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aaasahi
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Originally posted by snakes22
http://goallineblitz.com/game/replay.pl?game_id=2194370&pbp_id=320509

Its hard to turn the current screen play into a blitz beater. What you need to have is a screen where everyone initially blocks including the HB while QB backs up, WR running streaks. After a few seconds have the oline and RB release blocks and break out for a screen and not so wide near the sideline.

Maybe add a new tactic (HB Spy) so if the MLB is covering HB man and initially reads him as staying in he'll go to his 2nd assignment unless that 2nd assignment is HB spy then he could stay with the HB


Private.......
 
Pook
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Originally posted by Mike Rogers
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Oct 6, 2012

- QB's will no longer throw bad passes on throw aways
- Fixed bad WR1 route on Weak I HB Screen Weak play


Why? It seems pretty realistic to me that if you're being rushed into a throwaway then you might not have a good throw. Happens at most levels of football, even in the NFL. Doesn't happen often but surely anybody that's played football has heard the phrase "put it in the bleachers" We wouldn't have that phrase if every throwaway made it out of bounds. I've seen plenty of throwaways turn into interceptions because the QB was rushed and didn't get it all the way out of bounds like he should have.
 
Mike Rogers
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Originally posted by Pook


Why?


Because it was easily exploitable,

Just one of the things that make sense in reality, but for purposes of balancing the sim, do more harm than good overall is all.
Edited by Mike Rogers on Oct 7, 2012 14:42:07
 
Pook
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Originally posted by Mike Rogers
Because it was easily exploitable,

Just one of the things that make sense in reality, but for purposes of balancing the sim, do more harm than good overall is all.


How is it exploitable? I don't understand that? Yes sometimes it leads to an interception but that's the same case in real football. I don't get the exploit there.
 
Gnosis
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Catch Fake = OP?

Anyone who has every played defensive back knows that in the course of a game, the "catch fake" ability is used rather sparingly. The only time I ever really came across that particular skill while in coverage was usually near the red zone and almost always on a fade route where the receivers would try to get you to mis-time your jump by an exaggerated widening of the eyes or putting their hands up a second or so early to get the d-back to put their hand up early or jump/turn/leave feet before its time.

Just seems like Catch Fake is going off A LOT.

A LOT more than humanly practical tbh

Edited by Gnosis on Oct 11, 2012 12:52:18
 
jdpbernal
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Is 68 Vision not enough to pass the vision check for offense line dots?
 
snakes22
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Originally posted by jdpbernal
Is 68 Vision not enough to pass the vision check for offense line dots?


I've seen 70 fail a number of times. Might wanna try spot blitz SA?

I think they may have went a little overboard with the vision checks but they did give QB's the quick release thing! to deal with blitzes so we'll just have to wait and see how it all shakes out
 
Plankton
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Realistically, both sides of the ball should fail some. There should not be a Vision amount that guarantees 100% success for the OL, anymore than there should be a 90+% successful blitz play.
 
SG✬21
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chipping the blitzer still seems odd... the HB/FB continues on at full speed where as the LB is hit with a speed loss.. Pretty much goes against physics there tbh.

except that all else looks very good
 
snakes22
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Originally posted by SG✬21
chipping the blitzer still seems odd... the HB/FB continues on at full speed where as the LB is hit with a speed loss.. Pretty much goes against physics there tbh.


+1, this should be evened out. HB tactic to chip or just run clean route but both should slow down

 
SG✬21
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Seems the HB usually seeks out the LB and chips him, I'd think OCs would want a tactic for chipping or not if it gets evened out.. I don't think they'd like the HB always chipping and losing speed almost every time (that is if its evened out)
Edited by SG✬21 on Oct 11, 2012 20:50:17
 
Time Trial
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Originally posted by Catch22
This thread is for discussion/observations of the season 31 sim changes. It will only be open through the pre-season so that we may monitor and make adjustments as needed. Please keep it on topic, be respectful, and follow all forum rules.


Can you explain the relationship between the new QB blitz tactics and the Open Man/Route Distance slider?
 
jdpbernal
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Originally posted by Plankton
Realistically, both sides of the ball should fail some. There should not be a Vision amount that guarantees 100% success for the OL, anymore than there should be a 90+% successful blitz play.


I agree but a few days ago, my OL with 68 vision those vision checks where firing like crazy.
The last 2 games, it still fires but not as often as it did a few days ago (note that I say a few days ago).

 
We_Rule
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This game regresses every time you guys make a change TBPH........ last season's sim was pretty decent, but I guess the whole plan coming out of beta was for 35% completions to be the norm? GG.

 
lardaddy
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Originally posted by lardaddy
- QB can now "sense" a blitz via a vision check (! icon on replay), and will adjust his throwing thresholds accordingly to try and beat it. Passes defined as "short" specifically will be thrown the quickest and work the best.

I just want to make sure, but this is referring to the play's categorization in the playbook, right? not the route? like I Flares, for instance, is included in the 'Short FB' group but has three long routes.


can I get an answer please?
 
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