User Pass
Home Sign Up Contact Log In
Forum > Goal Line Blitz 2 > S50 Changelog suggestions
Page:
 
BoDiddley
online
Link
 
Originally posted by Detroit Leos
It is certainly an option to limit the ability to spam which is good IMO. I personally run pretty diverse PBs, but am still able to spam a bit more. Between lowering the priority range and expanding the minimum number of plays, it would make the spam plays a bit harder to run. I would also make it so repeat plays could not be used in different sections of the PB. I am all for anything that slows the ability to spam. I think spam is a major issue. The play diversity bonus put in place however many seasons ago was an attempt to handle this. Unfortunately, whatever boost players get from mixing up the plays never really seemed to be large enough.


Perhaps. I personally find teams that only use a few plays easier to defend. The TE based offense would probably take the biggest hit. Could be interesting.
 
Link
 
Originally posted by BoDiddley
Do people only use 5 plays though? Not sure this would do much.


I us as many plays as I possibly can, though some get higher priority. But I think myself and say DL types are few and far between.
 
BoDiddley
online
Link
 
Originally posted by Myrik_Justiciar
I us as many plays as I possibly can, though some get higher priority. But I think myself and say DL types are few and far between.


Yep, I like aorund 10 plays with differing priority. And use different playbooks for differing situations. Otherwise defense can just target a few plays and your offense stalls. Priority will still tilt to the preferred plays, so don't even think we would see much difference on most teams.
 
Detroit Leos
offline
Link
 
Originally posted by BoDiddley
Perhaps. I personally find teams that only use a few plays easier to defend. The TE based offense would probably take the biggest hit. Could be interesting.


TE based offense would still be fine. There are multiple TE post plays, WR hook plays, Iso HB under plays and so on with the pistol formation getting many versions of them as well. More variance and randomness is good for the sim IMO. Having teams run a greater number of plays is also good. There are teams that you can scout that have only run like 10 total passing plays all season, or 5 total outside runs all season. It is ridiculous.
 
Link
 
double post, oops
Edited by Myrik_Justiciar on Dec 10, 2020 10:07:22
 
BoDiddley
online
Link
 
Originally posted by Detroit Leos
TE based offense would still be fine. There are multiple TE post plays, WR hook plays, Iso HB under plays and so on with the pistol formation getting many versions of them as well. More variance and randomness is good for the sim IMO. Having teams run a greater number of plays is also good. There are teams that you can scout that have only run like 10 total passing plays all season, or 5 total outside runs all season. It is ridiculous.


Outside rushing would definitely be something to see with it.
 
Detroit Leos
offline
Link
 
Originally posted by BoDiddley
Outside rushing would definitely be something to see with it.


Yeah... Looks like a random PB that I have live still has 11 outside rushes in it. Still enough there to make it work. I think expanding the minimum number of plays would be good. The real change lies with the changing of max priority. Dropping the priority scale to 1-3 or 1-2, really cuts how hard a team can lean on a play.
 
BoDiddley
online
Link
 
Originally posted by Detroit Leos
Yeah... Looks like a random PB that I have live still has 11 outside rushes in it. Still enough there to make it work. I think expanding the minimum number of plays would be good. The real change lies with the changing of max priority. Dropping the priority scale to 1-3 or 1-2, really cuts how hard a team can lean on a play.

I wonder what the number of defensive plays would be bumped up to.
 
Detroit Leos
offline
Link
 
Originally posted by BoDiddley

I wonder what the number of defensive plays would be bumped up to.


Should also be bumped IMO... There are more viable defensive plays today than we have had. Not sure it should go to 10, but I would not be opposed to it either.

So just using Dream Team as an example since you are here. You guys have only run 5 different inside runs, 5 different outside runs, 3 different off tackles and 32 different passing plays all season long. Below are some spam breakdowns.

~50% SB spread HB dive weak on inside runs
~33% SB spread HB dive on inside runs

~66% SB Trip HB pitch weak for outside runs

~50% SB trip off tackle for off tackle runs

~30% SB Spread PA seams passing despite the number of different passing plays run
~18% SB BIG PA Flood Weak when passing

That ties up 88% of your inside runs to two plays, a serious lean on a single outside rushing play, 50% single spam on off tackle, and nearly 50% of your season long passing attack between two plays.

Not throwing shade or anything here. Just pointing out how our current system allows us to spam hard.
 
BoDiddley
online
Link
 
Originally posted by Detroit Leos
Should also be bumped IMO... There are more viable defensive plays today than we have had. Not sure it should go to 10, but I would not be opposed to it either.

So just using Dream Team as an example since you are here. You guys have only run 5 different inside runs, 5 different outside runs, 3 different off tackles and 32 different passing plays all season long. Below are some spam breakdowns.

~50% SB spread HB dive weak on inside runs
~33% SB spread HB dive on inside runs

~66% SB Trip HB pitch weak for outside runs

~50% SB trip off tackle for off tackle runs

~30% SB Spread PA seams passing despite the number of different passing plays run
~18% SB BIG PA Flood Weak when passing

That ties up 88% of your inside runs to two plays, a serious lean on a single outside rushing play, 50% single spam on off tackle, and nearly 50% of your season long passing attack between two plays.

Not throwing shade or anything here. Just pointing out how our current system allows us to spam hard.

True, though Dream uses a very basic gameplan against CPU teams. We would get smashed running that at human opponents. We don't rush outside much at all outside, those are throwaway plays on 3rd and 15+. And off tackles are grouped in the same playbook at inside runs, so it's actually 8 different runs. Could easily be 15, I just haven't bothered to do 2WR inside runs yet.

I would caution how this type of change would actually turnout, cause it seems to favor passing teams quite a bit. But would be interesting to see.

 
BoDiddley
online
Link
 
Nice SA additions for Man D in the changelog. And hopefully the Juke/Spin fixes help.

No passing SA fixes/additions though in tandem, so its more nerfed than before. Still no Pass tech or Accuracy SA. Going to be ugly for QBs.
 
Link
 
Originally posted by BoDiddley
Nice SA additions for Man D in the changelog. And hopefully the Juke/Spin fixes help.

No passing SA fixes/additions though in tandem, so its more nerfed than before. Still no Pass tech or Accuracy SA. Going to be ugly for QBs.


The new Man SA's and SA adjustments look good... they further indicate my hypothesis the difference between Man and Zone being Man is more about shutdown and Zone about TO's... however Pick 6 should hopefully be something close to what you all want in the big play area.
 
smashrock
offline
Link
 
Originally posted by Corndog
It is pretty crazy to imagine! Game has been up for going on 7 years now. Easy to think that this is still the shiny new thing, but everyone is literally a whole new person than when this game released.
Feel like I been playing for longer than 7 years.

 
smashrock
offline
Link
 
Originally posted by Corndog
So then people just play CPU roulette until they get a build that's better than a lot of human players?


All my vet CPUs were pro HOFers. that's the new roulette. I'd say keep CPU builds hidden. People want training wheels. Naw.

 
dredgar
offline
Link
 
Bravo to bort and corndog for truly listening to us. The way I read the cha gel OG was a large portion of what we have all asked for and seems to be small adjustments that could help and not kill the game.


Now time to find out
 
Page:
 


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