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Forum > Goal Line Blitz 2 > Why? WHY? what the hell?
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Galithor
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Sums up my reaction to this series of 3 plays in a row.

http://glb2.warriorgeneral.com/game/replay/161432/2138282 - ridiculously unecessary bullet pass that gets deflected.
http://glb2.warriorgeneral.com/game/replay/161432/2138290 - shoot me in the face. This is how this drive is going to die?
http://glb2.warriorgeneral.com/game/replay/161432/2138313 - where in the hell did that come from, and where are the patch notes for the ninja change to QB's pass power throttling?
Edited by Galithor on Mar 2, 2015 07:28:04
 
peeti
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Again...you demand a TD every play. You complained about those overthrows a bit ago and Now complain about the laser throws. since you can spam one play nearly every time in this game you want to have a sim where every throw is a TD? Cause thats what you would get
 
Galithor
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Originally posted by peeti
Again...you demand a TD every play. You complained about those overthrows a bit ago and Now complain about the laser throws. since you can spam one play nearly every time in this game you want to have a sim where every throw is a TD? Cause thats what you would get


The overthrows and the laser throws are the same problem. They're both due to low trajectory deep passes.

lrn2geometry.

And YES, If my WR is in single coverage against a Cornerback with .6-.8 slower 40 times playing 5 yards off the ball, I should get to watch my WRs repeatedly torch them until the defensive coordinator is smart enough to run a safety over the top, or not build slow as shit cornerbacks.

I can flip your thought and say "what do you want, a sim where 5.0 40 CBs can cover 100 sprinting WRs every time?"

This is precisely how it works in the rushing game. If an all rushing team calls GL HB Pitch Strong, and the defense is calling a bad play, or has bad builds, they get to watch long TD runs repeatedly for an entire game. I don't think it's too much for me to ask to be able to watch the same mismatches in the passing game get exploited.

That nice throw on the third link is the first time this entire season I've seen a throw like that from my offense. It almost never happens, and when it does, it's usually due to an error like the QB missing a read to throw it sooner when his trajectory of throw could be lower. It takes a particular set of circumstances to get the QB to hold long enough that he finally targets a WR deep enough to bait the QB into putting arc on the throw because you've finally reached the end of his "I can bullet this pass at the lowest possible trajectory" range.
 
Galithor
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Or in other words, for my QBs particular investment in passing power, to get him to loft a pass somewhat, the WR needs to be 15-16 yards downfield before he decides to begin throwing at tick 47 (example 3).

When the QB decides the WR is open enough at tick 36-38, and he's only 10-12 yards downfield, here comes the deflectable bullet. (example 1 and example 2)

He shouldn't be locked in to using max power for trajectory of throw purposes. He ought to be able to decide to loft that pass at tick 36-38 down the field for the WR to go run and catch. Obviously, there should be a pass awareness check in play to dictate how the QB decides to throttle the trajectory of the pass. He determines there's a down route defender discouraging a loft (safety in deep shell?), then he bullets it more. Single Coverage got burned and there's now wide open spaces? Drop a loaf into the break basket 40 yards down the field.
Edited by Galithor on Mar 2, 2015 08:05:03
 
TxSteve
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Dude - what is it you're looking for here?

You won 87-7
Cleveland threw for 12 touchdowns
Cleveland completed 72.6% of his passes (61 for 84)
Cleveland threw for 802 yards

It is difficult to take you seriously.
 
Galithor
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Originally posted by TxSteve
Dude - what is it you're looking for here?

You won 87-7
Cleveland threw for 12 touchdowns
Cleveland completed 72.6% of his passes (61 for 84)
Cleveland threw for 802 yards

It is difficult to take you seriously.


I want passing power fixed.

It isn't surprising that you'd side with peeti though. You're the guy with a defense full of 4.8-4.9 Secondary players that MASSIVELY benefit from the fact that my QB won't choose to throw a pass further than 25 yards downfield except by mistake.

Defenses built like yours are the primary beneficiary of passing power working the way it does. Your own opinion and peeti's aren't any less unbiased than my own on the matter.

Fwiw, I find your criticism of my 87 points somewhat disingenious when your own offense averages 84 points per game.
 
Mysterio
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Yeah clearly the Goons no pass power QB did great today against my shit defense
 
Adderfist
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What it comes down to is if I don't build a QB with 40 pass power he'll never lob the ball. If I build a QB with 80 pass power and good skills else where he'll NEVER throw a deep lob or bread basket throw.
 
TxSteve
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I'm not criticising you scoring 87 points -- I'm criticising your using a game in which you scored 87 to 'prove' that passing is underpowered.

If I were making posts saying that the running game is underpowered - I would (rightfully so) be laughed off the boards. If I were making a post that Jimbo only scored 12 TD's and the other teams defense sucks -- I would (rightfully so) be laughed off of the boards because that would be absolutely ridiculous. You are looking only at 1 aspect of the game that isn't to your liking...and you are ignoring the positive aspects of the passing game:

Your QB:
throws an INT 1 out of every 211 pass attempts
gets sacked 1 out of every 65 drop backs
has thrown for 13000 yards in 20 games (averaging 650 yards per game)
has thrown 163 tds
throws a TD 1 out of every 10.3 passes
If you game planned on offense - those numbers would all be even better.
If your defense didn't suck balls - those offensive numbers would all be higher.


As for my CB's - you're exactly right - I tried to build them to work within the sim. Surely you aren't faulting me for watching film and building accordingly these last 12 months?

If you want to make a case - at least go back to a game where cleveland wasn't great (like the MMA game).

 
Galithor
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Originally posted by Mysterio
Yeah clearly the Goons no pass power QB did great today against my shit defense


The Goons are ranked where they are for a reason. It's not because of the QB's passing power specifically. Again, though, I appreciate the opinion of yet another all-rush offense team owner.

Having low power shouldn't be good.
Having higher power should be good. In most cases, it really isn't any better.

Right now, for a 100 sprinting WR with decent snap reaction and quickness, you're typically trying to find the sweet spot on passing power that will have the QB try and loft the ball when they're 10-12 yards down the field around ticks 35-40. That number isn't static though, because that's just for the routes I like to run. Having the right passing power (somewhere between 30-50?) for TE Drive doesn't mean it'll work best for other plays with different routes.

It shouldn't even be an issue though. Passing Power's impact on trajectory ought to be something the QB can appropriately throttle using pass awareness skill checks.
 
Galithor
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Originally posted by TxSteve
I'm not criticising you scoring 87 points -- I'm criticising your using a game in which you scored 87 to 'prove' that passing is underpowered.
I didn't reference the entire game. I referenced a particular series of plays from that particular game that highlight the problem with how passing power works.

Your QB:
throws an INT 1 out of every 211 pass attempts
I've lobbied for the need for more interceptions myself. I think the game could use more turnovers in general. High INT builds do work, but it's too difficult to build a high INT build IMO.
gets sacked 1 out of every 65 drop backs
Defensive Coordinator choices. You're not going to get many sacks rushing 3 guys, and we see 3 pass rushers commonly. We haven eaten as many as 5 sacks in some games this season where the defensive coordinator chooses to attack us like that. The sim might be in a good place for this right now
has thrown for 13000 yards in 20 games (averaging 650 yards per game)
irrelevant. I have more total play counts in games due to clock stoppage than your all-rush team, and we still don't have the same total yardage on the season.
has thrown 163 tds
another irrelevant "total" stat impacted by too many variables
throws a TD 1 out of every 10.3 passes
says the guy averaging a touchdown every 6.1 rush attempts
If you game planned on offense - those numbers would all be even better.
I am gameplanning. Nobody is apparently paying attention, but we've considerably overhauled the offense this season at this point. We don't score 87 today if I were still running the offense and had the same team construction as I did earlier this season. Even today I noticed a tweak that is needed before the next game.
If your defense didn't suck balls - those offensive numbers would all be higher.
Again, nobody is paying attention. Irrelevant to the discussion in any event.


As for my CB's - you're exactly right - I tried to build them to work within the sim. Surely you aren't faulting me for watching film and building accordingly these last 12 months?
Not faulting you at all. I've previously pointed out that your team is THE meta right now. Taking advantage of the sim's shortcomings doesn't mean the sim shouldn't be made better though.

If you want to make a case - at least go back to a game where cleveland wasn't great (like the MMA game).
I'm sure I can go back and find excellent examples of unecessarily low trajectory passes on deep routes from any game this season if I felt like it.

Edited by Galithor on Mar 2, 2015 09:04:30
Edited by Galithor on Mar 2, 2015 08:58:01
Edited by Galithor on Mar 2, 2015 08:57:36
 
Rob.
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These discussions are quite funny. It's always somebody running a pure passing offense and those who come in and argue are those who are running a pure rush offense. Everyone's opinions are soaked in bias.

I think we have a good balance right now of run and pass and making changes to pass power and trajectory might just throw that balance off. Complaining after a day of over 70% completions isn't going to get many people to take you seriously either.
 
TxSteve
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Thank you for the reasonable response (no sarcasm there).

I'll say just one last thing: if I was here complaining that my guy with 90 carry awareness keeps running out of bounds instead of picking up a few more yards...it would seem pretty silly that I'm lobbying for a minor tweak that will improve the running game - when the running game (at least for my team and the virgins) seems to be functioning very well already.


I agree with you - high pass power should be good -- and low pass power should be not as good.

would fixing that knock the whole game out of balance? I don't know.
 
Galithor
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Originally posted by TxSteve
Thank you for the reasonable response (no sarcasm there).

I'll say just one last thing: if I was here complaining that my guy with 90 carry awareness keeps running out of bounds instead of picking up a few more yards...it would seem pretty silly that I'm lobbying for a minor tweak that will improve the running game - when the running game (at least for my team and the virgins) seems to be functioning very well already.


I agree with you - high pass power should be good -- and low pass power should be not as good.

would fixing that knock the whole game out of balance? I don't know.


I think the running out of bounds stuff is annoying too. The juke/spin fix to have them try and juke/spin in towards the center of the field was a good one, but more is needed. Or, if there is some combination of skills that is causing the HB's to be "pushed" out of bounds by proximity to defenders, we need to be given better information on which skills can help mitigate it on the HB, or which skills on the defender are helping to enhance that impact.
 
peeti
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There is a diiference between the "pushed outta bounds" which is totally legit and should be used vs real power backs even more from a logical point and the "HB just runs out of bound", which is kinda silly in many cases espcially if he does it right before the first down marker or sth like that...but that is off topic
 
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