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Forum > Goal Line Blitz 2 > Changes...here they are
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InRomoWeTrust
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Originally posted by TDiddy8701
nor the Bulldogs in our scrims!

zing!

seriously though, funny it's been almost the exact same outcome all three game.


I managed to lose every single scrim I scheduled today!

Largely chem related for a lot, though. I had a 17-0 first quarter in one game end 17-31. Just so volatile.
 
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S* O Linemen just became very valuable.
 
jfbueno
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Originally posted by Galactic Empire
S* O Linemen just became very valuable.


Which isn't necessarily a bad thing. They're Superstars for a reason.
 
o The Boss x
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s* o-linemen now will just be able to get a little bet better than as regular linemen were before the change... If anything, s* O-linemen became less effective.
 
TDiddy8701
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Originally posted by o The Boss x
s* o-linemen now will just be able to get a little bet better than as regular linemen were before the change... If anything, s* O-linemen became less effective.


this

and not worth the cap money
Edited by TDiddy8701 on Jan 29, 2015 17:49:07
 
jamz
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http://images6.fanpop.com/image/answers/3013000/3013978_1348239560526.87res_500_486.jpg
 
Mezirah
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It's weird how the new costs are reflected on current linemen. You guys better not respec.

Also, any shitttttty offensive lineman better not retire, your guy may be a freakn' superstar level in 10 seasons. RINGERS!

I nominate these players are referred to as pre-corn linemen. That is all.
 
DeeVee8
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Originally posted by Mezirah
It's weird how the new costs are reflected on current linemen. You guys better not respec.

Also, any shitttttty offensive lineman better not retire, your guy may be a freakn' superstar level in 10 seasons. RINGERS!

I nominate these players are referred to as pre-corn linemen. That is all.


Precornage...

http://glb2.warriorgeneral.com/game/player/17098
 
Icky Thump
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In case anyone misses it in the main forum, there is a call on the Suggestions Forum to make the changes to O-line equal across all tiers. This way no one is screwed one way or the other and everyone is on a even playing field going forward.

http://glb2.warriorgeneral.com/game/forum/thread/5220760
 
william78
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Originally posted by Bort
In case anyone missed it, there were 3 line items missed in the first post (I just added these)

Sim Stuff
- Max pass velocity reduced a little
- Max punt and kickoff velocity reduced a little
- Run D play selection code will now choose inside/outside run defense specific plays first (before pass/run plays) when looking for those play types (100% inside run D setting will always choose "inside run" play first, if available)


This is the worst set of changes I've seen so far. This is going to be a lost season; early sims I'm seeing passing %'s off by 15-20% and all teams have to do is go zero blitz all the time to make it work.
 
jjet5552007
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May have missed a post about this, but i was up when the initial changes were implemented. I made a G then and noticed the increase in starting blocking points and also the increased cost per point as you go up. I made the same G a few minutes ago and noticed they took out the extra starting points but left the increased cost.

Guard made right after the update: http://i.imgur.com/hGliB4o.png
Guard made a few minutes ago: http://i.imgur.com/vUpd6nt.png
 
killershrew
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Originally posted by
- Sim will treat blocking skill values as a rebalanced lower level based on amount of extra SP currently in player build, in order to account for recent blocking SP value changes and differences between existing players and new. Effect will be scaled each season in order to "ease" into it as players retire and are replaced.




So the solution is making it impossible to compare linemen for years to come because we wont know the exakt amount of blocking that the sim uses.
 
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Can someone please decypher the last change?
 
jjet5552007
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Originally posted by Galactic Empire
Can someone please decypher the last change?


+1
 
Stixx
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Originally posted by Galactic Empire
Can someone please decypher the last change?


I believe it now means that even though your player has 95 pass block power currently, it will be scaled back to what it would be if you were to have created that player under the new blocking price structure. So I would imagine even though your player is listed at 95 pass block power, he will play as if he has 80-85 pass block power under the current sim. Then as the seasons progress the SP value will end up going back to normal levels.

To put it in simple terms...you invest 90,000 SPs into pass block power. Your pass block power skill is at 95 (Before the changes). Now after the changes, your player will still be listed at 95 pass block power, but in the game he will play as if he has 90,000 SPs invested in pass block power under the current new price structure, which will put him at a lower pass block power #.

I'm not really sure why this is a better solution than just forcing a reset but they can run the game how they want. I am a little upset that we will never really know what the SP value is at and how much it will actually be scaled season to season.
Edited by Stixx on Jan 30, 2015 02:25:46
Edited by Stixx on Jan 30, 2015 02:23:19
 
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