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Forum > Goal Line Blitz > Q&A Archives > GLB Question & Answer Thread #12
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Originally posted by AngryDragon
Is the new cut block feature a separate piece of code tied into the last ditch effort that any blocker can use to cut a defender or is it directly related to the players investment in the cut block SA?


Originally posted by Bort
It's its own thing regardless of any SA.


 
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Originally posted by aaasahi
Hi Bort / Catch:

Some question here:

1. Does never give up apply to any fall down? Like some caused by juked, faked, missed tackle, or cut blocked, or just apply to fall down caused by pancake?

2.Does VA Mr. first down apply to any where? or it only activate when you close to first down?
As example, 1st and 10, I run 3.5 yards, do I have chance to gain 0.5 yards with Mr. First Down?

3.Do I always gain "1" more yards when tenacious activate, or it still depends?


Originally posted by Bort
1. Never give up applies to any fall down, such as pancakes, missed tackles, cut blocked, falling down when catching a pass, etc. Fakes are not actually the player falling down; it's just a similar animation, and as such it does not apply.

2. Mr First Down only applies when you are actually near the first down.

3. Tenacious will give you extra distance, but it can be less than a yard. It's still a roll-based thing.


 
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Originally posted by RaiderRick04
When knocking ball loose....on the replay it says "caught" then knocked loose....So is it also recorded as a reception allowed?? If so, why is that?


Originally posted by Bort
It shouldn't be. If it is recording it as such, it should be reported as a bug.


 
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Originally posted by Vigilante
Is there a definite time "clue" to when game tactics( AIs), DC, and promos get loaded up and then any changes after have no effect?


Originally posted by Bort
With league games, as soon as the depth chart or other pages become "locked," a game is in progress. With scrimmages, nothing locks any more, so no there is not real clue. Perhaps that could be a suggestion? we could add an icon next to games in progress or something.


 
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Originally posted by Mat McBriar
Is there, for lack of a better phrasing, a "jumping threshold" with the deflect roll? In other words the defender has to be able to reach the ball for the deflection if it is thrown high or he doesn't even get a roll. One that is expanded via the increase of corresponding attributes.

Does that same reach apply horizontally? Would a superior jumping attribute yield a longer reach?


Originally posted by Bort
Yes, all players have a max jumping height, which is dependent on the player's height and jumping skill. If he can't reach the ball, he can't interact with it. The horizontal radius is really only affected by catching. Otherwise, it's a set minimum value.


 
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Originally posted by a49erfan77

I saw a Bort quote about the "General" SA's, where Bort says that the morale and stamina gains are permanent and not per play.

So for example, would having more points in Field General mean it will fire earlier in the game and give a bigger bonus when that player is in the game? Or is the SA automatically activated, provided you have at least one point in it, and the amount in it affects how big the bonus is?


Originally posted by Bort
General SA's are a "chance to fire" event, more likely at higher levels, but the strength is also determined by the skill's level. Each play, the general can try and use the skill. All the appropriate players get points added to their breath and morale if it works, and the play continues as usual. The effect of the skill on morale is essentially the same as having a good play or scoring a touchdown, etc, except that breath gets a bonus too.


 
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Originally posted by brunswick1075
Can holders be tackled?



Originally posted by Bort
No.


 
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Originally posted by PsychoMan
Does strong base work against run and pass blocking? And would it improve the chances of a reverse pancake or stun of the offensive lineman?


Originally posted by Bort
Strong base is a pass block only skill. It does not directly affect pancake or stun abilities, but it could help you keep the other guy off balance and improve your chances of those happening in general, just by the fact that it improves your pushing ability.


 
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Originally posted by Robbnva
Looking on the Wiki through the Q&As and back in 2010 Bort said Cut Block works on Both rushing and passing plays, and now later has said that it only works on rushing plays. He also said at one point that Strength and Agility are a defender's only way to counter a cut block. Bort has also said that Cut Block is a last ditch effort to stop a defender

This makes me have 2 questions

1. When did bort make the change to exclude cut block from working on pass plays
2. If cut block is a last ditch effort to stop a defender, how exactly would more strength/agility help counter cut block when Strength/Agility is what is causing the cut block to fire?


Originally posted by Bort
1. I don't recall. It's possible I was simply mistaken in one of the earlier Q/A's. It's definitely run blocking only.

2. The defender needs some anti-cut-block roll. Strength/agility (especially agility) seem like the most likely candidates to counter it. If the cut block roll fails, it is just canceled and the blocker keeps getting smashed.


 
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Originally posted by WiSeIVIaN
Does +% AE give that +% to your whole endgame roll (including the randomness factor) or is it only +%'ing your attributes/SAs weighted value score in said roll?

Does jump catch or diving catch do anything on plays where it doesn't say the SA "fired"?





Originally posted by Bort
1) % bonuses are added before the random rolls are figured.

2) No, they only apply in their respective situations.

 
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Originally posted by Robbnva
So is the correct answer 5 yards from the LOS or 5 yards from the QB?

Also is Dump Pass an "Always on" meaning any pass within 5 yards will have a bonus, or does it require a roll?


Originally posted by Bort
It's from the LOS. They used to differ in a few different situations, but we decided a while ago to update any skill that used that sort of wording to be from the LOS to be consistent.

Dump Pass requires a roll to activate, but it's pretty easy to pass, and works 80%+ of the time when you have high levels of it.


 
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Originally posted by smittdog101
Does the throw away threshold effect the scramble frequency?

For instance

QB settings

A. Scramble Often
Run Often
Throw away Conservative

B. Scramble Often
Run Often
Throw away Aggressive

Which one will tuck and run more often, if any?


Originally posted by Bort
Throw away does not affect scrambling timing directly, though I suppose you might be more likely to throw the ball away before scrambling if you have it set to throw away more.


 
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Originally posted by crave681
Does a DT, while trying to swat a pass, need to have broken his block first before the pd roll can occur?


Originally posted by Bort
No, but he incurs a penalty to the related rolls if he's engaged in a block.


 
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Originally posted by Dr. E
Is there anything coded in that would cause a QB to become less accurate with a pass due to play length? I ask because it seems QBs just seem to want to get rid of the ball when plays run longer due to coverage.


Originally posted by Bort
The "pressure" value does rise over time, which affects the chances of a bad pass occurring, and increases the acceptable risk values for the QB to throw to. There is no direct penalty to accuracy or pass quality based on duration of the play, though.


 
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Originally posted by TrevJo
Are the blocking focus bonuses (run blocking bonus for run focus, pass blocking bonus for pass focus) equal to the penalties (pass blocking penalty for run focus, run blocking penalty for pass focus)? Or are the penalties bigger than the bonuses?


Originally posted by Bort
They are equal.


 
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