User Pass
Home Sign Up Contact Log In
Forum > FAQ's, Player Guides and Game Help > Are there out of position penalties in GLB2?
Page:
 
Xavori
offline
Link
 
I know GLB2 is a lot more restrictive about OOP players, so I was wondering if that's the only reason not to play out of position, or is there some hit to stats that also comes in to play?

For example, is there any reason not to line up a HB in the WR slot in 5 WR's if you don't have 5 WR's but do have a HB with good hands? Or use a TE as the only backup FB?
 
Link
 
I personally haven't seen much downside when I've seen my LBers play DE, and TEs play FB.

I may be wrong though
 
Galithor
offline
Link
 
I recall 5% skill penalty being tossed around somewhere before during season 1 discussions.
 
Xavori
offline
Link
 
Originally posted by Galithor
I recall 5% skill penalty being tossed around somewhere before during season 1 discussions.


I've heard the same, but not from anyone trying to claim authority on that knowledge.

p.s. Wouldn't it be great if we actually had a manual that answered these questions?
 
Galithor
offline
Link
 
Originally posted by Xavori
I've heard the same, but not from anyone trying to claim authority on that knowledge.

p.s. Wouldn't it be great if we actually had a manual that answered these questions?


I agree, but the testers told Bort not to give us even basic information.
 
AirMcMVP
Mod
offline
Link
 
Originally posted by Galithor
I recall 5% skill penalty being tossed around somewhere before during season 1 discussions.


This was confirmed during testing.

Originally posted by Galithor
I agree, but the testers told Bort not to give us even basic information.


The testers never specifically said "don't give out information." It was more along the lines of "hey, testers, we're not telling you anything...figure it out. It its too difficult we'll fix it." The testers responded, "ok."

At least that's how I recall it. I do think some of the basics (OOP penalty, playoff tiebreakers) should be documented in a more formal way. Its things that are more sim specific that should remain "unknown".
 
Galithor
offline
Link
 
Originally posted by AirMcMVP
The testers never specifically said "don't give out information." It was more along the lines of "hey, testers, we're not telling you anything...figure it out. It its too difficult we'll fix it." The testers responded, "ok."

At least that's how I recall it. I do think some of the basics (OOP penalty, playoff tiebreakers) should be documented in a more formal way. Its things that are more sim specific that should remain "unknown".


I'd like an answer to the oft asked question "Can skills go over 100?" too. I can't fathom the harm caused by answering that question. It'd absolutely be pretty important for how you choose SAs and build skills.

I don't mind not knowing how a skill impacts the game. I'd be very annoyed to know that I'm taking skills + SAs that add up to over 100 can't actually push that skill over 100. If they can't, I'd like to know that so I can stop pumping skills at the appropriate point to effectively utilize various SAs, or at the very least be able to take it into consideration when comparing SAs.
Edited by Galithor on May 8, 2014 09:12:20
 
Jampy2.0
thuggin'
offline
Link
 
Originally posted by Xavori
I've heard the same, but not from anyone trying to claim authority on that knowledge.

p.s. Wouldn't it be great if we actually had a manual that answered these questions?


no. then people would never buy the correct position and would overcompensate in their building to balance out the OOP.

 
bhall43
offline
Link
 
Most definitely is 5% around the board. This was a long ongoing discussion on the server.
 
bhall43
offline
Link
 
Originally posted by Galithor
I'd like an answer to the oft asked question "Can skills go over 100?" too. I can't fathom the harm caused by answering that question. It'd absolutely be pretty important for how you choose SAs and build skills.

I don't mind not knowing how a skill impacts the game. I'd be very annoyed to know that I'm taking skills + SAs that add up to over 100 can't actually push that skill over 100. If they can't, I'd like to know that so I can stop pumping skills at the appropriate point to effectively utilize various SAs, or at the very least be able to take it into consideration when comparing SAs.


I would assume if you haven't got the answer to that question yet, it isn't coming in any formal way. But I would also say that it would be incredibly silly for it not to push a skill over 100 as that would further limit the building structure.
 
Galithor
offline
Link
 
Originally posted by bhall43
I would assume if you haven't got the answer to that question yet, it isn't coming in any formal way. But I would also say that it would be incredibly silly for it not to push a skill over 100 as that would further limit the building structure.


I agree, but it seems like a silly thing to not be willing to confirm. Honestly, the fact it hasn't been confirmed makes me think it is limited, and they just don't wanna piss off all the people who'll have screwed up their builds over it.
 
Xavori
offline
Link
 
Thanks all. Just means doing the math to see if 5% is worse for what I have planned. I can handle that
 
sswift
offline
Link
 
5% seems like a very small penalty for an OOP. Wouldn't it be larger if they wanted to discourage the use of OOPs?
 
Xavori
offline
Link
 
Originally posted by sswift
5% seems like a very small penalty for an OOP. Wouldn't it be larger if they wanted to discourage the use of OOPs?


The thing is, you can't do the really cheesy out of position things because it's flat out forbidden.

But moving a TE or HB to WR isn't really that out there as it's extremely common in real football.

And while 5% isn't much, it's enough to make a coach think seriously about the costs of OOP, especially when compounded with the built-in bonuses players get on the skills most commonly used at a position.

I mean, in my case one of the things I've been doing on my running rookie team was using a TE as our backup FB. Going forward, I'm definitely adding a second fullback rather than that TE because when you do the math, the 5% drop in blocking skill is pretty significant for how much I depend on good lead blocking.
 
Galithor
offline
Link
 
Originally posted by Xavori

I mean, in my case one of the things I've been doing on my running rookie team was using a TE as our backup FB. Going forward, I'm definitely adding a second fullback rather than that TE because when you do the math, the 5% drop in blocking skill is pretty significant for how much I depend on good lead blocking.


Are you gonna do the ridiculous idea thing? If so, I want some minor lolgm title on Yorick to watch it in action.
 
Page:
 


You are not logged in. Please log in if you want to post a reply.