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ellix
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This change log is presented on behalf of GLB2Academy which had each item voted on by the community by 28 individuals. These items are those of the listed suggestions which obtained majority support.


***SA Adjustments***


Zone Shark needs it requirement to just be in Zone Coverage for all FS/S a chance to use. This gives Man defenses more options as well as zone, and more build variety/SA use.
-> Worth Mentioning that this item along with one later in the list did not only receive majority support but overwhelming support obtaining the highest vote percentage of any listed change.

Swat Down should be a universal SA regardless of Coverage Type for CBs, this allows Zone CBs more build variety instead of being overpriced safeties. CB's should have more versatility for their cost, which at the moment is too high for what they bring to the table.

The "Contain Expert" SA made passive instead of Active. As is, it is almost strictly a worse version of Shed Block.


***Trait Adjustments***



Strong Base trait needs bigger bonus to Balance or less hit to Quickness, since the Quickness hit is a drastic trade off by comparison.

Long Reach and Ball Hawk need a boosted version specifically for CBs. They're no better than Man Specialist/Zone Specialist at saving SP when you get down to it and they cost salary.

Spring Board should receive a SP cost reduction increase to 25-30%. These are incredibly niche stats and if you want more of them you're currently better off just taking a different Trait that just saves you a generic amount of SP to then invest into Diving or Vertical. Traits like these should provide large cost reductions to make them more attractive.

Scat Back should add Reception Consistency to its list of bonuses.

Blitzer should have Snap Reaction added to its list of Skills to better compete with Middle Man and Coverage LB.

Return Specialist should have its SP cost reduction and cap boost raised to 10.

Active Hands could use an increase its cap and reduction to 10.

Nerves of Steel and Soft Hands should have their Salary cost removed. These Traits save almost no SP and are only taken for their caps, if at all.


***General Gameplay Adjustments***


Cheaper CBs. CBs have additional problems besides their costs. Namely their lack of inpactful traits, their terrible caps for anything relating to strength (even with 10 strength), and lack of impactful SAs (especially when in zone). CBs should be able to get a tad more hitting power by lowering its cost, this might open up to more CB heavier plays instead of LB heavier plays and allow us to make hard hitting CBs.
-> Worth noting that this suggestion tied with Zone Shark for the most endorsed change presented by an overwhelming majority.

Reduce QBs willingness to throw into double coverage, and drastically reduce their willingness to throw into triple coverage. Provide a sizable bonus to all defenders to their Intercepting, Deflecting and Def Consistency if the pass is thrown anyways. Perhaps grant a bonus to QBs being able to find open receivers, especially when uncovered at the start of a play.

The superstar limit for accounts should be removed, or at the very least doubled.

Rain and Snow should give a penalty to Balance and affect passing negatively, perhaps in pass tech, rec grip, catching, etc.

Do a fix for the QB scrambling tactics - A frequency set to "Often" should get you 5-10 scrambles a game.

Increase the penalty to Balance and Consistency when maximum Energy falls to 10 during a game.

Open cpu builds.

Allow us to create non-boostable players at a cheaper price.


***Offensive Play Adjustments***


FB Fake HB Flip Play for I form. With counters and PA Passes working well, I think that data can be used to create a play like this.

New WR run plays aka Jet Sweeps.

Create a split back shotgun formation - FB on one side and HB on the other.


***Fluff Adjustments***


Add a player's HoF ranking to it's player page.

Add Team HoF for Owners. I'd love to see a list of my team's "All Time Greats".

More Endzone/Mid-Field Art. Endzone checks or diagonal lines would be great for example. Additional Team Colors would also be great - perhaps even HTML color codes?

The HoF need revamped, older players in it have a huge advantage in rankings... this needs recalculated or at least give us to option to rank players past Season 25 or so.



Edited by ellix on Jan 30, 2022 19:51:33
 
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In addition, here are the plays...

New Defense Play Suggestions:

3-4 C2 Shade Weak: https://imgur.com/rO6lXgr
3-4 C2 Unbalanced: https://imgur.com/ORYClEy
3-4 C3 Eagle Sky OLB Blitz: https://imgur.com/a9Cq5F1
3-4 C3 Unbalanced: https://imgur.com/xQRh13R
3-4 C3 Unbalanced Contain Weak: https://imgur.com/UWtjoPI
3-4 C3 Unbalanced OLB Rush: https://imgur.com/qi6Jxep
3-4 C3 Under Flex Contain: https://imgur.com/uVoKpIL
3-4 C3 Under Flex Sky Stack: https://i.imgur.com/RRdEwo8.jpg
3-4 Sky Stack v2: https://i.imgur.com/1VckYZh.jpg
4-3 C1 Robber Middle Overload: https://i.imgur.com/39vwkoE.jpg
4-3 C2 Double Lurk Spy: https://i.imgur.com/7VZBGAa.jpg
4-3 C2 Double Lurk Strong CB Blitz: https://i.imgur.com/bJX7HGG.jpg
4-3 C2 Middle Overload: https://i.imgur.com/t2ujoqI.jpg
4-3 C2 Middle Overload Lurk: https://i.imgur.com/SlbDolV.jpg
4-3 C2 Middle Overload Spy: https://i.imgur.com/aTVRfNQ.jpg
4-3 C2 Triple Lurk: https://i.imgur.com/d2p0DMA.jpg
4-3 C2 Triple Lurk CB Blitz: https://i.imgur.com/Ng8OLXZ.jpg
4-3 C2 Triple Lurk Strong CB Blitz: https://i.imgur.com/idLvohr.jpg
4-3 C2 Triple Lurk Weak CB Blitz: https://i.imgur.com/yBARUsR.jpg
4-3 C3 2 Gap Fire Free Fire/SS Tiger: https://i.imgur.com/QwQCNMv.jpg
4-3 C3 2 Gap Fire CB Lurk Strong: https://i.imgur.com/d3Xr57R.jpg
4-3 C3 2 Gap Fire CB Lurk Weak: https://i.imgur.com/1ADR8JD.jpg
4-3 C3 4 Under: https://i.imgur.com/2DCXbwl.jpg
4-3 C3 DE Contain: https://i.imgur.com/SeVn8kx.jpg
4-3 C3 DE Flats: https://i.imgur.com/nJAzwUb.jpg
4-3 C3 Double Lurk: https://i.imgur.com/Jn3STvC.jpg
4-3 C3 Hard Flat Strong: https://i.imgur.com/hvrny5J.jpg
4-3 C3 Hard Flat Weak: https://i.imgur.com/NHKmCjk.jpg
4-3 C3 Middle Overload Lurk: https://i.imgur.com/KD4dLpy.jpg
4-3 C3 Sky Over Fire: https://imgur.com/ws4LcBf
4-3 C3 Triple Lurk Spy: https://i.imgur.com/mZzIOoT.jpg
4-3 C3 Will Fire: https://i.imgur.com/SzJ8wal.jpg
4-3 C4 2 Edge Blitz: https://i.imgur.com/OXcUUVx.jpg
4-3 C4 2 Gap Fire Lurk: https://i.imgur.com/K1Va0ms.jpg
4-3 C4 2 Gap Fire Spy: https://i.imgur.com/IUtqhOK.jpg
4-3 C4 Double Lurk Strong Fire: https://i.imgur.com/4hCn1rf.jpg
4-3 C4 Double Lurk Weak Fire: https://i.imgur.com/o9Nal3H.jpg
4-3 C4 Middle Thunder: https://i.imgur.com/1kFO8Lq.jpg
4-3 Cover 6: https://i.imgur.com/fvvgHvM.jpg
4-3 C6 Shade Left: https://i.imgur.com/7zzSB3H.jpg
4-3 C6 Spy: https://i.imgur.com/rBLo6Rx.jpg
4-3 Over Cover 3: https://i.imgur.com/ovMTDXT.jpg
4-4 C1 Hard Flat: https://i.imgur.com/pemcOxq.jpg
4-4 C2 Hard Flat: https://i.imgur.com/P1Fgepn.jpg
4-4 C2 Sink Spy: https://i.imgur.com/EbeWQF8.jpg
4-4 Sky OLB Fire: https://i.imgur.com/6LzcnxO.jpg
4-4 Big C2 Triple Lurk: https://i.imgur.com/WAmpPTC.jpg
4-4 Big C2 Triple Lurk Will Fire: https://i.imgur.com/GIYqXoN.jpg
4-4 Big Cover 9 LILB Spy: https://i.imgur.com/HB7C4ln.jpg
5-2 C1 Lurk: https://i.imgur.com/cekVQni.jpg
5-2 C1 Robber: https://i.imgur.com/6KTF3oL.jpg
5-2 C1 Robber Hard Flat Gaps Fire: https://i.imgur.com/P6kUsIW.jpg
5-2 C1 Sink Gaps Fire: https://i.imgur.com/rHqYVKv.jpg
5-2 C2 Gaps Fire: https://i.imgur.com/fO4pyn9.jpg
5-2 C3 Lurk: https://i.imgur.com/EsAl1dp.jpg
Nickel 3-3-5 C3 Outside Tigers: https://i.imgur.com/qrLHvkA.jpg
Nickel 3-3-5 C3 SS Tiger Blitz: https://i.imgur.com/NZ8XcWt.jpg
Nickel C1 3 Lurk Spy: https://i.imgur.com/o7Y7Xqc.jpg
Nickel C1 3 Lurk Sam Spy: https://i.imgur.com/5NYItaq.jpg
Nickel C2 3 Lurk: https://i.imgur.com/XAZ8bfa.jpg
Nickel C2 Double Lurk: https://i.imgur.com/TDD1Ua0.jpg
Nickel C2 Double Lurk Strong Fire: https://i.imgur.com/lyEZHyc.jpg
Nickel C2 Lurk Strong Gap Fire: https://i.imgur.com/0g87O5x.jpg
Nickel C2 SS Tiger Blitz: https://i.imgur.com/bilWvpl.jpg
Nickel C2 Flats Lurk Tiger Double Gut: https://i.imgur.com/EpzoXty.jpg
Nickel C2 Tigers Double Gut: https://i.imgur.com/Yg9SxUR.jpg
Nickel C3 Double Lurk: https://i.imgur.com/1Tv8qN8.jpg
Nickel Double A Gaps C3 Sky: https://imgur.com/KCPcq91
Nickel Double A Gaps C3 Buck Zone Blitz: https://imgur.com/El5DteX
Nickel Double A Gaps Dog 3: https://imgur.com/2syKVcH
Nickel Double A Gaps Mid Blitz: https://imgur.com/epveS8v
Edited by Myrik_Justiciar on Jan 31, 2022 09:50:45
Edited by Myrik_Justiciar on Jan 31, 2022 09:50:15
Edited by Myrik_Justiciar on Jan 31, 2022 09:49:45
Edited by Myrik_Justiciar on Jan 31, 2022 09:47:06
 
Bretto007
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Nickle- Man/zone - CB3 and LO pincher blitz plays

Dime- Tigers Double Gut play
 
BoDiddley
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-More Offensive plays. Medium/Long pass plays, Trips plays, more run plays, and maybe some WR reverse plays. Vast majority of new plays have been on defense the past few years so some balancing is needed.

- Fix late game tactics, or allow us more control over late 4th decisions

- More color options for team and player colors

- Lower Power running costs for non-RBs

- Penalize plays that are spammed throughout the game. If the offense/defense runs the same play every down, the opponent should improve against it.

- Add a GLB1 type tournament

- Balance morale/stamina loss a bit more. QBs lose energy breathing, while RBs with high conditioning/toughness never get tired

- Allow QBs with high Pass Awareness to see defenders between them and a receiver, and for them to add more loft on passes
Edited by BoDiddley on Jan 31, 2022 14:18:00
 
Xars
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I've gone Inactive twice this past season. On purpose. It seems everything I post is viewed as self-serving. As such, LogZilla will end it's run and I'll end my involvement with all other teams as they naturally expire.

Anyway...

My somewhat Inactive Defense where I'm running 5-2 Cover 2 and Cover 3 plays with no Zone Awareness players is doing great against the Pass and horrible against the Run (both Inside and Out), even though I've got 3 S* DTs designed to stop the run (93 BRB/ 100 HG). At least that's my data.

So, while I'd like to have all the "old" Passing plays get fixed, primarily through progressions, lots of formations (not 2WR) need better Passing plays. Unfortunately, the route structure can't be fixed and in some cases it's needed.

In the NFL almost all Passing plays have the following logic:

You run a Zone beater to one side and a Man beater on the other. You either attack the numbers or the hash marks with a 3 level concept (the Zone side) while the Man side runs rubs/picks/posts/corners/ins/outs where a receiver can get open via interference or positional leverage.

For GLB2, you'd create two versions of the play with opposite progressions (just switch the outlet to the other side). If you expect Man (Cover 0, Cover 1, some Cover 2) you choose one progression and if you expect Zone (most Cover 2, Cover 3, Cover 4) you choose the other. If you're "wrong", you still have a chance for the play to succeed as long as your QB gets protection.

That's how it should work, but doesn't in the GLB2 Passing game. As such, defenses just spam Cover 3 and let your opponent Pass 60% of the time and rack up Sacks/INTs and a 3.49 YPA with a team that even isn't optimized to run Zone and uses an Inactive Depth Chart.

Here's two new passing plays - both for Big I, which even though it got some Passing love - is still missing key plays. These concepts can extend to all formations.

Big I WR1 Corner: https://imgur.com/iPyxQ35

This play attacks both Zone and Man on the Left/Weak side since it's an overloaded formation. Against Zone, you hit all 3 levels at the Left numbers. Against, Man you've got play makers going to the corner, the out, the flat and middle of the field. This is called "Stretch" by OCs and this play gives you both Horizontal and Vertical "stretch".

Let's breakdown why this play is a standard-type NFL call.

Against C0: WR1, BTE and TE are all starting as "hot" routes. If it's C0 and the QB gets pressure, any of them can catch the "hot".
Against C1: If the FS takes WR1 or the BTE, leaving the SS to play the C1, the QB can hit WR1, BTE, HB depending on the exact matchup or come back and hit the TE since he'll have inside leverage on the SS with the Post. If the FS plays C1, then CB1 can only cover one of WR1, BTE or HB, leaving one or two open (depends on the RO/RI LB).
Against C2: If CB1 runs with WR1, then the BTE is open on the out (or the HB in the flat) or the TE Post (as the SS drifts right).
Against C3: If CB1 takes the deep weak zone, the BTE has the edge on the RO/RI LB on the out with the HB probably open in the flat. The TE Post might be there depending on if the LO/LI LB takes away the inside leverage.
Against C4 (Quarters/C7): The HB Flat or FB outlet is the probable result.

From this play, you can easily see multiple variations on the same theme.

Examples:
WR1 runs a deep curl/hook instead of the corner.
WR1 runs the out (sometimes with a fake In/Hook or studder-step) while BTE runs the corner.
The FB runs the Weak Flat and the HB becomes the Strong side outlet.

You can change the routes (slightly) and some of end points for different players and flip the progressions too. As long as you attack 3 levels (flat, out, deep) at the same horizontal point with 3 receivers. The "Man" beater receiver then runs a post, corner, out or curl on the other side deep enough to allow the outlet (HB or FB) to be open for a small gain as a last resort.

Depending on the Progression, you also adjust the depth of the routes. If you want the "Man" beater first (Right to Left), you'd break off the TE sooner and add 2 yards of depth to the weak side routes. Or you'd have the FB sprint out, instead of drift, because you'll be looking at that side first. The HB would then stay in to scan for blitzing LBs before running his weak flat.

Big I Verticals: https://imgur.com/QEc3CmQ

Four verticals is the standard call against Cover 3 and gives you a chance of a big play against Cover 4 if you're in long distance/ end of game situation. Big I doesn't have one and it's needed. A flip version with the FB to the weak side should also be included so you can target the TE first (if that's your S*) and not WR1 or BTE. You can add a FB Dive Play Action version. You can have the FB run the 5th Vertical up the the middle as another version.

Against C0, C1, C2, C3: the receivers outnumber the deep defenders. Any receiver can become the "hot" on a C0 blitz.
Against C4: the outlet to the FB is the high probability unless you need to go deep in which case your best receiver should be the target (unless a coverage is blown).

Edited by Xars on Feb 1, 2022 07:09:48
Edited by Xars on Feb 1, 2022 07:03:16
Edited by Xars on Feb 1, 2022 06:58:49
Edited by Xars on Feb 1, 2022 06:57:16
Edited by Xars on Feb 1, 2022 06:55:32
 
Cybertron
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Originally posted by Xars
I've gone Inactive twice this past season. On purpose. It seems everything I post is viewed as self-serving. As such, LogZilla will end it's run and I'll end my involvement with all other teams as they naturally expire.



 
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Adding new pass plays has been one of my suggestions to "fix" passing for awhile. While I push for plays on defense that I see it needs to counter Offense, Offense on the other hand has fell behind somewhat in relation. I get all the other complaints with the passing game, but often I've thought if you had more plays it might alleviate the problem a bit.
Edited by Myrik_Justiciar on Feb 1, 2022 14:18:53
 
ellix
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Originally posted by Myrik_Justiciar
Adding new pass plays has been one of my suggestions to "fix" passing for awhile. While I push for plays on defense that I see it needs to counter Offense, Offense on the other hand has fell behind somewhat in relation. I get all the other complaints with the passing game, but often I've thought if you had more plays it might alleviate the problem a bit.


Worth noting that a lot of current passing plays are just unusable because of weird quirks they have. Like Clearouts where the QB checks down to the HB who is 5 yards behind the LoS 25 ticks into a play, despite having an LB right on top of him, no incoming pass pressure, and a wide open WR down field.
 
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Originally posted by ellix
Worth noting that a lot of current passing plays are just unusable because of weird quirks they have. Like Clearouts where the QB checks down to the HB who is 5 yards behind the LoS 25 ticks into a play, despite having an LB right on top of him, no incoming pass pressure, and a wide open WR down field.


Yeah, that's a big one too...I look at lots of pass plays I would like to try but the checkdowns are utter trash.
 
william78
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Originally posted by Xars
I've gone Inactive twice this past season. On purpose. It seems everything I post is viewed as self-serving. As such, LogZilla will end it's run and I'll end my involvement with all other teams as they naturally expire.

Anyway...



Sorry to see the hiatus , do get the frustration with ZC3.

Though totally get it way back in the day was the year of the powerback that totally did me in for awhile if I had to watch another guy look like Christian Okoye and the Hulk had a baby I wasnt exactly going to lose it it just got boring so i get it.
 
Raid
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Sad to see you go Xars, despite our differences I always respected the approach and view you had on the game. Also, despite our differences, you probably had the least difference in opinion to me of anyone who wasn't currently being a sycophant of mine for some reason (Seriously though, why do people do that to themselves?... love you sycophants )
Edited by Raid on Feb 2, 2022 22:18:46
 
Cybertron
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Originally posted by william78
look like Christian Okoye and the Hulk had a baby


 
ellix
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Originally posted by Bort

- Overhauled field and sprite image generation code to support multi-tone patterned endzone art and custom hex color codes, and fixed a few minor issues with textures along the way. Team settings now has a bunch of new options for customizing your endzones and colors. Note that entered hex codes may have their values automatically adjusted to sane ranges if you enter colors that are super bright or super dark, because oversaturated colors tend to work poorly when filling in and shading the player sprites. For best results, use colors with a HSV value between 15 and 235 out of 255.
- Zone Shark SA now works in any zone coverage, but its activation chance and level 1 & 2 duration have been reduced since it is now relevant essentially every play for a lot of players.
- Contain Expert SA now lasts the rest of the play when it activates, and has been reclassified as "passive." Level 3 activation chance also slightly increased from 75% to 80%.
- Adjusted several underutilized traits to provide more value. A script will be running to add SP to affected players, and any players with these traits will also get a respec added to them.
-- Strong Base Trait adjusted to give a litle bit bigger bonus to balance, and a little less penalty to quickness
-- Spring Board Trait's vertical and diving bonuses increased, and it now grants a small bonus to quickness as well
-- Long Reach and Ball Hawk Traits now provide a bigger bonus to their positive skills, and no longer penalize salary
-- Scat Back Trait now also provides a bonus to Receiving Consistency
-- TE Receiving Specialist Trait now also provides a small bonus to Receiving Consistency
-- Nerves of Steel and Soft Hands Traits now also provide a bonus to Receiving Consistency, and no longer penalize salary
-- Return Specialist Trait's Return Awareness bonus greatly increased
-- Active Hands Trait's bonuses doubled
- Power Tackling and Tackling Grip SP cost modifier reduced for CBs a bit. Point refunds for this will also be handled by a background script.

I will also be adding on one extra day to this offseason to allow enough time for scripts to finish up what they are doing, and for players to adjust any builds they want to.



Thanks a lot guys! Looking forwards to this season!
 
Meteos
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Really good changes!
 
william78
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- Zone Shark SA now works in any zone coverage, but its activation chance and level 1 & 2 duration have been reduced since it is now relevant essentially every play for a lot of players.

Power Tackling and Tackling Grip SP cost modifier reduced for CBs a bit. Point refunds for this will also be handled by a background script.

Cornerback salary values have been reduced to match those of LBs



........waiting to see how this turns out if it turns zone from slight advantage to insane will quickly follow Xars at the end of this season.

Edit: Actually looking at the numbers I'm not even really sure I want to see this season. This is gonna be really really ugly.

Not a big shocker to see where teams go - I mean Superstar CBs that hit like LBs pumping Zone Shark and knocking out balls left and right when intermediate passing was already a little low....seriously asking myself why I bother. I like diversity was excited for a new season and this is about as cookie cutter as it gets. I mean why would anyone play anything other than zone for a new team at this point?
Edited by william78 on Feb 6, 2022 20:31:21
Edited by william78 on Feb 6, 2022 20:23:48
Edited by william78 on Feb 6, 2022 20:12:53
 
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