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Forum > Goal Line Blitz > Q&A Archives > 4/9/2013 Live Q & A Thread
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Bort
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Originally posted by snakes22
1) Does David vs Goliath VA apply it's bonus for say a blitzer tackling a heavier QB even if the tackle/sack could've been made without the bonus?

1.1) Also would this indirectly increase the chance for a fumble by increasing the tackle score?


2) Would the break tackle bonuses from bruiser and short yardage monster max out at 75% for tackle attempts behind the LOS?

3) Fearsome VA stated QB has 2% per point to feel pressure of hurry no matter how far away the blitzer is. So would this increase a quicker throw/decision by the QB or does it just get labeled hurry with not much chance for a bad pass because the QB is not being pressure to avoid a sack.


1. DvG applies to any tackle between any players.

1.1 I suppose it could, though I the bonus would probably not generally tend to be enough to overcome the weight/strength difference required for the skill to work in the first place.

2. Yep.

3. It often will not generate a "hurry" stat, because that requires a player to be close enough to count. However, the QB will react the same way, as if he were hurried. Bad throws, quicker decisions, etc.
 
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Originally posted by Longhornfan1024
Does Quick Feet work on STs?


Yep, it works anywhere.
 
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Originally posted by Pen15
Does Never Give Up VA work when the defender is faked out?
And does that VA's morale loss reduction bonus for pancakes also apply to reverse pancakes?


1) No. Faked defenders have not actually fallen down. The dot just shrinks so you know something happened to them.

2) Yes.
 
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Originally posted by Rever
The Blitz SA says CB in the description but does it fire for other Positions?


Yes, it just says CB because that was the original tree it came from.
 
Catch22
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it's stated in the rules and I've tried to be lenient, but please let's limit your questions to just one question at a time so other users can have the opportunity to get a question answered. Any future multi-part questions, I will delete the ones after the first one. Thanks for your understanding!
 
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Originally posted by Bane
2 part question

1)It is stated that the snap to hand-off is pre scripted, so 1st step does not work there for HB/FB's on rushing plays

Are Kickoffs and Punts the same... Is it pre scripted? As in the time from snap until ball is kicked/punted?

Would a faster kicker with 1st step allow the rest of the ST's unit to begin down the field after the kick is made because the kicker gets to the ball faster after the snap?

I was requested to add some speed to a kicker of mine because the ST coach felt the rest of the ST unit was having to wait for him to get to the ball.... I always thought it was pre-scripted.

2) If not pre-scripted, does 1st Step help at all?


Kickoff K movement speed is not pre scripted, so FS would actually apply there. So does his speed.

Punt timing is scripted. Also, the punter doesn't move, so it wouldn't even have a chance to apply. He just catches the ball and punts it.
 
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Originally posted by bhall43
Is it possible to make a player without any AEQ's and equal the strength of say a player that has 21% Catch Ball in attributes alone?


I have no clue without doing all the math. Also, that's kinda the point of the game - figure out what works for you!
 
Catch22
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Originally posted by Landrys Legacy
The penalty for poor team chemistry doesn't seem to be what it once was. A 70 team number once was an auto-loss. What has changed?


Nothing has changed. Chemistry effects are the same they have been for quite some time.
 
Catch22
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Originally posted by Phantom Of The Opera
Would you consider making player salary worth something again to the player to give us something fun and interesting to buy or do with our player especially during the off-season? Pretty please?


4) This is not the forum or avenue to try and get a suggestion looked at or implemented. Please avoid asking questions that are suggestions.
 
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Originally posted by Sellars
#1 - Jumping Catch, Diving Catch and 1HC all currently do not show up as an icon when they fire. Diving and Jumping catches are possible without the SA. My question is are there any plans to implement an 'icon' similar to PT/Spin so that users can get a better feel for when these SA's are in fact responsible for the JMP/DIV catch, in addition there is no way atm to tell if 1HC fires or not as its not only devoid of an icon but is not listed in the PBP either. Lastly I would like to know if any of these 3 SA's will be changed to a bonus/fire style SA similar to hurdle ?

#2 - Is the penalty to DB's from the VA Underdog similar to the penalty from the SA smooth operator ?


#3 - Does player weight for a defender or offender target play any roll in the catch/deflect roll?


TY for your time Bort and Catch 22


1) I have thought of adding these icons (especially 1HC), if for nothing other than testing, but I do not have it in my list of stuff to do at the moment. I wouldn't rule it out as a random add-on-a-whim thing though.

2. Sort of...smooth operator applies when doing specific catching related rolls, while underdog is just a blanket vision penalty.

3. No.
 
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Originally posted by Dr. E
The QB General SA says "This QB is unshakeable", does this mean with this SA at 10, the QB gets x % bonus to not feel pressure under any circumstance?


No, that is just flavor text.
 
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Originally posted by snakes22
Does speed or momentum of ball carrier have an affect on the chance for a fake skill to fire? (Juke, Head Fake)
Example. momentum of ball carrier vs defender at a dead stop?


Same Ques but route running.. Would speed of a WR have any affect on the players ability to execute a successful fake while running a route? (Juke, Head Fake, Catch Fake)
Example. The further out of position the defender finds himself the more susceptible he becomes?


There is no direct application or current velocity to the fake related rolls. It would definitely help/hinder the actual separation gained, though.
 
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Originally posted by SciFi not Syfy
how does a CPU team decide what plays to run, and is it consistent from game to game?


There is a preset offense/defense AI they all use every time, that is set up to use a balanced approach, and include nearly all the plays. It is used every game.
 
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Originally posted by TJ Spikes
How does Jumping work? Is there a roll involved or is it a set height every time based on Jumping attribute?


The total height the player can reach is always the same based on their jumping value. Jumping figures into rolls to see how successful the player is at doing jumping relating things, like diving tackles or jumping catches. So, the higher the player's jumping skill, the higher he can reach, and the better he is at it.
 
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Originally posted by Robbnva
Is the boost from First step the same as Surge?

Can you give an exact amount of time for the first game ready for alpha?


1) No, though they are pretty similar.

2) No, I do not have a release date other than "when it's done."
 
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