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Forum > Goal Line Blitz 2 > S57 Changelog Requests - and some State of the Game stuff after it
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BoDiddley
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Originally posted by Myrik_Justiciar
We still have S*HBs breaking 40 tackles in a game (see Olympus), despite BW, etc. I still see QBs hit hit open receivers and I see them complete against covered and even double covered WRs. It's not like we don't have QB's completing 60+% of their passes on here. QB's got a passing arc added as well TTN too, there isn't a need for more buffing...if anything I think it's the opposite...they got too much love already in comparison to CBs for example.

Brick Wall works fine. So does Leverage. It's up to teams to use it. All that's being asked for a a counter for a broken passing mechanism.

A QB should be able to pass to an open receiver, yes? I mean I get why you wouldn't be for that, but it's a lot of cheese to watch a pass to a wide open receiver get picked off yards away from a LB with a 1 inch vertical. Would be one thing if they had 80+ Vertical investment and could jump like Michael Jordan lol, but that's not what's going on.

Originally posted by

Both have advantages and disadvantages, but Man's stronger because it is more consistent. I gave up for less yards, had a better def comp %, etc with Man. If you think Zone is stronger atm, its because some of the better players have currently switched over. Who's the best player is irrelevant, there are great players of all types in the HoF. For example, the All-Time LB list has Robs zone LB from pre-nerf, then bhall's man blitzer, then Dredgar's man blitzer, then one of my team's zone lb, then one of my team's blitzers. The point is, its not necessarily the defense so much as whose running it.

Well I didn't say zone was stronger, you said Man is OP, and I was asking why. Zone has better stats now and has been buffed since you ran Man D, so you'll have to explain why Man is OP now.

Originally posted by

As far as Route Elusiveness, it is not very affordable, but Route Tech is. Elusiveness would directly help WRs get open and might open up more guys to using HF which does fire against zone defenders. Route tech to 50 is roughly 5300 points, while Route Elusive to 50 is roughly 10,700 points. Instead of again hardping on zone because it's popular atm, how about we look at something that has been long overdue to be reworked like RE. I think we all should agree on that simple buff.

I find it funny how you're like why mess with passing when it comes to fixing the broken pickoff cheese. But all for buffing route elusiveness since it doesn't impact zones. Route Elusiveness is fine where it is, it's very easy to push high. Good luck to CBs if it got buffed, Cov Tech isn't cheap either.

Power Rushing on a WR though could use a buff though, would make Calvin Johnson builds viable


Edited by BoDiddley on Dec 15, 2021 19:24:58
 
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Originally posted by BoDiddley

All that's being asked for a a counter for a broken passing mechanism.

A QB should be able to pass to an open receiver, yes? I mean I get why you wouldn't be for that, but it's a lot of cheese to watch a pass to a wide open receiver get picked off yards away from a LB with a 1 inch vertical. Would be one thing if they had 80+ Vertical investment and could jump like Michael Jordan lol, but that's not what's going on.


I don't see anything that shows Passing is broken. Those LBs you complain about invest points to make plays like they do and are working as intended... if anything Passing has gotten a lot of love the past couple seasons with TTN and the pass arc change.

Originally posted by BoDiddley

Well I didn't say zone was stronger, you said Man is OP, and I was asking why. Zone has better stats now and has been buffed since you ran Man D, so you'll have to explain why Man is OP now.


Man isn't just OP now, it's always been... just because myself and others aren't running it doesn't mean it's gotten any weaker, if anything its the one that gained the new SA last I checked. All you have right now is the majority of great DCs are running Zone instead of Man and you are just seeing a fallacy based on this. Aren't Man's CBs getting more Ints now thanks to the passing arc change? But I digress, TTN seems like a really really strong SA for QBs I'd say.

Originally posted by BoDiddley

I find it funny how you're like why mess with passing when it comes to fixing the broken pickoff cheese. But all for buffing route elusiveness since it doesn't impact zones. Route Elusiveness is fine where it is, it's very easy to push high. Good luck to CBs if it got buffed, Cov Tech isn't cheap either.

Power Rushing on a WR though could use a buff though, would make Calvin Johnson builds viable


Because "pickoff cheese" isn't broken, those dots are built to get those picks (I'm a broken record here). RE impacts Zone via HF and its not fine, its overcosted and underused (I showed you the cost) and if CT needs a reduction I'd be happy to look at it. Also, I'm not against Calvin Johnson builds for WRs either, that'd be cool.
Edited by Myrik_Justiciar on Dec 15, 2021 21:04:26
Edited by Myrik_Justiciar on Dec 15, 2021 21:00:01
 
Adderfist
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"RE impacts Zone via HF and its not fine" - It doesn't, but it should.
 
NCC1701
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So are we getting new offensive plays are not?
 
Xars
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Originally posted by Myrik_Justiciar

I don't see anything that shows Passing is broken. Those LBs you complain about invest points to make plays like they do and are working as intended... if anything Passing has gotten a lot of love the past couple seasons with TTN and the pass arc change.


It has. And something's still wrong.

NFL Passing: https://www.pro-football-reference.com/years/2021//passing.htm
NFL Rushing: https://www.pro-football-reference.com/years/2021//rushing.htm
NFL Defense: https://www.pro-football-reference.com/years/2021//defense.htm

We are trying to play a similar game. What do you see?

Passing game has a YPC range of 9.6 - 12.4. That's pretty similar to GLB2.

But these aren't:
Comp% of the Top 30 QBs is high 60s. That's more than GLB2.
Int% is 1.5% - 3.5%. Overall 2.27% from the top 32 playing QBs.
Sack% is 2.8% - 9.0%. Overall Sack Rate is 6.09% for 6.91 yards.

NY/A (Net Yards per Attempt ie after Sacks) is 4.74 - 7.66.
Factor in the INT yardage adjustment (1.02 yds) and NFL Passing is 3.72 - 6.64 YPA.

NFL Passing overall is 5.43 Net YPA after Sacks and INTs.

Rushing (gross, not lost) fumble rate of 3.7% on overall average of 4.297 YPR. I don't see lost fumbles (the better stat).

On the Defense page, of the top 30 INT players, 2 are LBs while 6 of the Top 10 forced fumbles on NFL Defenses are LBs (and 12 of the Top 20).


Here's my thought:

INTs and Sacks are high in GLB2 and Fumbles low.

At the same time, most teams have had non-S* QBs and S* HBs on their team. So worse passing #'s and better rushing and fumble rates makes some sense. Going forward we should have more S* QBs then we've had - which should improve Passing some.

For now, I don't think anyone really objects to a Salary Cap change between LBs and CBs (as long as it's implemented with notice). I don't think Zone D is going to suffer too much overall if there's one less S* LB but one more S* CB, FS or SS. Besides, if someone builds a 3-4 S* WR team, don't you want cheaper CBs even if you are running full Zone? And there are a ton of GLB2 "Man" plays that have zones to them. In football, that's how you get double teams deep.

As to code changes, a 20% reduction in the base INT rate with a 20-40% increase in fumble rate seems like a step in the right direction. I'd be fine waiting until S* QBs and S* WRs tandems get to Vet though before doing it.

It's why I say that Strip Tech is under-powered. I think it could use a buff. Now full disclosure, if I build LZ7, I was intending on using Strip Tech more and combining it with the Opportunist SA. Am I doing it because I think it's OP? No. Am I trying to make it OP because I intended to use it? No. But I do think it should have reasonable returns on the cost. Currently, 10k of SPs spent on INT gets you at 5x-10x the number of turnovers that Strip Tech does (over the course of a season). At least on CBs.

It's just neat seeing a CB strip/fumble recover a pass that a WR has just caught. (Josh Norman has 6 forced fumbles but only one INT.)

Gimli (my S* HB) had a lost fumble rate of 1.12% this past season as a power-back. That's too low. And it's his highest % in his 3 seasons at Vet so far.

Let's see if more S* QBs and WRs improve the Passing game through higher skill values rather than changing tons of code. Though with the S* DT TV meta, Passing may become Sack city. We'll see.

In the meantime, let's arm Defenses with the Salary Cap resources by matching CB salaries to WRs. Even if LBs aren't increased.
Edited by Xars on Dec 16, 2021 02:55:38
Edited by Xars on Dec 16, 2021 02:31:09
Edited by Xars on Dec 16, 2021 02:30:22
Edited by Xars on Dec 16, 2021 02:28:17
Edited by Xars on Dec 16, 2021 02:25:56
 
Xars
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Originally posted by Myrik_Justiciar

Man isn't just OP now, it's always been... just because myself and others aren't running it doesn't mean it's gotten any weaker, if anything its the one that gained the new SA last I checked. All you have right now is the majority of great DCs are running Zone instead of Man and you are just seeing a fallacy based on this. Aren't Man's CBs getting more Ints now thanks to the passing arc change? But I digress, TTN seems like a really really strong SA for QBs I'd say.


If you mean Swat Down, which I think you are, you're imaging something that isn't there. None of my future build plans at CB include Swat Down. None. It's on screen a lot, but that doesn't mean it's effective.

To my post above, I think the short version is:

S* TEs eat up Man D. Zone D snuffs the S* TE.

Will Man be better against S* WRs? Will Zone need help with S* WRs? Is Defense going truly hybrid by Man underneath and Zone over the top? Or will the S* DTs, using TV and causing 18 Tick Sacks, dominate the game?

Edited by Xars on Dec 16, 2021 03:16:21
 
Xars
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If Bort/Cdog do anything code wise to the Passing game, it should be this:

Short Passes have shorter QB drop back scripts that actually cause the QB to throw the ball.

I just grabbed the first Short Pass play out of I formation that didn't target the FB/HB first and that was FL Hitch.

The default target is WR2.

Here's a version of this play: https://glb2.warriorgeneral.com/game/replay/826636/637558

The QB is set at Tick 18 and can throw but doesn't until Tick 28, waiting on WR2. It ends up going for 11 yards.

But it's 2nd and 6 and it's a Short pass play. Just throw the damn ball at Tick 18 and take the shorter completion. First down or not. That's the hang up. In the example above, the QB does have time so waiting is justified, but throwing an 11yd incompletion isn't as good as a 4-7 yd completion right there. The WR is actually closer to the CB at the 11yd mark then just catching it in front of him pre-7 yards of the route.

Fix this first if you're going to make a code change.
Edited by Xars on Dec 16, 2021 05:30:48
Edited by Xars on Dec 16, 2021 05:29:04
Edited by Xars on Dec 16, 2021 05:28:34
Edited by Xars on Dec 16, 2021 03:32:48
Edited by Xars on Dec 16, 2021 03:32:04
 
dredgar
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Originally posted by Xars
If Bort/Cdog do anything code wise to the Passing game, it should be this:

Short Passes have shorter QB drop back scripts that actually cause the QB to throw the ball.

I just grabbed the first Short Pass play out of I formation that didn't target the FB/HB first and that was FL Hitch.

The default target is WR2.

Here's a version of this play: https://glb2.warriorgeneral.com/game/replay/826636/637558

The QB is set at Tick 18 and can throw but doesn't until Tick 28, waiting on WR2. It ends up going for 11 yards.

But it's 2nd and 6 and it's a Short pass play. Just throw the damn ball at Tick 18 and take the shorter completion. First down or not. That's the hang up. In the example above, the QB does have time so waiting is justified, but throwing an 11yd incompletion isn't as good as a 4-7 yd completion right there. The WR is actually closer to the CB at the 11yd mark then just catching it in front of him pre-7 yards of the route.

Fix this first if you're going to make a code change.


This is a great idea. Plays to work accordingly, that is why slants have never worked in this game really.
 
Detroit Leos
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It is actually surprising that slants have not been too effective considering that TE posts kill like they do. The difference is essentially hitting a soft spot between safeties vs. running in to a safety of LB.

I would love to get more out of WRs in general. All good pqssing attacks are essentially propped up by TE passing though.
 
BoDiddley
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Originally posted by Xars
If Bort/Cdog do anything code wise to the Passing game, it should be this:

Short Passes have shorter QB drop back scripts that actually cause the QB to throw the ball.

I just grabbed the first Short Pass play out of I formation that didn't target the FB/HB first and that was FL Hitch.

The default target is WR2.

Here's a version of this play: https://glb2.warriorgeneral.com/game/replay/826636/637558

The QB is set at Tick 18 and can throw but doesn't until Tick 28, waiting on WR2. It ends up going for 11 yards.

But it's 2nd and 6 and it's a Short pass play. Just throw the damn ball at Tick 18 and take the shorter completion. First down or not. That's the hang up. In the example above, the QB does have time so waiting is justified, but throwing an 11yd incompletion isn't as good as a 4-7 yd completion right there. The WR is actually closer to the CB at the 11yd mark then just catching it in front of him pre-7 yards of the route.

Fix this first if you're going to make a code change.


Would rather the QB throw the ball at Tick 26 like he did, as opposed to Tick 18 there. That's a good 1 on 1 situation and that's how that route is supposed to go.

Throwing the ball at Tick 18 there makes the defense's job much easier. That's essentially what happens when a rusher breaks threw and forces an earl pass. I find pass protection holding and routes developing more beneficial in general, since WRs can actually use their skills, and things like elusiveness/route running have an impact.
Edited by BoDiddley on Dec 16, 2021 07:37:24
 
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Originally posted by Adderfist
"RE impacts Zone via HF and its not fine" - It doesn't, but it should.


I've seen it fire against Zone defenders since I use it myself, but I noticed it just isn't that effective for the cost which to my mind means that if it costed lower we could explore builds using a higher investment and see what the results get us. Maybe if we were on the average to increase the points spendage to 70 minimum along with say 70 RT we might see them Stun DBs more.
 
BoDiddley
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Originally posted by Myrik_Justiciar
I've seen it fire against Zone defenders since I use it myself, but I noticed it just isn't that effective for the cost which to my mind means that if it costed lower we could explore builds using a higher investment and see what the results get us. Maybe if we were on the average to increase the points spendage to 70 minimum along with say 70 RT we might see them Stun DBs more.

I ran 80+ RE on Tecmo Rice during Dream's last run and he was getting 200 yd/g and 70 tds in Vet. I mean if I won't complain if it gets buffed lol, but it's already effective.

https://glb2.warriorgeneral.com/game/replay/805015/615197?player_id=334474
https://glb2.warriorgeneral.com/game/replay/805015/615541
https://glb2.warriorgeneral.com/game/replay/805015/616661?player_id=334474

and when Head Fake actually fires it's great. Would be nice if it did more, but probably would be OP if it did

https://glb2.warriorgeneral.com/game/replay/805046/1165953?player_id=334474


People said Play Action sucked, until a couple of us build for it some seaosns back. I had a 90+ Leadership QB, and a HB with 90+ carry awareness, and clearly it didn't suck bye the results a few were getting before it got nerfed to oblivion. RE would be the same if it got buffed, so people may think twice about that.
Edited by BoDiddley on Dec 16, 2021 08:39:57
Edited by BoDiddley on Dec 16, 2021 08:37:54
 
4chanCitizen
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Originally posted by Detroit Leos
It is actually surprising that slants have not been too effective considering that TE posts kill like they do. The difference is essentially hitting a soft spot between safeties vs. running in to a safety of LB.

I would love to get more out of WRs in general. All good pqssing attacks are essentially propped up by TE passing though.


You're alive!?!?
 
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Originally posted by Xars
It has. And something's still wrong.

NFL Passing: https://www.pro-football-reference.com/years/2021//passing.htm
NFL Rushing: https://www.pro-football-reference.com/years/2021//rushing.htm
NFL Defense: https://www.pro-football-reference.com/years/2021//defense.htm

We are trying to play a similar game. What do you see?


Similar, but not the NFL, we are confined to game mechanics. That's what I have issue with when we start bringing all the "IRL" arguments into what is technically Tecmo Bowl on steroids (which I love). I've played IRL football (as I know many here have) and I've been a gamer for most of my life where I've beta tested upteen games though the years so I try to make my suggestions within the confines of their game engine as best as I know of it.

I don't think Zone is an issue, I don't think Blitzing/LBs are an issue, nor do I think Int rates are an issue based on the overall game design. I think Zone is a direct counter to TE Spam, I think WRs might be an option you all haven't dug into and I saw what I think is potential with RE and HF cost and usage. New pass plays and allowing us to set our own Checkdowns would be a great. All these things are changes I see them being able to deliver considering the amount of time they are likely to spend on the game (which isn't going to be much as that I think they have their Steam Game as their major focus). Could they do a major overhaul? Maybe... but the odds are not good I'd wager.

Anyways, it feels like I do this dance with you, Bo, and co. that just doesn't go anywhere every changelog. At least this time is civil and I appreciate that.
Edited by Myrik_Justiciar on Dec 16, 2021 09:08:50
 
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I want to add that I find the idea of a true Hybrid defense on here fascinating. I think given the right plays to work with, along with the guys willing to experiment with builds, we could get get a great 3rd option for defense. That would be amazing for a game this old and more variety would be a welcome. My last 2 Changelogs had plays purposely directed at Hybrid defense and Bort added several if not all in.
 
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