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Forum > Goal Line Blitz 2 > Changes...here they are
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Parab00n
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Originally posted by Kayoh

what's your deal with 40 conditioning and like 20 heart? 30 snap reaction? 25 intim? All too low imo


Then take a point or 3 out of something else and put it there. You can't put every skill at 100.
 
bhall43
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The problem most people I think are having here is equating a balanced team with must have equal pass/run block skills. That isn't how I have gone about it by any means.
 
tezed
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Originally posted by bhall43
The problem most people I think are having here is equating a balanced team with must have equal pass/run block skills. That isn't how I have gone about it by any means.


A 50-60 Olineman in every category is garbage in my book.
 
bhall43
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Originally posted by tezed
Also true. 70+ Pass Awareness and Quick read at silver or gold and balls will still come out un-sacked. However completions are going to be way down.


Completions will definitely be down. Especially if you put yourself in a pickle early in a half and can't fight out of it with a quick TD or so. Also if you have no Superstars in any skill positions it is gonna be tough as well.
 
Stixx
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I like most of these changes but like many have mentioned here, this is going to destroy current rookie through seasoned players. The dominate o-linemen builds are not going to filter out until the current journeyman teams have cycled through vet, which means all the teams in lower tiers are going to be outmatched for the next 5-6 seasons.

I wish I wouldn't have retired a lot of my Vet o-line. I would imagine there are going to be people who just sit their current vets out until their current rookie-seasoned team hits vet...then once again, they will be the dominant teams at Vet. This mean that there is a possibility that the next 10 seasons could feature teams with o-linemen that weren't effected by these changes
Edited by Stixx on Jan 29, 2015 14:20:37
Edited by Stixx on Jan 29, 2015 14:17:49
 
tezed
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I wish they would shoot more for this - http://glb2.warriorgeneral.com/game/forum/thread/5217713

Rather than continuously buffing/nerfing running/passing/defense per complaints each season.
 
Rob.
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Originally posted by Stixx
This mean that there is a possibility that the next 10 seasons could feature teams with o-linemen that weren't effected by these changes




 
bhall43
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Originally posted by tezed
I wish they would shoot more for this - http://glb2.warriorgeneral.com/game/forum/thread/5217713

Rather than continuously buffing/nerfing running/passing/defense per complaints each season.


I am just not a fan of this considering the game is mostly RNG calling. Too many problem areas with so little control over a lot of elements.
 
tezed
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Originally posted by bhall43
I am just not a fan of this considering the game is mostly RNG calling. Too many problem areas with so little control over a lot of elements.


Care to elaborate?
 
Fumblerooski
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Long passing did need to be nerfed, but the pressure changes are going to make short passing even worse which is hilarious. Screens are already one of the most difficult passes in the game to complete which is funny and unintuitive, they are going to be even more impossible to catch now.
 
peeti
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Originally posted by Parab00n
Are you wanting to be able to fill in every skill to 100? I love the change, just ran a couple sims through and was happy with the end game build of a 1 dimensional Offensive lineman.


Originally posted by tezed
No one would build a player like that. Those caps are awful.

You need 70-80 Run Block Tech to be good at run blocking with the shed block/break run block bumps.

Pass Block tech doesn't need to be 70. Even OTs don't need more than 60.



Dont tell USC...tried to explain it to him but he didnt understand and came up with weird facts
 
peeti
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Originally posted by tezed
Whoever thought these changes actually help balanced teams is a fool, it actually makes no sense to be a balanced team anymore.

Passing is harder and running will be harder (SP wise & break run block buffs) for any balanced teams.


Why? You hit pure teams very hard with it. That buffs balanced teams. So dont be blind
 
bhall43
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Originally posted by tezed
Care to elaborate?


The play calling is RNG with % bias. So I could have a 70/30 split but could get 7 pass plays in a row (maybe more). Bad luck places me in a bad position based on that suggestion. Or I could have lucked out that the bias only called 6 pass plays in a row and a run on the 7th. Furthermore going into late half or trailing modes I am certainly getting pelted by this as you have even less control over the AI.

And 70/30 was just an example. One in which could come out from a 50/50 split as well depending on the rolls. In the end I think it does less good than it does bad. The Air Raids and Minnesota's will still pummel the weak. The weak will just look that much weaker trying to replicate the results by tricking the AI.
 
o The Boss x
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Originally posted by Stixx
I wish I wouldn't have retired a lot of my Vet o-line. I would imagine there are going to be people who just sit their current vets out until their current rookie-seasoned team hits vet...then once again, they will be the dominant teams at Vet. This mean that there is a possibility that the next 10 seasons could feature teams with o-linemen that weren't effected by these changes


This happened in glb1 too.
 
tezed
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Originally posted by bhall43
The play calling is RNG with % bias. So I could have a 70/30 split but could get 7 pass plays in a row (maybe more). Bad luck places me in a bad position based on that suggestion. Or I could have lucked out that the bias only called 6 pass plays in a row and a run on the 7th. Furthermore going into late half or trailing modes I am certainly getting pelted by this as you have even less control over the AI.

And 70/30 was just an example. One in which could come out from a 50/50 split as well depending on the rolls. In the end I think it does less good than it does bad. The Air Raids and Minnesota's will still pummel the weak. The weak will just look that much weaker trying to replicate the results by tricking the AI.


A run would break the streak. The early penalties shouldn't be that harsh. 15+ in a row should really start to hurt offenses. The end of the game scenario, the defense should know that you are going to continue passing. It just makes sense to give them a buff when it's obvious what is coming.

Teams should have to mix in a run or a pass. One run/pass every 7 plays will make a difference.
 
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