User Pass
Home Sign Up Contact Log In
Forum > Goal Line Blitz 2 > S31 Changelog Suggestions
Page:
 
BoDiddley
offline
Link
 
Originally posted by holt1dj
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.

The thing about short/medium/long passes is that they're more about positioning than anything else. Teams that threw deep passes did so with speed WRs who could get separation. Short passing is about quick hitters to an open receiver with a quick moment of separation. Medium passing is about again, finding receiver with separation on any route. In general, GLB2's offensive pass plays have always had bad short routes where receivers couldn't get proper separation(much worse now with the changes of late). Only way to fix this is to have better designed short plays(especially plays that have the receiver going lateral, and not just a short vertical route).
Originally posted by Galactic Empire
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.


Don't forget that defensive pathing was buffed. Problem is that blocking was nerfed that off-season too. So we had a blocking nerf, balance debacle, and major upgrade to pathing all at the same time.
 
Link
 
I think buffing run blocking would help tremendously.
 
Link
 
Originally posted by Galactic Empire
I think buffing run blocking would help tremendously.


Maybe a little... and giving Stiff Arm a little love since it works nowhere as well as it did seasons ago.
 
Sov.
offline
Link
 
Originally posted by BoDiddley
Don't forget that defensive pathing was buffed. Problem is that blocking was nerfed that off-season too. So we had a blocking nerf, balance debacle, and major upgrade to pathing all at the same time.


regardless of blocking being weak or block pathing being poor, the issue is that the combination of the HB "balance fix" (which basically just makes all HBs move clunky and slow regardless of sprint/fw/quick/bal) and the defensive pathing improvements just means that the HBs cannot beat the defense to the edge so outside rushing is useless. teams can just spam coverage or blitz without any fear of being beat by the run.

outside rushing was already a huge boom or bust before either of these changes (aside from when counters were borked) but now there is just too high a risk of TFLs between the DTs/DEs breaking thru the line, plus the LBs swarming around the edge, combined with the fact the HBs are just too slow and clunky now. even if HBs break a tackle behind the line, they do not regain speed so they do not get more than a few yards before they fall down. why even take any risk of -3 TFL to gain maybe 3-4 yds when you can just spam an extra pass or two and hope for a dice roll and a 1st down? when you cant beat ZEB or blitz spam with outside running, there is a huge flaw in the mechanics of the game.

i know im beating a dead horse by saying the same things over and over since the start of the season, but the main issue with the game right now is that the HB "balance adjustment" needs to be removed and HBs need to be able to play like they played season 29 before the changes. leave the defense and everything else exactly as-is and let HBs actually be able to perform and make plays and we will have balance.
Edited by Sov. on Apr 26, 2018 14:55:06
 
Link
 
I dunno about removing the balance to HB's all together, but I'd be in favor a buff. The rest I agree with... Defense looks good, though you can have runs of high TO's (are we on par for realism there?).

And all respecs should be full respecs, not just one tier... the game changes so much one tier isn't enough to fix builds that took months to develop.
Edited by Myrik_Justiciar on Apr 26, 2018 15:02:20
Edited by Myrik_Justiciar on Apr 26, 2018 15:02:01
Edited by Myrik_Justiciar on Apr 26, 2018 15:01:28
Edited by Myrik_Justiciar on Apr 26, 2018 15:00:59
 
Sov.
offline
Link
 
Originally posted by Myrik_Justiciar
I dunno about removing the balance to HB's all together, but I'd be in favor a buff. The rest I agree with... Defense looks good, though you can have runs of high TO's (are we on par for realism there?).

And all respecs should be full respecs, not just one tier... the game changes so much one tier isn't enough to fix builds that took months to develop.


idk they have tried to fix or buff the balance issue twice now and it hasnt changed much, except the HBs dont fall over 10x a game without being touched

ive compared HBs with 40 bal to HBs with 70 bal, or 20 footwork to 40 footwork, or 30 quickness to 60 quickness - individual HB performance all looks very much the same now in the sim and exactly the same on the stats page.

the fact is that every single vet HB in the top 15 in the HOF is between 4.5 to 5.5 YPC. there used to be tiers of 3-5, 6-8, 8-10, 10+ YPC HBs for 30 seasons until currently. even with 100s more carries on some HBs compared to others, the YPC remains within the same tier of 4.5-5.5 YPC.

is that due to "not having enough balance"? then how come HBs with more balance have the same exact YPC as ones with half the balance? the answer is that is has nothing to do with the balance stat on the players and everything to do with how they implemented the balance change into the mechanics of the game
 
Link
 
I wanted to try like 70+ Balance, but I can't cuz of the stupid 1 tier respec I'm given...I maxed speed and what not way back and can't undo some of it to gain points to adjust the build to fit the current meta so its hard for me to get a better gauge.

As far as YPC, are we close to NFL numbers now? And I do think S*HB's should be on the higher end of that NFL average if so, while non-stars should be average.
 
rch3
offline
Link
 
Originally posted by Myrik_Justiciar
As far as YPC, are we close to NFL numbers now?


Michael Vick
7.0

Randall Cunningham
6.4


Marion Motley+
5.7


Jamaal Charles
5.4


Jim Brown+
5.2


Cam Newton
5.2

Mercury Morris
5.1

Joe Perry+
5.0


Gale Sayers+
5.0


Barry Sanders+
5.0
Edited by rch3 on Apr 26, 2018 21:30:19
 
Nyria
offline
Link
 
Originally posted by Myrik_Justiciar
I wanted to try like 70+ Balance, but I can't cuz of the stupid 1 tier respec I'm given...I maxed speed and what not way back and can't undo some of it to gain points to adjust the build to fit the current meta so its hard for me to get a better gauge.

As far as YPC, are we close to NFL numbers now? And I do think S*HB's should be on the higher end of that NFL average if so, while non-stars should be average.


Remember that the most successful HB's are not only S*'s but playing with better coaching and builds around them than other players, sometimes playing very overmatched teams, so should be doing better than anyone in the NFL. On the other hand, the HB's on teams getting blown out all the time, it's fine if they do considerably worse than any in real life, for the same reasons in reverse. NCAA Division 1 might look more similar in what top players do, because top teams do play some creampuffs in college football. But the average backs, in the middle of the distribution, generally reasonably well built non-S*'s with average teams around them, should be around the average of real top leagues (NFL/NCAA D1).

The most successful QB's also, for the same reason, that they get to play much weaker teams, should put up better numbers than an NFL great like Tom Brady ever did. S*'s, top coaching, good lines, good receivers, some overmatched teams-- at least like Heisman winning NCAA QB's. The guys in the middle should be putting up typical high level football QB ratings, and the worst should be awful. The range will be larger because there's a lack of competitive balance, though the guys in the middle should be at least reasonably close.

I don't know just what happened with Balance, as I wasn't here when that change was made (but it shouldn't go back to Balance barely mattering, if that was what it was; if that ruined builds, there's a good case for full respecs, for a big change like that, for Pros and Veterans, though below Pro there should be enough points left to earn I'd think the builds could be fixed, along with the standard one season respec). The better defensive pathing possibly should require for run defense a Pursuit roll, for pass defense maybe Cover Tech or (probably better) a combo of Cover Tech with Man/Zone Awareness according to Man or Zone. If those abilities are no good, then the pathing should be intentionally bad sometimes.

I also noticed having been away that blocking is heavily favoring defense, at least in Rookie leagues where I've been playing. There are a lot more revcakes than pancakes. I don't know if that's new or when it started. I know when I played a couple of years ago, pancakes and revcakes were about balanced. I gave a blocking FB Pancake Chef because in the past blocking FB's had gotten a lot of pancakes, usually blocking guys (non-linemen) with much worse Break Run Block and Hold Ground than their Run Block Tech/Power. But even my FB gets pancaked by these LB's and guys in the secondary much more then he records them...and my CB's, with not much in those, get revcakes a lot more than they're pancaked. Maybe that's just a low-level thing; I don't know. But if it goes all the way up the ladder, blocking is one of the keys, especially to the running problems.
 
Bretto007
offline
Link
 
Originally posted by Sov.
idk they have tried to fix or buff the balance issue twice now and it hasnt changed much, except the HBs dont fall over 10x a game without being touched

ive compared HBs with 40 bal to HBs with 70 bal, or 20 footwork to 40 footwork, or 30 quickness to 60 quickness - individual HB performance all looks very much the same now in the sim and exactly the same on the stats page.

the fact is that every single vet HB in the top 15 in the HOF is between 4.5 to 5.5 YPC. there used to be tiers of 3-5, 6-8, 8-10, 10+ YPC HBs for 30 seasons until currently. even with 100s more carries on some HBs compared to others, the YPC remains within the same tier of 4.5-5.5 YPC.

is that due to "not having enough balance"? then how come HBs with more balance have the same exact YPC as ones with half the balance? the answer is that is has nothing to do with the balance stat on the players and everything to do with how they implemented the balance change into the mechanics of the game



No HB should be getting over 5 YPC. That just goes to show how messed up the game was before they fixed it with the balance implementation.

 
Bretto007
offline
Link
 
Originally posted by Sov.
also, wrong, chem goes up 3-5 pts a game at medium chem so to go from 50 to 100 it takes approximately 15 or so games using a 3.5 average. you may get unlucky and average more 3's per game it it might be 17-18 games or along those lines. math > whining



Over 20 games played and players on medium contracts signed during FA still not at 100 Chemistry. So your arrogant napkin math is wrong and I am presenting facts that have happened and are currently happening.

 
Nyria
offline
Link
 
Originally posted by Bretto007

No HB should be getting over 5 YPC. That just goes to show how messed up the game was before they fixed it with the balance implementation.



Remember, a lot of their games are against overmatched opponents. No HB should get much over 5 yards per carry in evenly matched games. But the mismatches inflate the stats, and if even with mismatches even the best HB gets only 5 ypc, then in well-matched games he's probably getting 3 ypc, which is way too low for the best HB's.

In the NCAA, where there are mismatches maybe somewhere near GLB2 level, I just clicked on the rushing yards leader that was listed, and saw what he gained. Those are inflated by mismatches, of course, but only in the same way it happens here: http://www.espn.com/college-football/player/_/id/3139925/rashaad-penny
Edited by Nyria on Apr 26, 2018 23:51:47
 
Bretto007
offline
Link
 
Originally posted by Nyria
Remember, a lot of their games are against overmatched opponents. No HB should get much over 5 yards per carry in evenly matched games. But the mismatches inflate the stats, and if even with mismatches even the best HB gets only 5 ypc, then in well-matched games he's probably getting 3 ypc, which is way too low for the best HB's.


Hall of Fame HBs don't average much over 4 YPA over their careers so there you go. That includes good matchups and poor matchups. Averages should definitely be under 5.
 
Nyria
offline
Link
 
Originally posted by Bretto007
Hall of Fame HBs don't average much over 4 YPA over their careers so there you go. That includes good matchups and poor matchups. Averages should definitely be under 5.


You can see my edit. The NFL worships parity, which is fine. There isn't parity anywhere near the NFL's that in GLB, and there shouldn't be; it would stop anyone from having a really good team. Rashaad Penny, who in the NCAA may have faced similar mismatches, got 7.8 ypc in 2017. That's a top back for his level facing mismatches somewhere near this game's level.
 
Bretto007
offline
Link
 
Originally posted by Nyria
You can see my edit. The NFL worships parity, which is fine. There isn't parity anywhere near the NFL's that in GLB, and there shouldn't be; it would stop anyone from having a really good team. Rashaad Penny, who in the NCAA may have faced similar mismatches, got 7.8 ypc in 2017. That's a top back for his level facing mismatches somewhere near this game's level.



GLB2 wants to be more like the NFL rather than college/high school football where the scores are 78-0.

 
Page:
 


You are not logged in. Please log in if you want to post a reply.