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Forum > Goal Line Blitz > Q&A Archives > GLB Question & Answer Thread #7
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Originally posted by Triathlon Dude
Why will Bort not put an addition decimal point in the training percentages?

example 13.2% or 12.9%

This is already there for some of them in the multi training....


Also I created a situation where it went to 2 decimals....


Originally posted by Triathlon Dude
For Training with the equation....


when does the rounding happen in these equations? Between each calculation or just at the end of the equation?


Originally posted by Triathlon Dude
Why do some training percentages go to an extra decimal place and some do not?

for example:

Right now on my HB I have the following training....

Carrying 48.1%
Stamina 39%
Catching 54.6%
Agility 13%




Originally posted by Bort
Training should be rounded at the end of the calculation to the nearest whole number.

If it displays an extra decimal place somewhere, that is likely a bug.
 
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Originally posted by ETime
What is the story behind the name of the game "goal line blitz" ?


Originally posted by Bort
A large part of the decision was available domain names at the time, really, lol. We came up with a bunch of ideas and that was the one that sounded least dumb and conveyed the concept we wanted.
 
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Originally posted by blitz39
With regards to the tackle roll and the fact that players can hold on and be dragged by a runner, does the standard roll give a chance to hold on and be dragged or does this require the tackler to have the death grip VA. Does the death grip VA just increase an already existent chance or does it create the unique chance to be dragged. Will the rip the ball VA work if nobody has death grip is my question?



Originally posted by Bort
Everybody can be dragged, and it's part of the normal tackle roll. When you barely miss the roll, you get put into "drag mode." The death grip VA makes the size of the "barely missed" window larger, and makes the roll to shake you off harder. Rip the ball could work without the VA.
 
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Originally posted by The Eagle
I also have a kicking question:

If I leave the kicking distance blank for the "auto distance setting," what does the AI take into account? Is it just based on whether the kicker can cover that distance? Or is your chance of making the FG also considered? Do game time issues such as morale and energy also get taken into account?


Originally posted by Bort
Just the kicker's ability to kick the ball that far, minus a little bit to make the chances a little higher. Time remaining and such do not matter, though the kicker's energy or morale at the time would.


Originally posted by The Eagle
I also have a defensive build question:

We have seen a lot of DBs (especially pee-wee) run up to a ball carrier and stop before making a tackle. It almost seems like it's a failed diving tackle or something, but we don't get an smaller dot indicating they fell.

What attributes are best to fix this? I assume speed and agility are OK in the cases where the DB quickly makes his way to the intercept point. So is it tackling? or vision? jumping (diving tackle)?


Originally posted by Bort
I'd have to see replays to know exactly what you mean, but it's possible he's getting faked by a cut. Better vision will help with that. Or if he's managed to get there but finds himself just barely out of range of the tackle, he might have to stop and turn around. Increase your jumping and tackling to increase tackling radius and ability.
 
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Originally posted by AngryDragon
Does stonewall help resist cut blocks?


Originally posted by Bort
No, it applies only to normal blocking interactions. Increase your strength/agility (especially strength) to avoid being cut blocked.

 
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Originally posted by The Eagle
Does the pass rushing aggressiveness slider (in tactics) affect anything when the player is in man coverage?

What if a player has several man assignments in the progression with blitz being the last option?

For example, if a DB ends up in man coverage of, say, a HB behind the LOS waiting for a screen pass, does the fact that he has blitz as the last assignment trigger the aggressiveness slider code to kick in and alter how he covers that HB?

and in the opposite scenario, where all of the DBs assignments go into blocks so the DB blitzes, now the aggressiveness code should kick in?

Sorry for asking something that might seem redundant. I know the tool tip you have for this one is pretty explicit. I've just seen some changes in man coverage when I changed this slider and want to make sure it works how I think it works.


Originally posted by Bort
It will affect the player only when he falls into his blitz mode. While still in man/read mode, the setting has no effect.

 
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Originally posted by Stephenthegreat
Do Pocket Pressure, Tight Spiral, and On the Run work on every play or does it fire randomly like First Step?

Is Tight Spiral a Quality Bonus only? or is it Quality and Distance?

Does Quick Release cancel out Fearsome?



Originally posted by Bort
Pocket Presence, Tight Spiral, and On the Run all require rolls to work well.

TS is just a quality bonus.

Quick Release doesn't really have anything to do with fearsome. QR just makes the QB's throw happen quicker without penalizing his accuracy for the quick throw. Fearsome makes a hurried feeling more likely, which can penalize the pass quality.

 
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Originally posted by MileHighShoes
Is Strength a part of the break diving tackle roll?

Will Monster hit give a bonus to Knocked Loose?

Does the Shutdown Coverage SA still provide the bonus to speed and agility for the entire play, or does the bonus end once the defender sees the pass or the pass is caught, like how Zone Focus works?

Would a DE in Flat Zones get the benefit from the Zone Focus SA?



Originally posted by Bort
Yes.

Yes.

It only applies while the defender is in cover mode. Once the ball is caught and he goes into tackle mode, the bonus is gone.

Yes.


 
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Originally posted by beenlurken
We all know a players contribution to the team factors in the MVP formulas... that said, regarding ST's, does having a productive coverage team negatively impact a returners MVP score because of this? I would bet the house that it does, considering ST tackles are factored into a returners score, but just want confirmation.

If so, dont you think that is silly?



Originally posted by Bort
ST scores don't take into account position or team ranks; just their global score.
 
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Originally posted by The Avenger
What weighs in the "agility" attribute more: agile movements or acceleration? Ever thought of separating the 2 attributes as they are totally different aspects to a Pro footballer......


Originally posted by Bort
I'd say agile movement (changes in direction) more.

Yes, if I could go back 3 years I would have added an acceleration attribute, but it's a bit late now.

 
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Originally posted by numone
When will greasemonkey scripters get info about the API that the Iphone app is using?

thanks!
num.


Originally posted by Bort
I have actually thought of that - 3rd party access to the API would be both awesome and troublesome, lol. I would need to come up with a way to hand out developer keys to individuals and log and limit their access to do things like create accounts. I have about 50% of that functionality already, but it would need a little work to finish and come up with some sort of developer system.

One of the main issues the greasemonkey guys might run into, however, is the fact that it is stateless and requires you to pass the user's credentials (password) via https with each request that contains privileged information. I don't know how eager some people would be to type their passwords into greasemonkey scripts.


 
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Originally posted by gocincinnati
has there been any discussion about adding more PBP info as regards SAs firing? Like right now, if a guy Spins, you see that, and some others, but quite a few other SAs you have no way to know if or how often they do anything. Can you shed any light on this subject please?".


Originally posted by Bort
Some of them are more "nebulous;" they are always on sort of things or aren't really an "action." I can think of a couple more that I suppose could have icons, such as "growl" or "shock block," but things like "absorb pain," "hands," or "run block" are always on or constantly happening and would be silly to show. Or something like "quick cut" would show up every time anyone turned, which would get very annoying very fast.

 
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Originally posted by ron2288
I see a lot a talk about the David vs Goliath and guys making smaller defensive player(mainly secondary and LB's) for this VA
They use it against "spin backs"
I was wondering
Does the Brick Wall VA also help against the spin Sa? Would it be the same in the means of helping the tackle roll like the DvG VA but with out the size restrictions that DV G VA has
So a build that had the wrap up tackle SA and brick wall VA be effective against spin Backs?
Thanks for all you guys hard work
Ron


Originally posted by Bort
Brick wall doesn't help you make the tackle. It just helps you stop them cold when you do. If you're missing tackles, brick wall is not going to help.
 
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Questions all answered. Will leave up for a few days until Q & A has entered the Bort answers into the searchable Q & A.
 
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