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Forum > Goal Line Blitz > Q&A Archives > August 22nd Questions And Answers And Free Rewards Points Winners
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All of the below questions were answered by Bort. If you have a question you would like answered, please take part in the discussion tomorrow evening. There will be a random prize given out to a person who participates in the discussion.

The Five winners of 2,000 Rewards Points each are as follows:

ryan_grant-25
Otega
Timetoshine-Beta
calamnet
ftorek



1. What are the in game differences between Catch ball% & Interception%?

Catch ball is going to help you catch tipped/missed catches better. Intercept is going to help you catch passes where you're the man in the middle better.

2. What helps trigger pump fake more often? Per the SA description adding points to it only increases the likelihood that it fools the defender. Does adding points also make it fire more? Or does the build require other things to get it to fire more (ex Agility would make sense since it is a “fake” of sorts and does require body control…at least in theory). Or is it something else like vision to know who to pump fake? I see some QB who seem to fire all the time and then some who do not fire as often it seems.

Yes, adding points makes it more likely to go off. The main thing that factors into how often you're going to see it is situation. The QB has to have time (have low enough pressure) and a reason to pump fake. If the receiver's already wide open, he's not going to bother, and if a defenseman is breathing down his neck, he's not going to have time to pull it off.

3. When reading the descriptions of Sticky Hands and Clutch, they both give an indication that they give special bonuses on 3rd and 4th Downs, especially late in games. So my question is, if a CB (or any position) invested heavily in that SA and VA, would those 3rd/4th down and late game bonuses stack together? Or are the bonuses completely separate from each other?

Sure, they both work at the same time in similar ways.

4. why do QBs throw into double coverage instead of continuing through their read progression?

Eh, that's kind of a broad question to answer. Most common problem: too much pressure forcing an early throw.

5. If I put my setting to auto recruit players will it show the offers that are sent in the Rcvd/Sent offers section?

Yes, it should.

6. Regarding the auto contract offer function, what are the programmed limits per position for contracts that will be sent out? For example, how many QBs is considered enough by the automated system before it will no longer offer contracts to other QBs? If a user accepts an offer which puts the team at the programmed threshold, will any other remaining contracts for that position be cancelled?

Expected players per position:

QB => 2,
HB => 2,
FB => 2,
WR => 5,
TE => 2,
OT => 4,
G => 4,
C => 2,
DE => 4,
DT => 4,
LB => 6,
CB => 5,
FS => 2,
SS => 2,
K => 1,
P => 1

It'll offer contracts unless you already have that number of players at a position. No, it won't cancel all the offers out there once some are accepted. However, we recently added a warning system on contracts to warn people that there's already several players at their position. I may add some sort of "auto-reject" system at some point where it would tell people they can't take the offer when they click on it.


7. Will there ever be more options for promotions or are we stuck with what we currently have?

What we have is what we planned and balanced around. I don't more unless we decide to add more stuff to stadiums or something.

8. Can we dispel the myths of the auto adjust and would you be willing to finally tell us how auto adjust works. It's the 2nd most important part of the game behind player building, and yet we only have speculation on how the adjust works. Is it multiplicitive or additive in nature? So, if "adjust quickly" is say a 15% adjustment based on the outcome of the play, is it adding/subtracting 15% as a % of the actual % inputed (15%*X)? Or is it adding/subtracting 15% as a whole number (15%+X)?

I explained the actual values in a previous Q/A. It is very straightforward. It's simply adding/subtracting points to/from the bias you enter. If you put in 50, and it's raising the score of an output by 5, that output goes up by 5, and the others get -5 split up amongst them.

9. As a veteran, what exciting projects or rather, projects you are excited about, are you guys working on to keep some of the older generation still playing?

I really really want to get intermediate tactics planned out and added, as well as iron man leagues. Both should fill a void that I know some players are looking for. Also, a HOF.

10. Does the sim recognize decimals in the morale score and if not does it round up or down for the decimals in a player's contract?
Example: Player A has a contract that gives him +1 morale, Player B a contract that gives him +1.4 morale and Player C has a contract that gives him +1.8 morale. Would they all have the same effective morale bonus of +1 or would the extra 0.4 or 0.8 make a difference?


Yes, it counts decimals. It rounds to the nearest hundredth.

11. On the special teams chart, if I leave those spots unfilled, GLB seems to assign them. How does it pick which players to plug in there each play? Is it players with the most energy? Or players with the least number of plays so far? Or does the system have designated positions that it inserts in there? And will it reassign a new set of players per FG attempt or is it set for the game pretty much?

If it does an auto reorder of your depth chart, it tries to pick the players with the best combo of speed and blocking or tackling depending on the side of the ball it's for. If you leave it up to sim-time code to decide, it takes from your other depth chart spots as best it can, from positions likely to have good special teams players like LBs, TEs, SS's, etc. Of course, if your DC isn't filled in at all, it'll reorder it for you.

12. I have a question regarding Overtime Killer. "This player gets pumped when a game is close and time is running down. Each level of Overtime Killer gives a +2 energy refill at the beginning of overtime. In addition, the player gains a +5% bonus to all attributes during overtime or when the score is within 7 points during the last 20 seconds of the 4th quarter. Each level of Overtime Killer extends the 5% bonus by an additional 20 seconds into the 4th quarter." now my question: is the +2 energy refill the same value as the energy level we see? i remember i used to think second wind was very important, but then you found out that the +w/e energy refill was not as significant as once thought. is it the same way for this VA?

Yes, it's the same. It's a +2 * all your breath-related scores.

13. Is there a better chance of forcing fumbles on the Qb if he is already in his throwing motion?

Yes.

14. Does QB strength affect the velocity of the throw? Or put this way: in terms of velocity, is a pass thrown from a low strength QB throwing on a -75 bullet setting going to be slower than a high strength QB throwing on the exact same setting, all other things being equal?

Yes.

15. Will I get 4 days extended plateau every time I boost, even if I sometimes use my reward points?

Yes. Any boost counts. Even ones you do to get to lv 72.

16. What current Veteran Abilities utilize post-equipment values into their calculation?

Any of the on-the-fly ones. The ones that count for a whole game are loaded before equipment gets added.

17. Can jumping skill help the ball player specifically avoid a DIVING tackle and if so how/when? I have a scatback with unusually high jumping skill for his level (intended for catching more than running), yet he seems to get dive tackled a lot more than one would think given he could just hop over the diver (assuming he sees the dive coming).

Yes, it improves your avoid tackle score vs diving tackles. You still have to have other attributes, of course. A guy with 100 jumping and 20 agility would still be pretty awful at avoiding any and all tackles.

18. I have invested in First Step and Surge and I have noticed my energy usage has gone way up. Is that due to the ‘get to max as soon as possible’ from those two that is killing off my energy?

Yes, running at higher speeds takes more out of you. If you are running at top speed more often, you're going to get gassed more quickly.

19. I have a question regarding hurdle, I have been unable to find any info on the forums and would like to know more. How does it work? Is it purely a bonus to breaking tackles or does it count against any attempted diving tackle and any fake chance is increased as well? Within the description it also says it is a bonus to AVOIDING tackles (altogether??) so when watching some dotball would a successful roll appear the same as a juke/head fake whereby no missed tackle shows up or would it show as a Missed diving tackle?

It shows up as a missed diving tackle, like a broken tackle, as opposed to a fake.

20. how does the qb spy work in casual? do you have to have a total of 100% ? any chance of adding cb's to it ? which will help against the qb runs

No, it doesn't have to add up to 100%. All the boxes are independent of each other. If you put 100% in all of them, all the players would play spy 100% of the plays. I don't think CB spies are very common in real life. You more often see a SS or a LB or maybe a DE, since they are usually more roving.
 


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