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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 TJ Spikes
What determines catching radius?


Non-diving horizontal radius is determined by catching skill. Jumping applies to diving radius and catch height.
 
Catch22
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we will take questions for another 20 minutes or so
 
Bort
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Originally posted by Ghetto Witch Dr
Bort/Catch,

Superior Vision SA:

This player has a great football sense. He is far less likely to be faked out by pump fakes, head fakes, and jukes. He is also able to see a play developing earlier and may get the jump on an interception or tackle. This skill is far more effective when used by players with higher vision. Additional Levels: Increases the bonus toward avoiding fakes and noticing developing plays.

1* Does the "Superior Vision" SA benefit Kickers/Punters/STOP Players?

2* If so, will the "Superior Vision" SA help the Kicker make FG's and the Punter Coffin Corner Punts since that is a developing play?

3* If so, will the "Superior Vision" SA help the STOP Players in their Blocking/Tackling assignments since that is a developing play?

Thank you for your time.


1) In avoiding fakes and such, etc. There is not much else to react to, since the target of the kick/punt is obvious.

2/3) No, you're reading too much into the text.

"reacting to developing plays" refers to figuring out who's got the ball and changing their current action to chase the ball carrier who got the handoff or the player who's getting the pass, etc. Special teams plays are pretty cut and dried as to what's going on, so there's not really much of a situation where they have to "read and react."
 
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Originally posted by Saris
As a quick follow up, would % hold block or break block aeq (or technique man) affect this interaction? And is it reset following a successful Strong Arm shove back by a blocker?


Hold block doesn't apply; that only applies on the next tick after the blocker gets his hands on the guy. Break block does apply, however.

Strong Arm does not disengage the block unless the defender is pushed too far away, in which case it would reset.
 
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Originally posted by Dr. E
You just answered an Agents question regarding speed and fakes, that speed doesn't effect fakes. But, can the greater speed cause more harsh angles in cuts that cause more fakes?


Yes, it could. It could also cause less harsh cuts if the runner has lousy agility!
 
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Originally posted by Pen15
Would it be at all beneficial, if you could really jack up the tackle breaking abilities on a player, to roll with Stiff Arm as the only break tackle SA based on the fact that they lose no speed? Or do they still lose a "normalized" amount of speed just from contact, and when you said they lose no speed you meant that they don't lose any additional speed due to the penalty to speed incurred by LTS/PT's success?


Stiff Arm does not in itself cause any speed loss. However, you can still lose speed from the hit in the first place, which can range from 0-99% depending the strength of the hit. Other break tackle skills apply a base additional speed loss when they come up.
 
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Originally posted by TJ Spikes
Are tackles at the edge of the tackling radius harder to make then ones closer to the center of the dot?


No, other than increased difficulty based on angles or diving, etc.
 
Bort
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Originally posted by Longhornfan1024
So what you're saying is HB% doesn't help an offensive dot engage a block (tick 1), but it does help the dot after tick 1 to hold the block?


Yep
 
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Originally posted by Phantom Of The Opera
In the quick tactics editor for returns the default the ST return depth is set at -66 does this remain the same as the player levels and becomes older, (in other words does this -66 adjust in relation to the skills of the player) or is this the best default for a rookie dot? If the adjustment is moved to -0- how does this impact the returners position in relation to the line of scrimmage?


the tactics setting is relative to the depth of the endzone, and makes sense for most players. You should update the setting manually as the player ages if you feel it doesn't apply.
 
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Originally posted by TJ Spikes
What goes into determining how long a dot is on the ground following a Pancake or RevCake? Is there anything that players can do to increase the time when they knock a player down?



Agility, confidence, and "never give up" skill for the downed player. Knock down time is increased by a solid pancake roll, but there's not a huge range you can affect it by.
 
InRomoWeTrust
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How mobile-friendly will the new projects be? Seems like that's the direction the market has been headed, at the least much more so than when GLB was conceived.
 
Catch22
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and with that, I am going to close the thread. Bort will answer any remaining unanswered questions. Thanks for taking part in the Q & A and for playing Goal Line Blitz!
 
Bort
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Originally posted by yello1
Ah gee you liked it when it just missed the 1/8 thread...okay

@ Bort - What is the routine for Fakes (or routines if different by fake type), as in what steps and stats go into making the skill happen and what stats go into avoiding the fake, laid out the way you have with catching-deflecting-knock loose, and is there a positional impact (are TEs or RBs less likely to catch fake than WRs for instance) within the equation? By positional impact I mean a flat out penalty ala LBs covering WRs, not merely the result of Archetypes, SAs and Attributes.


General order of ops:

Runner nears defender.
Runner must pass vision check to see if he can use a fake skill.
Runner runs through his fake skills to see if one can be used (agility/vision/etc. roll vs skill value)
If skill can be used, defender rolls his anti-fake roll (agility/vision/anti-fake skills vs fake's power)
If roll failed, defender gets faked out for some amount of ticks depending on how badly he failed.

There is no penalty/bonus for certain position combinations.
 
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Originally posted by bhall43
If Hold Block % doesn't help engage a dot on ST's. What all attributes do? (just vision and blocking?) Do any of the SA's help such as run block?


run block SA's help, as do any skills that apply bonuses directly to attributes. Vision, blocking, strength, agility, etc apply as in all block-related rolls. Hold block% just specifically applies to holding a block.
Edited by Catch22 on Apr 9, 2013 21:00:19 (corrected Bort typo)
 
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Originally posted by aaasahi
1. So y value doesn't matter?
wow, I learned new thing!
3. Do change direction help avoid that?


1. No, y value does not matter. Outside refers to outside running, which is running near the sidelines.
3. yes, it will help recover more quickly.
 
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