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Absolut Zero
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So I know he gets sacked, but check out the QB reverse course once he feels pressure for the 2nd time. That's nice.

http://glb2.warriorgeneral.com/game/replay/273190/4479662
 
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Originally posted by SE49erFan
if anything that needs to be nerf is power backs...but lets change the kickers...lmfao. I guess the ones that bitch and whine enough get what they want.


You cats still crying about power backs? Looks like Beastman is gonna run over some fools.
 
DeeVee8
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Originally posted by Galactic Empire
You cats still crying about power backs? Looks like Beastman is gonna run over some fools.


FYI It's all about Power Running and Conditioning...

http://glb2.warriorgeneral.com/game/replay/270579/4057003

That HB got the devs to revamp the Top Plays...though they still need work.
 
Nyria
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Originally posted by Rob.
98% screens gameplan: http://glb2.warriorgeneral.com/game/game/273173

Completed 40/52 and that is with Barry only having 19 hands. A lot of ugly plays overall but some gems in between. I also saw the issues that Xars and USC were talking about in regards to 3rd down passing and the QB taking sacks sometimes.


From the preliminary results I'm reading (plus a scrimmage where I threw a few into the game plan), I think overall screens are doing fine post-buff. However, QB's taking sacks on screens should be nearly nonexistent. Screens intentionally let pass rushers through and then the QB, who doesn't even have to make a read, dumps the ball to a predetermined player. They're designed to be particularly good against blitzes because it's so hard to sack a QB on a screen.

It's not a critical must-fix-now issue, and I'm totally fine with them leaving that issue alone for this coming season...but for future seasons they should redesign screens so that the QB will get the ball off quickly enough, to bring about a very low sack chance, even if heavily blitzed. If a screen results in a loss of yards, it should usually be because the receiver gets tackled behind the line of scrimmage due to coverage or containment.

Speaking of which, the now-usability of screens might make contain defenses actually have a real use.
 
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Great changes!

Now if we can get some adjustments to Contain Logic for defenses
 
Xars
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Originally posted by Xars
At least if you suck at FGs, you can shorten your FG settings in Tactics. I'd choose field position if you have a strong Offense, and only choose FGs if your O efficiency sucks.


Originally posted by Rob.
I'll take the points. I don't want a kickoff specialist out there with the game on the line.


I disagree. I think the answer is "it depends". My assumption was having a successful Offense - which most Top Vet teams have.

I posted Offensive Efficiency numbers for Top 25 Vet teams awhile back. I'll use those numbers as my example.

If your Offense is converting 82% of the time, then you want the Kickoff build more than the long FG guy. You can shorten the FG distance settings in Tactics. But moreso, you can build a Combo Kicker that is accurate and has long Kickoffs. You just can't build one that can do that AND make long FGs. You don't give up all FGs; only long ones (which even the "specialists" were flaky in converting). Meanwhile, there's a lot of net yardage you can give up on Kickoffs in Vet. And with better Offenses on your opponent's side, giving them a short field constantly makes it easier for them to score on you.

If you look at most games where the Top Vet teams are winning, you'll see anywhere from 150-250 net yards of more Offense usually for the winner. With Vet Offenses typically scoring more overall points, you're kicking off more. If you're giving up 15 yards of Field Position net per Kickoff, you'll negate almost half of your game's net yardage advantage on just 5 kicks. That's 4 scores plus your required kickoff. That adds up.

With being involved in Legends games this past season, I built out a Combo K that could eventually play Legends. (Eugene didn't have a K for the last half of the season.) You can see his current build here: http://glb2.warriorgeneral.com/game/player/199533 or eventual full build here: http://www.glb2scout.com/virtualplayer.php?Code=73fed7fd472e502d8908794430511f4d

I can get him into the 30s on FG Power if I lower Heart into the 20s. On a player owned team, he could get a high contract so you could go for the 30s FG power and then supplement the 20s Heart to almost 50 effectively.

97 Accuracy and 90 Consistency isn't enough?
Edited by Xars on Jan 30, 2016 04:23:24
Edited by Xars on Jan 30, 2016 04:21:04
 
Detroit Leos
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Either a FG specialist or KO specialist could be beneficial depending on your team composition and what you have offensively versus what you have defensively. A FG could win or lose you a game just as a KO return for good field position or TD could win or lose a game. Hybrid will obviously be the way to go from here on out but I suspect that combo kickers could get good use out of the follow up SA. Coverage commander becomes a must though if you are not getting TBs. It will be interesting to see how this plays out but I do agree with Xars statement that the offense moving the ball is ultimately the key as always.
 
Xars
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With regards to my K post above, I have a similar, but not as good, build of a Vet K now. http://glb2.warriorgeneral.com/game/player/171886

In two pickup games, he's 5/5 under 40 yards (67 Accuracy) and 6/10 on Touchbacks averaging 78.5 yards on Kickoffs with 87 KO Power and Gold SA Follow Up. The 90% Consistency might be helping but the tool tip suggests otherwise.

I'm going to run on a CPU for Vet to see what his season long numbers average to for Kickoff distance.
 
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http://glb2.warriorgeneral.com/game/replay/272858/4417185

Here's my JMan non-S* Kicker making a 53 yarder and then kicking off to the goal line. I don't feel like it's that difficult to have a build do both reasonably well.
 
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The question is, what is the lowest kickoff SP needed to make TBs.
 
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I've had lots of Kickoff guys start with an 85 cap and they've usually had 0 TBs but consistently put it in the back of the endzone (until cap boosting Kickoff Power higher). So 85-90 I believe is where you really start seeing TBs.

Actually maybe this is a little off. Here's the only Kickoff guy I have active still. http://glb2.warriorgeneral.com/game/player/152074

His S12 was on a human team with 85 Kickoff Power, and he had 16 TBs in 310 KOs (~5%).

So actually it looks like 80-85 is where they start.
Edited by Spastic_Cowboy on Jan 30, 2016 09:22:00
 
Nyria
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As far as TB's, I don't know how big the difference would be but once more I'll make a plug for kicking off from the 35. I recognize that the fact that every league I know of that football is played, kickoffs are from the 35 or, at really low levels, closer, is not sufficient. It still should stay at the 30 if there are good enough gameplay reasons to keep it there-- which there probably were, but no longer are. When everyone had KO specialists I fully understood keeping it at the 30 so there weren't zillions of TB's.

Now kickers will be generalists, and there likely won't be all that many TB's even with kickoffs from the 35. Since at this point it won't make the gameplay worse as it might well have if moved before the kicking change (I'd say it would now make it better), and it isn't just following an NFL rule but one that I think is universal where football is played, it seems logical to move it to where (nearly, if not literally) every league has moved it. Yes, they moved it due to injuries that this game doesn't have; but if kickers kicked off only at the level GLB2 kickers now will kick off, even if there were no real life risk of injury I think they'd have moved it as they did just so teams didn't have too short a field.
Edited by Nyria on Jan 30, 2016 09:59:06
Edited by Nyria on Jan 30, 2016 09:58:44
 
Detroit Leos
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The NFL took away kick off returns essentially when they moved the KO line. What was once potentially one of the most exciting parts of the game was gone. I personally see this as a good thing. We once again find kick returns favoring teams that run the ball and run the ball well over those that may be more pass heavy or if there are any pure passing enthusiasts left though. Kick returns should be a part of the game IMO. Not every kick or a large % of kicks should be touchbacks. I like that KRs will once again be a more relevant part of the sim.
 
SE49erFan
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Originally posted by Galactic Empire
You cats still crying about power backs? Looks like Beastman is gonna run over some fools.


Not sure why everything else gets changed but nothing is being done about the power backs breaking tackles all the way to a touchdown. Power backs breaking gang tackles. I seen guys with very high tackling skills get run over by a power backs. I'm starting to find this game as a big joke. What about teams running the same play over and over. I could go on and on. Many reason i'm pretty much over this game and don't plan on playing anymore once my TE is done.
 
Rob.
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Originally posted by Xars
I disagree. I think the answer is "it depends".


Most teams don't have the luxury of building a new hybrid type kicker so they have to choose from what they already have. When you look at the caps from the kickoff guy and the FG guy it's not even close. I cut the kickoff guy and give my FG kicker about 60-70 kickoff power. Seems like a no brainer but if people go the other way then I am happy when I face them.
Edited by Rob. on Jan 30, 2016 14:42:10
Edited by Rob. on Jan 30, 2016 14:41:57
Edited by Rob. on Jan 30, 2016 14:41:39
Edited by Rob. on Jan 30, 2016 14:38:45
Edited by Rob. on Jan 30, 2016 14:38:03
 
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