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Forum > Goal Line Blitz > Q&A Archives > GLB Question & Answer Thread #9
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Originally posted by smittdog101
Backs and QB's seem to have a finishing point where they don't run by script any further. At the lower levels they come to a complete stop due to lack of agility/build/and such. This leads to my question.

Does First Step fire at the point where the player ends his scripted route/move, and continues based on build?

Also....is it an assumption that the player has come to a complete stop, or do they pick up from the pre scripted route faster or slower based on build?

Same question for pulling linemen and TE's pulling as well. Are they considered at a temporary stop at the end of the pre-scripted move?

Does vision kick in during the pre-scripted route for all players, or after the pre-scripted route?


Originally posted by Bort
There's no scripted "stop" at the end of the scripted portions of plays. However, there might be a point where the ball carrier needs to head upfield (nearing the sideline or designated hole, etc), which means he's got to make a cut, which means a low level guy will have to slow down or stop to turn successfully, especially if he has a lot of momentum. First step would definitely help him get moving again if he's slowing down a lot. Adding some more agility and/or quick cut would probably help even more.

Vision helps during both "scripted" and "post-scripted" parts of plays. Players are not entirely on rails during the scripted part of the play, except for before the handoff on rushes. You can see higher agility/vision players break free from the script sometimes, on outside rushes especially, where they will cut back inside or change direction. Once they have moved past their play-designed waypoints, either by reaching them or breaking free due to defenders cutting them off, they are free to move however they want.

 
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Originally posted by Clarka3
with the inclusion of 2 TEs, how will defensive tagging and DAI's work? There have never been 2 of any tag-able position on the field at one time before.


Originally posted by Bort
The second TE will be a separate position to be able to cover or tag. I'm thinking I'll probably call it BTE for "Big Tight End" since 2 TE formations are generally called "Big I" or "Singleback Big" etc.
 
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Originally posted by drewsky
Is there anything you can do in the QB tactics that will limit the amount of times the QB will throw into double / triple coverage? Would higher vision limit those types of throws?



Originally posted by Bort
Tactics you can change to lower your QB's appetite for risk in his throws: set risk threshold to conservative, don't use a favorite target, set HB/FB dump frequency higher

Other tactical things you can try: Set pass priority more towards open man, so he will throw sooner when guys are open; adjust progressions to make sure to look at the less likely covered players (HB, FB, TE, etc) second or third

Build adjustments: Vision and/or quick read to spot open guys quicker

Other factors: Good blocking goes a long way toward giving the QB time to pass up the riskier throws and move on to his next progressions. If the QB's under pressure, it's quite possible he's going to throw it wherever he's looking even if there are 3 defenders there. Try holding back a back or TE to help out, or pass more out of shotgun.


 
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Originally posted by TrevJo
How do fumbles, INTs, turnovers on downs, and defensive touchdowns effect Auto Adjustments?



Originally posted by Bort
Turnovers are all counted as very bad plays. A defensive TD doesn't affect it any extra.
 
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Originally posted by sunshineduck
if a dot were to have say one point invested in one handed catch, would the dot in question attempt one handed catches instead of regular catches or is it a roll if the original catch ball roll fails?


Originally posted by Bort
One handed catch only applies to a certain situation, where the ball is just out of range for a normal catch. It increases the distance at which you can try that catch. It doesn't override a normal catch attempt.
 
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Originally posted by TrevJo
Is Big Boot for a punter and Big Boot for a kicker the same SA?


Originally posted by Bort
Yes, though they apply differently on punts and kicks.
 
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Originally posted by tonnyrat
ask Bort whether First Step fires once the HB takes the hand off on Singleback HB Counter plays. if not, ask him why high speed HBs sometimes take awful paths and make the counter cut 2 yards past the LOS.


Originally posted by Bort
Depends on how slow he's going at the time. First step might go off there; it might not. Submit a bug report if you think it's an issue that breaks the play.
 
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Originally posted by Fumanchuchu
If bort gave every SA an in-replay icon, which SA would users be most surprised about?


Originally posted by Bort
I dunno, that's a weird question. Maybe something like "on the run" as in it would show that it applies a lot more often than you might guess? Or quick cut would show every time a guy changed direction. It's subjective as to what would surprise people.
 
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Originally posted by Fumanchuchu
Does the depth a defender is placed at in the DPC have any effect on how big of a cushion is given?

http://goallineblitz.com/game/replay.pl?game_id=1772442&pbp_id=1192684

This TE is set at -.5, yet he holds the same 4 yard cushion that he starts with on the TE.


Originally posted by Bort
It can early on in the play, for sure. A defender will generally start the play vs a streaking guy by backing up, and then will adjust from there. If the receiver is a lot faster than the defender, the defender will have a hard time closing the gap without getting passed by.

 
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Originally posted by WiSeIVIaN
Besides quick cut, blitz, and aura of intimidation are there any SA's that are "always on"?

Also has their been any thought to scaling all SA's with player level? It seems a little rough to have the same anti-pumpfake check at L5 as at L72. The end result of current non-scaling flat bonuses is you either end up with nasty overpowered SA's and low-mid levels, or nasty underpowered SA's at high levels...


Originally posted by Bort
Most of the blocking/anti-blocking skills are "always on," at least while blocking. Such as "run block" or "foundation" or "get low". They just give a bonus to blocking rolls directly.

Most SA's do scale with player attributes, as in they give a bonus based on the player's existing roll or a multiple of their strength or something like that. There are some that give a flat bonus based on the skill value, but they are generally for things that have a set chance of working or don't scale much with level, etc.
 
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Originally posted by Ezra~cult~
Regarding the pass rush slider for defensive dots:

Does it ONLY apply to blitzes, or does it affect how you break block once the offensive dot moves past the LOS. I know what it says, but have there been any more details on the slider affecting break block rolls, etc in non blitz situations?

I.e. If a blocking FB moves into the second level and blocks a LB, will the slider help the LB to break free?

The slider description reads:

How aggressive will this player be in blitzing the QB? The more aggressive he is, the more likely he will be to break blocks, but
also more likely to be fooled by screen passes.


If you NEVER blitz, then the second part does not apply? I.e. it has zero effect on screens?

Therefore, if you NEVER blitz, this setting is irrelevant???

What about coverage sacks?


Originally posted by Bort
If you never blitz, the pass rush setting doesn't do anything.

The pass rush setting bonus/penalty applies as long as you are rushing against the pass. Once the QB gets rid of the ball, or if it's a run, it doesn't apply any more.
 
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Originally posted by TrevJo
A few more auto adjust questions that I've been meaning to ask:

1. Let's say you have output A at 40%, output B at 40%, output C at 10%, and output D at 10%. You run the play from output A for a loss and get a -6% adjustment. Does that bring up B by 2%, C by 2%, and D by 2%? Or does it bring up B by 4%, C by 1%, and D by 1%?

2. Let's say you have a package where the numbers don't add up to 100%. For simplicity's sake, let's use the same ratios as the previous question except output A is at 100%, B is at 100%, C is at 25%, and D is at 25% (total of 250% instead of 100%). Will that affect the auto-adjust? That is to say, if you had the same play result as the previous example, would A adjust as 100 - 6 = 94, or would it adjust as 100 - (6 * 2.5) =85?

3. Does the current percentage of an output affect how much it is adjusted? For example, if an output A is at 50% and some great play makes it go up 10% to 60... if instead output A were at 5% and the same play result occurred, would it still go up 10% to 15, or only 1% to 6?



Originally posted by Bort
1. If A gets adjusted by -6, the other 3 get bumped up by 2.

2. The numbers always add up to 100, because they are adjusted in the proper ratios to add up to 100 at run-time.

3. No, the one at 5 would go up by 10 to 15.


 
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Originally posted by aaasahi
Does heavyweight work on any type break block?
I mean, if a pass rusher break block by agility, is heavyweight work on that situation?


Originally posted by Bort
Any block.
 
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Originally posted by ImTheScientist
Does the bonus from Power Tackler for tackling behind the line of scrimmage work for sacks too?



Originally posted by Bort
No, it doesn't.
 
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Originally posted by Mat McBriar
Would the Ball Hawk VA (on a receiver) have an effect in the anti-swat calculation (basically asking when exactly does the VA cut off)?



Originally posted by Bort
Yes, it would. It cuts off once the ball is caught or intercepted.
 
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