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Forum > Goal Line Blitz 2 > What would you do to grow GLB2?
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Corndog
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I mean, a lot of the "bad" plays probably are already better than the go-to plays in some situations. It's just not worth it because "they average less than 6 YPA globally".
Edited by Corndog on Sep 23, 2015 07:08:49
 
Corndog
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And, honestly, what makes passing plays have higher YPA? Giving them the same routes as the plays that work better? Do we really need 200 variations of TE Drive?
 
DeeVee8
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Originally posted by Corndog
And, honestly, what makes passing plays have higher YPA? Giving them the same routes as the plays that work better? Do we really need 200 variations of TE Drive?


Just allow us to alter the progressions and we'll put this all behind us
 
AirMcMVP
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Originally posted by Corndog
And, honestly, what makes passing plays have higher YPA? Giving them the same routes as the plays that work better? Do we really need 200 variations of TE Drive?


Fix the routes that don't work as well and correct overages on the routes that work too well?

Why are TE Drive and TE Post (amongst other plays) so good? Because the routes are designed in a way that allows them to exploit the coverage or the coverage is so bad it allows mediocre routes to exploit it.

I realize fixing stuff like this isn't simple, just pointing out what could be explored as options.

Also, I really liked the suggestion to buff CiT on catches of, say, 5 yards and under (you pick the x) leaving it as is from 5-9 yards and progressively nerf it from 9+ yards. That could make shorter routes more viable and allow teams the opportunity to incorporate them into their gameplans.
 
bhall43
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The CIT suggestion that has been mentioned a couple times now has an impact all the way down the line remember. If you think people dislike rookie now....
 
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Originally posted by bhall43
The CIT suggestion that has been mentioned a couple times now has an impact all the way down the line remember. If you think people dislike rookie now....


Why do people dislike rookie? It's my favourite tier by far
 
PhireHawk
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Originally posted by mutleyddmc DTD
Why do people dislike rookie? It's my favourite tier by far


The overwhelming majority of "new" agents we have on our team detest the rookie experience thus far. Most won't be back for Sophomore...

 
bhall43
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Originally posted by mutleyddmc DTD
Why do people dislike rookie? It's my favourite tier by far


It is my favorite too actually.
 
DeeVee8
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Originally posted by PhireHawk
The overwhelming majority of "new" agents we have on our team detest the rookie experience thus far. Most won't be back for Sophomore...



Tell them to read this next post whilst staring at my avy...
Edited by Dee. on Sep 23, 2015 08:58:01
Edited by Dee. on Sep 23, 2015 08:57:13
Edited by Dee. on Sep 23, 2015 08:56:44
 
DeeVee8
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This game is amazeballs. It is awesome to watch players drop wide open passes 10+ times a game. The idea of missing 18 yard Field Goals intrigues you. You will tell all your friends that this is the best game ever. You will buy many flexes...
 
PhireHawk
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lol
 
Xars
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Originally posted by Corndog
I mean, a lot of the "bad" plays probably are already better than the go-to plays in some situations. It's just not worth it because "they average less than 6 YPA globally".


Originally posted by Corndog
And, honestly, what makes passing plays have higher YPA? Giving them the same routes as the plays that work better? Do we really need 200 variations of TE Drive?


Absolutely not.

Keep all the Route Structures of existing plays.

There's a problem when "globally" TE Drive has a higher completion% than DOZENS of other plays with shorter/different routes.

No we don't want 200 variations on TE Drive. That's the point. But we would like the comp% to have some correlation with distance/difficulty.

What's wanted is some plays that have 70% comp rates and some that have 30%. But the shorter route ones should have the higher comp% - generally, not always but generally.

Why is this so hard to understand?

 
Xars
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Originally posted by AirMcMVP

Also, I really liked the suggestion to buff CiT on catches of, say, 5 yards and under (you pick the x) leaving it as is from 5-9 yards and progressively nerf it from 9+ yards. That could make shorter routes more viable and allow teams the opportunity to incorporate them into their gameplans.


Thanks.

Combine that with an improved SA in Quick Hitter (up to 9 yards from 6) and maybe we've got something.

I'd also make Quick Hitter work on 3rd Down. Maybe that's 6 yards distance and First/Second down are 9 yards.

OR change QH to work on 2nd and 3rd Down (instead of First).
Edited by Xars on Sep 23, 2015 09:35:40
Edited by Xars on Sep 23, 2015 09:35:25
 
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Originally posted by PhireHawk
The overwhelming majority of "new" agents we have on our team detest the rookie experience thus far. Most won't be back for Sophomore...



Good things come to those who wait...
 
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Originally posted by Xars
Thanks.

Combine that with an improved SA in Quick Hitter (up to 9 yards from 6) and maybe we've got something.

I'd also make Quick Hitter work on 3rd Down. Maybe that's 6 yards distance and First/Second down are 9 yards.

OR change QH to work on 2nd and 3rd Down (instead of First).


It does work on 3rd down when Gold.
 
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