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Forum > Goal Line Blitz 2 > S31 Changelog Suggestions
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Xars
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Originally posted by Myrik_Justiciar
We do like the changes, but it needs dialed back just a little to hit that sweet spot of perfection. Seeing possession WR's with 90+ CIT catching below 50% of their targets isn't good.


But what’s their First Down %?

48%?

42%?

36%?

It’s a more relevant metric.
 
dredgar
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Originally posted by Xars
But what’s their First Down %?

48%?

42%?

36%?

It’s a more relevant metric.


I would like to see this compared to say college top teams or NFL first down % numbers if they are close then I’m great with it.
 
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So for these changes do Off Tackle plays in tactics count as Outside or Inside rushing?
 
Corndog
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Originally posted by Myrik_Justiciar
So for these changes do Off Tackle plays in tactics count as Outside or Inside rushing?


They count as run.
 
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Originally posted by Corndog
They count as run.


Ok, but Outside or Inside or Neither? I'm trying to get the bonus for picking the right play and I'm not sure what category of run they fit in.
Edited by Myrik_Justiciar on Apr 11, 2018 10:48:03
 
Sov.
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Originally posted by Myrik_Justiciar
Ok, but Outside or Inside or Neither? I'm trying to get the bonus for picking the right play and I'm not sure what category of run they fit in.


i am not fluent in snarky but what i believe CD is trying to say is that the bonus applies only towards "pass or run" so if you are tagging a defensive play for outside or inside run, you get the bonus vs any outside, inside, or offtackle runs regardless.

my assumption though is that they are inside runs and you would get the bonus for an inside run play tag
Edited by Sov. on Apr 11, 2018 11:28:27
 
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Originally posted by Sov.
i am not fluent in snarky but what i believe CD is trying to say is that the bonus applies only towards "pass or run" so if you are tagging a defensive play for outside or inside run, you get the bonus vs any outside, inside, or offtackle runs regardless.

my assumption though is that they are inside runs and you would get the bonus for an inside run play tag


OK, so long as its tagged any run, I'm good... Thanks, Sov.
 
bhall43
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Originally posted by Sov.
i am not fluent in snarky but what i believe CD is trying to say is that the bonus applies only towards "pass or run" so if you are tagging a defensive play for outside or inside run, you get the bonus vs any outside, inside, or offtackle runs regardless.

my assumption though is that they are inside runs and you would get the bonus for an inside run play tag


Is that how it works though. Or is it taking into account what package it fires from?
 
TDiddy8701
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Corndog/whoever, fix the damn ladder logic!

#1 teams should never have to play a team two levels up

#2 if and when they play a team a level up, it should be a mediocre team (let's say bottom 1/3)

#3 there's usually enough teams in-tier, that it would be better to see a good team play a bad team in-tier in ladder games for the first time, than play the same team for the 4th or 5th time in a season (fix by expanding the range of ranking of teams you can play "in-tier)

#4 there should be a #1 priority in the script that has you playing the same team in ladder NO-MORE than 2 or 3 times a season



This isn't rocket science... I'm a civil engineer with VERY little programming experience, but I know I could alter the logic to fix most of these issues.
 
Nyria
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I just returned this season. My last active season here, from my players' records, was Season 16, late in which I burned out from accepting too many front office offers, plus while this is a very good game it's fairly expensive when an agent for lot of players, while the only way it's enjoyable is with a lot of players. But I remembered it positively enough to come back.

When I was here, the O/D balance was good. Top players had "too many" yards rushing or passing, but that was due to being inflated by blowouts. Good, close matchups were about right. Passing didn't move the ball quite like real life passing, but there were too few interceptions, so on balance passing was about as good as reality. I'm glad there are more interceptions now, but that means passing should be really good at moving the ball. The tradeoff is that if you pass, you move the ball very well, but you risk turnovers, especially on long passes.

I'm seeing mostly rookie games now, which are the old sophomore (that part being a fantastic change, by the way: Old rookie games were like Pee Wee games and awful to watch-- Sophomore is when it started looking like the kind of football one would watch, maybe good high school games)-- but the Sophomore leagues weren't that differently balanced than the rest of the game, so it's good to have that with "Rookie" players, except right now the balance is all defense. Rookie games that aren't blowouts seem to tend up 10-7 or something most of the time.

The top offensive players' stats in Vet leagues I've looked at look like top real life players' stats; but they should look better, inflated by blowouts as they are. They're the best builds, usually S*'s, with good teammates and top coaches. They aren't always playing good builds and top coaches. Sometimes they're even playing cpu players and cpu owner/coaches.

From other posts, I may have come in on a weird season for O/D balance, when offense may have been too powerful last season, and maybe for a few seasons before it as well, and the changes to balance things pushed things too far toward defense. I really hope it's dialed back. There shouldn't be a lot of 49-42 games, but there should also be very few 7-3 games as well. Neither extreme is much fun. Blowouts never will be much fun, but those can't be helped when competitive balance isn't great; but the close games should tend toward the more realistic 27-21 type scores much more than either extreme.
 
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I wish we'd get full respecs instead of just one tier... I can't undo the damage done to my build from the radical changes.
 
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So how about fixing Stiff Arm a little bit? 60 balance, 93 power, 70 awareness and doesn't fire often and when it does you fall on your ass 50% of the time... might give rushing a boost if some of the SA were buffed
 
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How often is this happening to you all with Stiff Arm:

https://glb2.warriorgeneral.com/game/replay/542173/1468690

And is offense playing a little better for anyone else? Or is it just the quality of defenses causing the problems?
Edited by Myrik_Justiciar on Apr 23, 2018 13:58:43
Edited by Myrik_Justiciar on Apr 23, 2018 13:57:50
 
holt1dj
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Originally posted by dredgar
I would like to see this compared to say college top teams or NFL first down % numbers if they are close then I’m great with it.


I agree short passing formations suck this should highly used with much higher completion pct. we rarely run these type plays i can see lowering pct of long plays but its hard to get a rhythm going on offense running sucks butt 88 pr gets you nothing maybe a yard or two more per carry. The play bonuses should be set by distance if short is tagged over the top may have some success you know like sitting on a slant or hook ect. if coverage chooses long they should get bonuses but underneath routes have more success under 7 or 5 yards perhaps. idk just my rant.
 
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Originally posted by Myrik_Justiciar

And is offense playing a little better for anyone else? Or is it just the quality of defenses causing the problems?


Offense, especially the running game, is terrible right now. The balance thing + the "weighted tackle" change killed the running game. If they leave these changes in the game, they really need to improve run blocking.

The combination of the above plus the D-Line blowing up the O-Line constantly is the main reason.
Edited by Galactic Empire on Apr 25, 2018 08:36:59
 
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