bort
Originally posted by Muraske

Originally posted by Bort


A tick is a tenth of a second in the sim. If you think you need to be able to fake out more than 10 guys per second, then hmm...I guess football rules must have changed to allow 20 per side or something. Doing only 1 fake per tick ensures there isn't a whole field of spasming players over and over as they all get faked infinite times every tick.


These are things that need to be clarified before you make any kind of adjustment to avoid having said issues in the future..... Nothing gamebreaking is going to come from us knowing that a tick is 1/10th of a second.


I've been using the word "tick" for quite some time, and you are all familiar with them whether you know it or not. Go watch a replay and hit "forward." One "tick" or frame of animation.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2939773&page=7#25184187


Originally posted by Bort
Originally posted by coach

The "range" is determined by the HB's vision, correct?

So a HB with higher vision is more likely to waste his fake on a player who is too far away to make the play anyway, right?


No, it's based on the defender's tackle ability, actually. It's more like the QB vision checks, where you get a vision check for each guy who's coming into tackle range, to see if you can "see" him.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2953545&page=8#25301762

Originally posted by Bort
Originally posted by Adderfist
Is carrying part of the equasion on fakes when running routes?


No.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2990738&page=2#25705886

Originally posted by Bort
Update we've been working on with hf/juke in general: vision cone based, instead of just a general radius, where it's easier to fake a guy in front of you (actually at a higher rate than the general fake rate now) than to the sides. That will allow a removal of the one-per-tick update, and it tends to look more realistic too.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2990738&page=2#25706307

Originally posted by Bort
I will say this: If you have 12 vision on your RB, any update to the strength of juke/head fake is not going to help you much. You have to be able to see the players coming to try and head fake or juke them.
 
InRomoWeTrust
Lead Mod
offline
Link
 
Bort Quotes - Shedding/Breaking Blocks

Originally posted by Bort
Originally posted by Bayemon

Does acceleration at the snap help dlineman shed the inital block at all or give advantage in the engagement? IE, if Im a DT with 68 visiion and pass my check and hit the OL first, is there any advantage?


Yes, the initial pushback effect will be greater, because the blocker has no momentum to work with.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=15

Originally posted by Bort
Originally posted by griffin8r

There was much discussion in the first Q&A about SB being a flat bonus to the actual break block roll, while BB% is a percentage bonus to your chance of succeeding the roll (my guess would be lowering the target number to succeed by X%)

My question is, since this is an opposed roll, in a double team situation (as DT's experience constantly) wouldn't the SB be far more beneficial, since your percentage chance of breaking the block is pretty low against two opponents? Or am I misunderstanding the interaction in a double team?


Hm, yes Shed Block would probably be more beneficial. Break Thru would be better, but Shed Block would probably work better than a % item for you.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=29#32785245

Originally posted by Bort
Originally posted by cosmoxl

hasn't been answered so I'll rephrase: what's the difference between, for example, shed blocks SA vs + break block %?

thanks!


They are very similar, those shed block is one of those "flat rate" type SA's, as opposed to a % boost. Depending on your existing score, break block % might be better or worse.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=7#32436881


Originally posted by Bort
Originally posted by StinkCheese

what exactly factors into a break block role? for instance obviously most OT's have significantly higher strength then speed rushing DE's, so is break block % adv eq over-rated to a speed DE?


Agi, Str, Weight mainly. There's actually several rolls that go on during the blocking process, and multiple ways to break a block. Str will help you not get pancaked and do reverse pancakes. Agility will help you spin & rip around the blocker, though that is moe useful when pass rushing than vs the run (str is more important there). A lot of what happens depends on your pass rush tactics as well.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=14#32783490

Originally posted by Bort
Originally posted by StinkCheese

so would break block % adveq be calculated into every role?


Not in the roll to avoid pancakes. Just for when you're trying to break a block, however that might happen.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=16#32783725

Originally posted by Bort
Originally posted by kalkmanc

Does hold block AEQ help win a pancake roll? or is it primarily used to prevent being reverse pancaked?


Doesn't help with the pancake roll directly, no. It's the counter to the break block skills of the defender.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=16#32783800


Originally posted by Bort
Originally posted by BengalDuck

Bort, can you clarify what bull rusher is saying? Is that a % bonus to Strength or simply that the equation to break a block is altered.

For the latter, meaning that:

break block roll = 20% strength, agility, vision, tackle, blocking (lolhypothetical)

With maxed VA against a pass rush, new equation is 35% strength, 16.25% for the other four? 23% strength, 19.25% the other four?


Equation to break a block is altered. Strength's importance becomes higher. So if you had great strength but not so hot agility, you could use the VA to enhance block breaking to focus on your strength and get a better roll.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3541391&page=1#31017990

Originally posted by Bort
Originally posted by jdbolick

Originally posted by 5STAR


this exploit happens on both running plays and passing plays

It's not quite the same. There are occasions in run blocking when a defender goes completely unblocked because of D-line positioning and mindless blocking programming, but while that also happens sometimes in pass blocking, most of the penetration occurs because DLs quickly ping-pong between offensive linemen until the threshold where they're no longer allowed to be blocked.


This. It's mostly stacking speed boosts from multiple break blocks in a row. My once-per-tick update earlier in the season curbed it some when it's done via tunnel vision, but I might need to extend it to all speed boosts from blocking, or put a lower cap on the velocity at which the defender can move.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2992173&page=3#25705698


Originally posted by Bort
Originally posted by griffin8r

Oh - one more thing...

If you have both SB and a % BB item, how do they interact with one another?


%BB on your base value, Add SB bonus on top.
Originally posted by Bort
Actually, I take that back. Just checked and it's percentage on top of everything. Had to check


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=32#32785583
http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=33#32785707

Originally posted by Bort

Pass block:
- guys collide
- blocker rolls block ability roll vs defender shed block roll
- winner gets to decide what happens next
- if blocker wins, he gets to shove the defender back based on a push back roll, modified by the defender's SA's and stats
> Also, check for pancake
> Check for shock block ability
- if defender wins, he gets to shove the blocker back based on his push back roll, modified by blocker's SA's and stats
> Also check for rev-pancake
> Check for stun ability
- Repeat over and over

Run block:
- guys collide
- blocker rolls "engage" roll vs defender shed roll.
> An auto pancake or whiff and fall (if defender wins) can happen here.
- blocker usually wins that first engage roll.
- each tick, we do a "fight" check:
> roll hold block vs shed block.
> winner determines what happens.
> if blocker wins, he holds on and gets to push the defender back and rotate his body to be in the way.
> if defender wins, he either breaks the block if he wins by enough, or gets to push the blocker back and try to do a swim move
> winner also gets to make a pancake check, which auto breaks the block and the other guy falls down.


Originally posted by Player
Bort, this is off topic, but...

most people think blocking for d-linemen is basically useless and therefore should never be trained.

Would you agree or disagree?
Originally posted by Bort
It's part of the break block formula. Not a big part, but it's in there.
 
InRomoWeTrust
Lead Mod
offline
Link
 
Bort Quotes - Making/Holding Blocks


Originally posted by Bort
Blocking applies to both run and pass blocking, and goes into determining the rolls you get when deciding who is winning the blocking battle; i.e. who gets the chance to push the other guy, or the chance to pancake, etc. The better your blocking, the better chance you have to keep winning the battle. It also increases the radius from which you can block a player by a little.


Originally posted by Bort
Originally posted by tautology
Follow up on jumping:

I occasionally see O-line seeming to "reach" for blocks (often failing and falling down), and we often see WRs "shooting forward" to make downfield blocks (which usulayy result in just pushing a CB significantly closer to the runner fwiw).

So...does jumping play a role *at all* in these sorts of blocks?
No, but blocking does.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=4#32781985

Originally posted by Bort
Originally posted by Bayemon

Does acceleration at the snap help dlineman shed the inital block at all or give advantage in the engagement? IE, if Im a DT with 68 visiion and pass my check and hit the OL first, is there any advantage?


Yes, the initial pushback effect will be greater, because the blocker has no momentum to work with.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=15

Originally posted by Bort
Originally posted by kalkmanc

Does hold block AEQ help win a pancake roll? or is it primarily used to prevent being reverse pancaked?


Doesn't help with the pancake roll directly, no. It's the counter to the break block skills of the defender.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=16#32783800

Originally posted by Bort

Pass block:
- guys collide
- blocker rolls block ability roll vs defender shed block roll
- winner gets to decide what happens next
- if blocker wins, he gets to shove the defender back based on a push back roll, modified by the defender's SA's and stats
> Also, check for pancake
> Check for shock block ability
- if defender wins, he gets to shove the blocker back based on his push back roll, modified by blocker's SA's and stats
> Also check for rev-pancake
> Check for stun ability
- Repeat over and over

Run block:
- guys collide
- blocker rolls "engage" roll vs defender shed roll.
> An auto pancake or whiff and fall (if defender wins) can happen here.
- blocker usually wins that first engage roll.
- each tick, we do a "fight" check:
> roll hold block vs shed block.
> winner determines what happens.
> if blocker wins, he holds on and gets to push the defender back and rotate his body to be in the way.
> if defender wins, he either breaks the block if he wins by enough, or gets to push the blocker back and try to do a swim move
> winner also gets to make a pancake check, which auto breaks the block and the other guy falls down.


Originally posted by Bort
Originally posted by alindyl

Question that i asked back on page 12 that was missed, hope you don't mind me re-asking. Tautology early on asked about players blocking opposing players in the back giving them greater than normal speed (a speed boost). I had a question of whether there is anything else that occurs to the shoved player or should occur. it would seem to me that getting shoved from behind is going to potentially throw the player off balance. Shouldn't there be some negative effects from it? If not it seems like the players should know better than to reach out and shove someone when it always gives them a speed increase.

Unless this is intended but it seems to me that a player cannot block someone facing away so there could never be a block.


Yes, they are thrown off balance, less likely to make a tackle. Often they are just knocked down, though.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=18#32784017

Originally posted by Bort
The run blocking bar is a combination of several abilities, kinda averaged out (the ability to engage/hold, the ability to push him around, the ability to get to your man). STR is more important in pushing your guy around, blocking more important in holding onto the block. In the bar, they're about equal I suppose.

Don't use the bar as your end-all of building your player. It's supposed to be a general idea of how good a player probably is at doing something.

In other words, the formulas in game haven't changed. The output for the bars have.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2867667&page=10#24561839

Originally posted by vrshah
Does it only work when going up against stronger blockers or is it an "always on" type of deal?
Originally posted by Bort
It lessens the morale/stamina hit when losing blocking rolls, every time you lose the roll. "Stronger defenders" refers to guys who are probably beating you more often.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3081276&page=2#26615491
 
InRomoWeTrust
Lead Mod
offline
Link
 
Bort Quotes - Pass Rushing

Originally posted by Bort
Originally posted by Bayemon

Does acceleration at the snap help dlineman shed the inital block at all or give advantage in the engagement? IE, if Im a DT with 68 visiion and pass my check and hit the OL first, is there any advantage?


Yes, the initial pushback effect will be greater, because the blocker has no momentum to work with.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=15

Originally posted by Bort
Originally posted by griffin8r

There was much discussion in the first Q&A about SB being a flat bonus to the actual break block roll, while BB% is a percentage bonus to your chance of succeeding the roll (my guess would be lowering the target number to succeed by X%)

My question is, since this is an opposed roll, in a double team situation (as DT's experience constantly) wouldn't the SB be far more beneficial, since your percentage chance of breaking the block is pretty low against two opponents? Or am I misunderstanding the interaction in a double team?


Hm, yes Shed Block would probably be more beneficial. Break Thru would be better, but Shed Block would probably work better than a % item for you.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=29#32785245

Originally posted by Bort
Originally posted by cosmoxl

hasn't been answered so I'll rephrase: what's the difference between, for example, shed blocks SA vs + break block %?

thanks!


They are very similar, those shed block is one of those "flat rate" type SA's, as opposed to a % boost. Depending on your existing score, break block % might be better or worse.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=7#32436881


Originally posted by Bort
Originally posted by StinkCheese

what exactly factors into a break block role? for instance obviously most OT's have significantly higher strength then speed rushing DE's, so is break block % adv eq over-rated to a speed DE?


Agi, Str, Weight mainly. There's actually several rolls that go on during the blocking process, and multiple ways to break a block. Str will help you not get pancaked and do reverse pancakes. Agility will help you spin & rip around the blocker, though that is moe useful when pass rushing than vs the run (str is more important there). A lot of what happens depends on your pass rush tactics as well.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=14#32783490

Originally posted by Bort
Originally posted by StinkCheese

so would break block % adveq be calculated into every role?


Not in the roll to avoid pancakes. Just for when you're trying to break a block, however that might happen.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=16#32783725

Originally posted by Bort
Originally posted by kalkmanc

Does hold block AEQ help win a pancake roll? or is it primarily used to prevent being reverse pancaked?


Doesn't help with the pancake roll directly, no. It's the counter to the break block skills of the defender.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=16#32783800


Originally posted by Bort
Originally posted by BengalDuck

Bort, can you clarify what bull rusher is saying? Is that a % bonus to Strength or simply that the equation to break a block is altered.

For the latter, meaning that:

break block roll = 20% strength, agility, vision, tackle, blocking (lolhypothetical)

With maxed VA against a pass rush, new equation is 35% strength, 16.25% for the other four? 23% strength, 19.25% the other four?


Equation to break a block is altered. Strength's importance becomes higher. So if you had great strength but not so hot agility, you could use the VA to enhance block breaking to focus on your strength and get a better roll.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3541391&page=1#31017990

Originally posted by Bort
Originally posted by jdbolick

Originally posted by 5STAR


this exploit happens on both running plays and passing plays

It's not quite the same. There are occasions in run blocking when a defender goes completely unblocked because of D-line positioning and mindless blocking programming, but while that also happens sometimes in pass blocking, most of the penetration occurs because DLs quickly ping-pong between offensive linemen until the threshold where they're no longer allowed to be blocked.


This. It's mostly stacking speed boosts from multiple break blocks in a row. My once-per-tick update earlier in the season curbed it some when it's done via tunnel vision, but I might need to extend it to all speed boosts from blocking, or put a lower cap on the velocity at which the defender can move.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2992173&page=3#25705698


Originally posted by Bort
Originally posted by griffin8r

Oh - one more thing...

If you have both SB and a % BB item, how do they interact with one another?


%BB on your base value, Add SB bonus on top.
Originally posted by Bort
Actually, I take that back. Just checked and it's percentage on top of everything. Had to check


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=32#32785583
http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=33#32785707

Originally posted by Bort

Pass block:
- guys collide
- blocker rolls block ability roll vs defender shed block roll
- winner gets to decide what happens next
- if blocker wins, he gets to shove the defender back based on a push back roll, modified by the defender's SA's and stats
> Also, check for pancake
> Check for shock block ability
- if defender wins, he gets to shove the blocker back based on his push back roll, modified by blocker's SA's and stats
> Also check for rev-pancake
> Check for stun ability
- Repeat over and over

Run block:
- guys collide
- blocker rolls "engage" roll vs defender shed roll.
> An auto pancake or whiff and fall (if defender wins) can happen here.
- blocker usually wins that first engage roll.
- each tick, we do a "fight" check:
> roll hold block vs shed block.
> winner determines what happens.
> if blocker wins, he holds on and gets to push the defender back and rotate his body to be in the way.
> if defender wins, he either breaks the block if he wins by enough, or gets to push the blocker back and try to do a swim move
> winner also gets to make a pancake check, which auto breaks the block and the other guy falls down.


Originally posted by Player
Bort, this is off topic, but...

most people think blocking for d-linemen is basically useless and therefore should never be trained.

Would you agree or disagree?
Originally posted by Bort
It's part of the break block formula. Not a big part, but it's in there.


Originally posted by Bort
Big Hit (DT/SS) This ability, like Snarl, also allows the D-lineman to reduce the ball carrier’s morale each time he tackles him. This ability works a little better than Snarl at reducing morale and also carries with it the chance of forcing a fumble. This ability is only active on rushing plays.

Break Through (DT): This ability increases the D-lineman’s ability to break through double-teams. This ability works best on D-linemen with very high Strength and Agility. It provides a bonus to each attribute and also a chance to break two blocks simultaneously whereas you would normally have to break one block, then the next one. This ability is only active on rushing plays.

Monster Hit (DE/LB/SS): This works just like Big Hit, but is more effective at reducing morale and more likely to force a fumble. It only activates on rushing plays.

Snarl (DT/LB) = Growl (SS): This ability allows the D-lineman to reduce the ball carrier’s morale each time he tackles him. This ability is only active on rushing plays.

Wall (DT/DE): This ability prevents a D-lineman from being pushed backwards on rushing plays and works best when the D-lineman has very high Strength. This ability adds a bonus to the D-lineman’s Strength. It is only active on rushing plays.

Big Sack (DT/DE/LB): This ability increases the chance that the QB will fumble when a D-lineman sacks him. It also allows the D-lineman to reduce the QB’s morale each time he sacks him. This ability only activates on passing plays. Because it happens after a block is broken, it has no affect on the actual breaking of the block and thus is not impacted by the new stun effect.

Blitz (CB): This ability provides a boost to Speed and Agility when the player is blitzing. This only activates when the sim reads that a player is blitzing (either as a primary assignment or if his last option in the DPC is to blitz and his first assignments are not met - say, because he is assigned to cover the HB but the HB stays in to pass block) and on pass plays. This is because the sim defines blitzing as a player trying to get to the QB on a passing play.

Shed Block (DT/DE/LB): This ability helps D-linemen break blocks by adding a bonus to the Shed Block Roll. The more Shed Block you add, the bigger the bonus and the more often it activates. Higher Shed Block Rolls mean more and longer stuns. This activates on both rushing and passing plays.

Strong Base (DT/DE): This ability allows the D-lineman to use his Strength to push a blocker backwards and even totally out of his way. This ability works best with a D-lineman who has very high Strength (i.e. one who is much stronger than his opponent). From Bort: [It activates] only [when] pass blocking. It cuts the max push back vector the opponent gets when he wins rolls, and now it actually also protects against stuns.


Originally posted by Bort
Originally posted by odg62

A lot of people swear to god that Blitz SA dosent work well, if at all. My question is do speed/agility bonus SA's like Blitz, Shutdown coverage, Closing Speed, Route Running, etc, etc all give the same bonus to attributes, or does each one boost a different amount?

ie - does SDC give a +1% while blitz gives a .05%


They are all different. They also do not just give bonuses to attibutes. They often give flat bonuses to final scores. For instance, say your "running speed" score is 35. Closing speed might simply give +1 per level to the score, or a flat bonus if you pass a roll vs its level.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=4#32436381

Originally posted by Bort
Originally posted by cosmoxl

hasn't been answered so I'll rephrase: what's the difference between, for example, shed blocks SA vs + break block %?

thanks!


They are very similar, those shed block is one of those "flat rate" type SA's, as opposed to a % boost. Depending on your existing score, break block % might be better or worse.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=7#32436881

Originally posted by Bort
Originally posted by griffin8r

There was much discussion in the first Q&A about SB being a flat bonus to the actual break block roll, while BB% is a percentage bonus to your chance of succeeding the roll (my guess would be lowering the target number to succeed by X%)

My question is, since this is an opposed roll, in a double team situation (as DT's experience constantly) wouldn't the SB be far more beneficial, since your percentage chance of breaking the block is pretty low against two opponents? Or am I misunderstanding the interaction in a double team?


Hm, yes Shed Block would probably be more beneficial. Break Thru would be better, but Shed Block would probably work better than a % item for you.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=29#32785245

Originally posted by Bort
Originally posted by griffin8r

Oh - one more thing...

If you have both SB and a % BB item, how do they interact with one another?


%BB on your base value, Add SB bonus on top.
Originally posted by Bort
Actually, I take that back. Just checked and it's percentage on top of everything. Had to check


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=32#32785583
http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=33#32785707

Originally posted by Bort
Originally posted by jdbolick

Originally posted by 5STAR


this exploit happens on both running plays and passing plays

It's not quite the same. There are occasions in run blocking when a defender goes completely unblocked because of D-line positioning and mindless blocking programming, but while that also happens sometimes in pass blocking, most of the penetration occurs because DLs quickly ping-pong between offensive linemen until the threshold where they're no longer allowed to be blocked.


This. It's mostly stacking speed boosts from multiple break blocks in a row. My once-per-tick update earlier in the season curbed it some when it's done via tunnel vision, but I might need to extend it to all speed boosts from blocking, or put a lower cap on the velocity at which the defender can move.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2992173&page=3#25705698
 
InRomoWeTrust
Lead Mod
offline
Link
 
Bort Quotes - Catching Passes

Originally posted by Bort
It could just be based on the catching attribute - bad catching forces you slow down more when you catch the ball. It already happens just because the ball will get bobbled more often when you suck at catching, but it could just chop the player's speed vector down automatically because of his poor catching skill.


Originally posted by Bort
Originally posted by z0s022

Since we stated that carrying helps in ways outside of the "obvious"...does catching help WRs in a similar fashion? Obviously it affects the area in which a WR can catch pass(along with jumping apparently). Does it help SAs fire? Does it help with route running(speed, agility, etc).


No, but it helps you maintain speed when catching the ball.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=16#32783773

Originally posted by Bort
Originally posted by Saris

I guess I was unclear, by anti-PD I meant on the receiver side of the roll to prevent PD's from occurring, thanks for the reply nevertheless.


Ah, ok.

We're mostly comparing the same attributes between the receiver and defender. Jumping, vision, and catching + SA's & VA's. The receiver is naturally going to have a bit of an advantage in the vision department, since he knows the play (assuming a good pass), but the physical skills needed to bat the ball are the same for both sides. The receiver is just focused a bit more on catching, since that's his primary goal.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=3#32436234

Originally posted by Bort in reference of pass deflection roll
Sticky hands affecting it: no. That's what "Swat Ball" is for.

Focus is mainly on jumping and vision, and the ability to get in position (so your speed/agility/vision for that). More catching will help turn PD's to INT's. Strength helps if the receiver you're competing with is strong, if it's a jump ball.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=2#32436096

Originally posted by Bort
Originally posted by Iron Maiden

The CBs have Sticky Hand SA, too. So it attributes to PD rolls as well as anti-PD rolls?

Then I guess catching attributes to PD rolls as well?


Sticky hands for CB's helps with interception catching roll. If you win vs the receiver, you can possibly intercept the ball instead of just batting it down.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=3#27003684

Originally posted by Bort
Originally posted by jrry32

Originally posted by Bort


Originally posted by jrry32



Bort, does higher catching or confidence lead to a QB to look your WR's way more times?


It can; if you're better than your defender you tend to get more looks.


Yea but lets say you have 2 WRs that are getting about equal seperation and one has higher confidence and catching, is the QB going to look his way first because of the higher catching or confidence? I am wondering if catching or confidence kind of works like go to guy, the WR with the highest of it will get the first look.


It's pretty uncommon for them to be EXACTLY the same risk value based on separation, but if it happened, then yes the guy with better abilities would get the target.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2864701&page=6#24509256

Originally posted by Bort
More catching, more vision, with higher amounts needed the faster you are.

Failing rolls against your catching score will make you slow down when you catch the ball, while succeeding will keep you going.

This is assuming the QB leads you well, of course.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3092901&page=3#26676209

Originally posted by Djinnt
What stats does the QB consider to be valuable on a WR in his checkdown? Or is this evaluation based on something like level, effective level, etc in comparison to their opponent?
Originally posted by Bort
Catching score and speed in comparison to opponent's deflecting score and speed. It's mostly dependent on defender count nearby, though.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by djinnt
Sorry for the convoluted question but: What factors are considered in the catching score? Are SAs and VAs that do not alter attributes considered?
Originally posted by Bort
Catching, jumping, vision, strength, speed you are traveling, agility, whether the pass is high or low, defenders nearby + SAs like sticky hands or VAs that give bonuses. There can be multiple things that going on during a catch, though, such as bobbles, knocked loose tackles, or deflections.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Bort
The better the QB is, the more likely he is to throw it to your numbers, and the less you'll need jumping to help you out when you're open. However, if you're being covered, the QB might throw it high to help you get it, or you might have to jump to out-do the coverage man.

Originally posted by Bort
Jumping will greatly improve your ability to catch passes that are above your head, and improve your general catching ability somewhat.

It figures in to quite a few other things as well, for various positions.

Originally posted by Bort
Jumping helps quite a few positions in various things. It won't help you block somebody or something like that doesn't make any sense, but it helps with catching, swatting balls, diving tackles, avoiding those low leg tackles, diving for yards, punting, etc.

Originally posted by Bort
Their first roll is modified by the WR's jumping/etc, much like the WR's roll is modified by the CB's skills. Basically the WR gets an anti-swat roll.


Originally posted by djinnt
Sorry for the convoluted question but: What factors are considered in the catching score? Are SAs and VAs that do not alter attributes considered?
Originally posted by Bort
Catching, jumping, vision, strength, speed you are traveling, agility, whether the pass is high or low, defenders nearby + SAs like sticky hands or VAs that give bonuses. There can be multiple things that going on during a catch, though, such as bobbles, knocked loose tackles, or deflections.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639
 
InRomoWeTrust
Lead Mod
offline
Link
 
Bort Quotes - Defending/Intercepting Passes

Originally posted by Player
wait, what.

so sticky hands helps you not have the CB PD the ball? by help, i mean increase your anti-PD roll
Originally posted by Bort
The CB has to fight you for the ball. Stick hands gives you a better catching roll. Therefore sticky hands helps you fight the CB for the ball. Make-a-sense now?


Originally posted by Player
Are they two separate rolls. I mean does it go:

1. Catch Ball vs whatever
then
2. Knocked Loose roll vs whatever

I guess I'm asking, if some one already has enough carrying, will this matter to the initial catch?
Originally posted by Bort
Once you've caught the ball (PD vs catch), the defender, if he can react in time, has a chance to smack you and try to knock it loose. That's a separate roll.


Originally posted by Player
When the replay says "caught and knocked loose" does "caught" actually mean physically completely caught (as in cupped in the hands) or can it also mean "being bobbled" and/or "touching the hands."

From the replays sometimes it seems a knocked loose is more of a CB swatting the actual ball out from the hands or pushing the receiver right after the ball touches his hands.
Originally posted by Bort
It means they have gotten their hands on the ball in some respect. It takes a couple ticks to have "possession" though. That's where your carrying starts to come into play, if you get smacked before fully reeling it in.


Originally posted by Player
Bort, does catch ball chance aeq work for defensive players to help intercept the ball? just like intercept ball chance aeq...
Originally posted by Bort
Yeah, it helps intercept rolls. I will not help you beat the WR, however.
Originally posted by Player
What do you mean by beat Bort? Like, if the WR wins the roll, your CB can't have a roll over it and catch the ball instead?
Originally posted by Bort
No, it won't help you in your PD vs Catch roll. It will help you catch the ball if you are in a position to do so, however.


Originally posted by Player
I thought interception roll comes first ==> failed==> PD roll ==> failed ==> knock loose roll
Originally posted by Bort
knock loose is separate from the catching system; it's more part of the tackling system.

Also, There's another intercept opportunity at the end if the WR fails the catch.

Defenders can also intercept the ball on their own, just by being in the right spot at the right time.


Originally posted by Bort
Yeah, -100 is the old close, -33 is the old medium, and +66 is the old far. I don't know who will actually want to use +100, but I figured might as well go one more yard if I'm adding options.

Originally posted by Bort
Yeah, Run Route is basically the opposite of Shutdown Coverage. Ballhawk seems to work best for zone guys, IMO.

That's all sorta stuff for debate amongst the players - build strategies, etc.


Originally posted by Bort
Also, most of the CB's are playing "aggressive" style in which they will go for the interception every time. This gives them less chance to bat the ball down if they don't make their INT check.


Originally posted by Bort
Jumping helps quite a few positions in various things. It won't help you block somebody or something like that doesn't make any sense, but it helps with catching, swatting balls, diving tackles, avoiding those low leg tackles, diving for yards, punting, etc.


Originally posted by Bort
Man coverage delay is entirely based on vision and super vision. Successful super vision checks even let you have a delay of zero ticks.

Originally posted by Bort
Coverage distance entirely determines how far away the player plays when following a player on his route. Style only determines what he does after the ball is in the air, or when he makes a read that the ball's about to be thrown.


Originally posted by Bort in reference of pass deflection roll
Sticky hands affecting it: no. That's what "Swat Ball" is for.

Focus is mainly on jumping and vision, and the ability to get in position (so your speed/agility/vision for that). More catching will help turn PD's to INT's. Strength helps if the receiver you're competing with is strong, if it's a jump ball.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=2#32436096

Originally posted by Bort
Originally posted by Longhornfan1024

Just to be clear, this means they do the same thing as % AEQ? If so, can you give us an idea of how the base score is determined? Thanks for the reply.


Base score = based on your attributes. Let's say for argument your attributes give you a score of 50. Then your SB and SDC SAs give you a flat bonus of +10. Now your score is 60. We then do a roll off of your player vs the opponent's, higher score wins.

AEQ or a VA with "+deflect%" will give you a percentage bonus, which would take your 50 and multiply it by X%, so a +10% would give you a score of 55.

These are all made up numbers of course, but that's the general concept.


Originally posted by Bort
Originally posted by Longhornfan1024

Interesting. So I guess that means on the infamous jump the route plays that CBs always bitch about when not getting intercepted, that means vision, jumping, and catching probably play a large roll and strength plays little to none? I'd of thought there was some strength requirement needed to counteract ball velocity or pass quality.


You need at least some if the ball is going fast, but not a huge amount.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=9#32782647

Originally posted by Bort
Originally posted by Drs

since Longhornfan1024 and CMON used their 3 Qs, can I ask the following?

Is a CB's INT roll modified by his PD roll, or are they two completely independent rolls?
Sub-question: Do the rolls take place simultaneously or is there a progression? In a previous post you said that it goes INT-->Swat/Anti-swat-->Catch-->Knocked Loose (tackle roll), but recent posts by you seem to imply that it's much more complicated than that.


It is fairly complicated as there are lots of situations, but the general gist is (if I'm the CB):

- I have to see the ball is coming in the first place (vision check)
- I have to get into position near enough the the ball to interact with it (speed/agility etc)
- I have to check if I am even going to get a chance to interact with the ball (Int check? No? Swat check instead?)
- If I'm near the WR, I have to fight with him to see who gets a chance at the ball (my roll vs his roll)
- If I win, I get to intercept or swat the ball. (depends on first roll type that succeeded, and if the WR gives me trouble catching it)
- If I lose, the receiver gets to try and catch the ball. It's all up to him now, though my being close by makes it harder on him.
- If the receiver fails to catch the ball, I get once more chance to try and intercept it if I am close enough.
- If the receiver catches it, now I've got to tackle him. Here's my chance to knock it loose with a good hit.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=26#32784854

Originally posted by Bort
Originally posted by Iron Maiden

The CBs have Sticky Hand SA, too. So it attributes to PD rolls as well as anti-PD rolls?

Then I guess catching attributes to PD rolls as well?


Sticky hands for CB's helps with interception catching roll. If you win vs the receiver, you can possibly intercept the ball instead of just batting it down.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=3#27003684

Originally posted by Bort
Originally posted by kalkmanc

Bort, does catch ball chance aeq work for defensive players to help intercept the ball? just like intercept ball chance aeq...


Yeah, it helps intercept rolls. I will not help you beat the WR, however.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=7#27004537

Originally posted by Iron Maiden
Super Vision
This player has a great football sense. He is far less likely to be faked out by pump fakes, head fakes, and jukes. He is also able to see a play developing earlier and may get the jump on an interception or tackle. This skill is far more effective when used by players with higher vision.
Additional Levels: Increases the bonus toward avoiding fakes and noticing developing plays.

Sounds like what Vision is doing to me. So it is there on every play?
Originally posted by Bort
It is not a flat bonus to vision. It only applies in specific situations, and gives a bigger bonus than a couple points of vision ever would. It is also sometimes used as an "insurance policy" for when you fail your vision check. With Super Vision, you sometimes get second chance to succeed, with a roll against Super Vision's level.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3002388&page=1#25810531

Originally posted by Bort
Originally posted by Iron Maiden

I thought interception roll comes first o_O==> failed==> PD roll ==> failed ==> knock loose roll


knock loose is separate from the catching system; it's more part of the tackling system.

Also, There's another intercept opportunity at the end if the WR fails the catch.

Defenders can also intercept the ball on their own, just by being in the right spot at the right time.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=8#27005155

Originally posted by Bort
Originally posted by kalkmanc

so is intercept chance aeq better for a db?does that help in the roll?or is it the same.


They're p much the same, but intercept doesn't work for offense.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=7#27005077

Originally posted by w_alloy
I have some questions about pass deflection mechanics in double coverage. There seems to be a bonus for double teaming as was indirectly mentioned in the change log recently.Is "a bonus to PD rolls" a correct way to charchterize all the "extra" benefits of double teaming ("extra" meaning not directly observable or behind the scenes)?Does the bonus depend at all on who the other player is? Is it possible for two players to make a play on the ball but no bonus applied? Is it possible for only one player to make a play on the ball and the bonus be applied? If one player makes a deflection, does this make it easier for the next player to make a deflection (assuming distance to the ball is constant)?
Originally posted by Bort
The WR gets a penalty to catching the ball depending on how many defenders are close by. Doesn't matter who they are or what they are doing. This is indirectly a bonus to all involved opposing PD rolls when fighting with him. Defenders off by themselves don't get any bonus from others nearby.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639
 
InRomoWeTrust
Lead Mod
offline
Link
 
Bort Quotes - Passing the Ball

Originally posted by Bort
Here's how it works:

You have to look where the player is when the QB starts his throwing motion, so pause the play there.

The QB calculates the "risk value" for each player based on several things (sort of in order-ish):

1) Being the primary receiver
2) How far down the checkdown list he is
3) How many defenders are nearby
4) How good those defenders are in comparison
5) How close the player is to the play's set distance (short/medium/long)
6) How close the player is to a first down (on 3rd/4th down plays)
7) The player's catching ability

He has to make a vision check to "see" each player, so if he fails the check, a player may go completely unnoticed. He'll then pass to the guy he sees whose risk is furthest under his "acceptable risk" value, which is determined by pressure and how long the play has taken, etc.

Originally posted by Player
Does Pocket Presence like, add a flat +X% while being hurried, while confidence reduces the -X% while being hurried to a point where they actually GAIN throwing accuracy while under pressure?
Originally posted by Bort
PP increases the chance of negating the effect of hurries, while confidence is a modifier in how well it works. Neither can increase the QB's throwing, just decrease the effect of the hurry penalty value.

Originally posted by Bort
The better the QB is, the more likely he is to throw it to your numbers, and the less you'll need jumping to help you out when you're open. However, if you're being covered, the QB might throw it high to help you get it, or you might have to jump to out-do the coverage man.

Originally posted by Bort
Favor long passes makes the longest guy seem less risky to the QB in comparison to the short routes, so he's more likely to target them.

Favorite targets does the same thing, but for the favorite guy vs the other players.

This new setting would interact with those by adjusting the risk values up and down somewhat. Having +100 on the pass setting and favor long would end up with a lot of bombs, methinks. -100 would sorta negate the favor long somewhat. Favorite target would help the QB choose if there were two guys of about equal risk to choose between.

Originally posted by Bort
PQ is mainly based on vision and throwing ability, though things like confidence and SA's go into it too. It is affected downward by the pass distance compared to the QB's max pass distance, if the QB fails a check against it. So if a QB can only throw 30 yards, and the pass is 30 yards, pass quality is very likely going to be lessened, and a wobbly pass results.

Originally posted by Player
So I think what you are saying is: the QB's vision determines how precisely his target for the "lead" is, how correctly he establishes the target. But as to how accurately he hits that target, that is a function of throwing skill, confidence, morale, strength, etc. etc.

Is that accurate?
Originally posted by Bort
Yep, perfectly accurate.

Originally posted by Bort
Mostly vision for the lead distance calculation (do I throw it perfect, or not lead enough), but you always have your pass quality based all your stats, no matter how well the ball is led. You can have bad throws, due to crap throwing or confidence, etc.

Originally posted by Bort
Strength does make throws faster, so maybe. I have noticed the problem isn't always the QB, though. Sometimes the receiver just can't quite make the turn needed to get to the throw.


Originally posted by David Stern
Does qb get a bonus to pq when favoring a wr? Is there any boost to anything attribute wise. throwing wise, or anything from a % stand point when having a favorite wr in the qb tactics?. I.E. When players tactics set at hard give 10% to all attributes.
Originally posted by Bort
No


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Bort
Originally posted by Deathblade

I thought Quick Release just decreased "wind up" of a pass, giving zone defenses less time to react. Bullet passing would also be a counter, rather than lofty passes all day.


Yes.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3204340&page=15#27722930

Originally posted by Joe Buck
Please provide some clarification on the Dump Pass SA?
Originally posted by Bort
+Pass Quality for short passes, less likely to throw an errant pass.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3010926&page=1#25899300
 
Page:
 


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