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Forum > Goal Line Blitz > Q&A Archives > GLB Question & Answer Thread #13
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Catch22
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Originally posted by Longhornfan1024
Why is it that when the blocking wedge on kick returns creates a lane to the outside of the field, the returner will never follow that lane, but instead cuts into the center of the field (even if there is an unblocked coverage dot there)?



Originally posted by Bort
The returner could go to the outside if there enough of a push from the center, but players near the center of the field will tend to be pushed inside, while players close to the sidelines will tend to be pushed outside.


 
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Originally posted by TehKyou
I already believe this is true, but does agility have a much smaller roll in breaking/maneuvering around run blocks than compared to pass blocks?


Originally posted by Bort
Yes, strength is more important for breaking run blocks.


 
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Originally posted by WalterManning
Why do returners just stand there when the ball has been kicked out of their reach?


Originally posted by Bort
They are programmed to let the ball go if it's going to go into the endzone for a touchback.


 
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Originally posted by aaasahi
Hi Catch/Bort:

Q1:
I saw some people said Demoralize only activate when playing call is passing and QB complete passing out of pocket or running. Is it true?
If it's true, will we have chance to expand it to QB running call?

Q2:
Last QA Bort said Strong Base only work for pass block.
http://goallineblitz.com/game/forum_thread.pl?thread_id=4874338&page=5#45209653
But Strong Base is Favor Skill for RUN STUFFER DE, can Bort re-check it?

Q3:
How do you define "near" first down for VA Mr. First Down?
0.5 yard? 1 yard? or other?


Originally posted by Bort
Demoralize actually works as long as the QB makes a gain by himself, but pass play scrambles are worth more.

I double-checked the code, and strong base does currently only work on pass blocking. I think I may change that this offseason, however, as you're right that it is in the containment ability tree for DE's, and pass rusher for DT's, making it appear to be a dual use skill.

Mr. First Down works when you're half a yard or closer to a first down.


 
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Originally posted by Guppy, Inc
what goes into the HOF ranking for a punter? my punter has been stuck at the same point for over 4 seasons behind long retired dots that didnt seem all that good to begin with. during the 4 seasons, he finished gold twice in usa pro, 4th in wl, and 4th in another pro.

support agrees that something seems wrong and suggested that i open a bug thread. the bug thread was closed, suggesting that i ask in q&a. seems like everyone agrees that something appears wrong, but no one knows enough about hof to look into it.


Originally posted by Bort
Punters gain points for every punt yard they gain, and lose points for each punt they attempt or touchbacks, making a good punt average much more important than just total punt yards. If the punter has not increased his punt average much, he probably won't move up the ranks much, unless he's gotten a lot of coffin corners or punts within the 5.


 
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Originally posted by IIAMLEGEND
Why does the home team stadium cheer when they get scored on?


Originally posted by Bort
The cheering sound is just triggered by a touchdown. Perhaps I will change it to only do it for the home team in the future.


 
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Originally posted by IIAMLEGEND
Why is it needed for safeties in deep middle or half zones to make a play on the ball, esp when they are in good position, is it speed,vision,agility, what are the main ingredients


Originally posted by Bort
If they're already in a good spot, vision would be the primary attribute you'd want first, so they can see the ball coming and try and make the play. To actually make the play on the ball, you'd want a healthy dose of jumping and agility.

 
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Originally posted by Guppy, Inc
i have seen many good ideas on how to do a 2nd team sort to get more competitive leagues. is there a link to a quote telling why glb is against this? i just saw an elite league where 12 of the 16 games were shutouts, and only a few of those were "close".



Originally posted by Bort
A second sort wouldn't solve any issues with teams being unfilled before the season starts or teams moving players around, etc. They could do it after the sort. Also, we have tended to get complaints if we move teams around too much too late, since competition changes who you might try to sign, etc.


 
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Originally posted by tonnyrat
Can scat HBs and FBs use Poss Rec or Nerves of Steel VAs to help with KLs despite what is stated in the description? If not, why are HBs and FBs the only receivers without any VAs that help with KLs?


Originally posted by Bort
No they don't work for HB's and FB's. HB's and FB's are usually more natually well equipped to take hits, so they don't need the skills as much. I could see making a case for Nerves of Steel, but I don't think they need both skills.


 
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Originally posted by Ezra~cult~
Hi,

I have a few questions:

#1 What is the default progression for pass plays in casual, and where do the BTE and TE2 fall into that progression?

Some have said the progression is : Primary Target followed by WR1, WR2, WR3, WR4, WR5, TE, HB, FB. Is this correct or not, and if not, what is it?


#2 - Can you please clarify how Qb Favorite targets work? Does it affect the progressions in casual, or does it make the QB ignore risk more in deciding to throw to a target?

The GLB community's assumption has been that in regular AI games, Qb favorite targets are irrelevant following the introduction of custom progressions because you can stack targets in a custom progression (i.e. WR1, WR1, WR1, TE, HB etc). However, for those of us digging deeper into the casual sim and tactics, I really would like to know if it affects risk or progressions, or both.

If I select two favorite targets, how is that different than one favorite target selected twice in terms of how the one receiver that is selected in both instances will be targeted?

Thanks!
Ezra


Originally posted by Bort
1) Progressions are different for each play. There isn't really any place that it's listed, but it generally follows a logical order based on if it's a WR or TE or BTE play, the play "distance" and the routes.

2) QB favorite target changes the risk calculations so the favorited player's risk is lower than other players, making him more likely to be throw to. It's similar to the go to guy skill. First favorite gets more of a bonus than second.


 
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Originally posted by dagwood13
Questions about DE's.

1)
The VA Strong Base says "This player has a powerful lower body, and knows how to use it well. The Strong Base skill gives him a bonus to pushing a blocker out of the way. This skill works best when used by players with high strength. Additional Levels: Increases the chance of the skill working, and increases the bonus to pushing the blocker away."

and the VA Shed Block says "Allows the player to get around blockers more easily, using a variety of swim, spin and rip moves. This skill is effective against all blockers, but it is most effective against pass blocking. Additional Levels: Increases chance to shed blocker."

Are these influenced by the Pass Rush Setting?
Strong Base works with Power: Bull-rush and try to power through any blockers in your way (Strength Based)
Shed Block works with Evasive: Try to get around the blocker using agility (Agility Based)

2)
Strong Base says "best when used by players with high strength". So does this mean the higher the strength the more often it will fire? for instance a DE with 90 natural strength + 10 from equipment will fire less than a DE with 90 natural strength + 20 from equipment.



Originally posted by Bort
1) No, there is no bonus or penalty for pass rush settings, but each skill will tend to work better with different pass rush settings. Strong base improves pushing ability, making it better for power rushing, while shed block makes the defender do sidestep/rip/swim type moves better, so it tends to work better with elusive rush. However, both skills would help in general.

2) Yes, the skill's roll probability is modified by the player's strength.


 
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Originally posted by MileHighShoes
Do the Red Zone Freak and Goal Line Stand VA's activate for units on the Extra point team and on the blocking squad?



Originally posted by Bort
No, they are turned off for special teams plays.
 
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Originally posted by TruthHammer
Are the bonuses from Clutch restricted by the 75% VA bonus cap? In other words, if I have a HB running the ball with a 30% break tackle bonus from Short Yardage Monster and a 45% bonus from Bruiser, can he still get a bonus to his break tackle roll from Clutch?




Originally posted by Bort
No, Clutch is not included in that limit, since its bonus varies, and it's generally applied as a special tack-on bonus.

 
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Originally posted by oaklandraider
The Spot Blitz SA implies (in its' initial wording and its' name) that it helps with "spotting" blitzers ... but the rest of the SA sounds like it is only a bonus to the blocking of blitzing players.

So - question ...

Does Spot Blitz SA help with spotting AND blocking blitzers, or just blocking them ?


Originally posted by Bort
It applies a bonus on the pre-snap blocking setup vision checks AND gives a bonus to blocking blitzers.

 
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Originally posted by TehKyou
From the R.I.P. Disguise Blitz thread


Originally posted by TehKyou

This sounds like a question for the Q&A Thread,

Does a rusher have to be the "5th, 6th, etc." In order to be considered a blitzer? As far as SA's like Disguise Blitz, Spot Blitz, Blitz, and VA's like Fearsome go? The reason for the question is there is some belief that the Fearsome VA's wording was changed to specify that there had to be a 5th rusher in order to be considered a Blitzer.




Originally posted by Bort
A blitzer is anyone who is set to "tackle" to start the play.
Edited by Catch22 on May 14, 2012 17:56:51
 
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