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Forum > Goal Line Blitz 2 > S31 Changelog Suggestions
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Bretto007
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Originally posted by _OSIRIS_
Rushing seems to be decent in Journeyman. It's not stupid like it use to be but somewhat realistic. 174, 275, 194.5, and 106 rushing yards against the top 5 teams. This is with a pass first offense. You can't just spam the same run plays and expect them to work everytime like they use to.


Agreed. People mad their HB doesn't rush for over 200 yards every game now.
 
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I'd only want a slight buff to HB's and passing (just slight on both)... But its nice to finally be able to defend the 2TE formation after all these years.

Also I'd like full respecs instead of just one tier (I'd like to fix my damn builds due to all the changes, please).

Edited by Myrik_Justiciar on Apr 29, 2018 00:58:21
Edited by Myrik_Justiciar on Apr 29, 2018 00:55:59
Edited by Myrik_Justiciar on Apr 29, 2018 00:55:37
Edited by Myrik_Justiciar on Apr 29, 2018 00:54:58
Edited by Myrik_Justiciar on Apr 29, 2018 00:54:43
 
TDiddy8701
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Originally posted by Myrik_Justiciar
I'd only want a slight buff to HB's and passing (just slight on both)... But its nice to finally be able to defend the 2TE formation after all these years.

Also I'd like full respecs instead of just one tier (I'd like to fix my damn builds due to all the changes, please).



agreed

the best QBs in the game have seen their QBRs drop 15-20 POINTS this season (comp % dropped by 5-10 for all the top QBs) - last offseasons tweak just absolutely KILLED the passing game

I'm ok with long passes being hard to complete, but short passes need a MAJOR completion percentage buff (maybe a hands, CIT bump), ex - anything under ~8-9 yards, and screens should actually be relevant again
Edited by TDiddy8701 on Apr 29, 2018 05:38:30
 
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Originally posted by TDiddy8701
agreed

the best QBs in the game have seen their QBRs drop 15-20 POINTS this season (comp % dropped by 5-10 for all the top QBs) - last offseasons tweak just absolutely KILLED the passing game

I'm ok with long passes being hard to complete, but short passes need a MAJOR completion percentage buff (maybe a hands, CIT bump), ex - anything under ~8-9 yards, and screens should actually be relevant again


A buff to passes 6 yds or less prob would do the trick IMO.
Edited by Myrik_Justiciar on Apr 29, 2018 16:08:54
 
Sov.
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Originally posted by Myrik_Justiciar
A buff to passes 6 yds or less prob would do the tick IMO.


How do you code to only buff passes from 6 or less yards? Plus a change like that would probably be exploitable

A very easy work around would be the option to toggle settings for coverage similar to how they added it for pathing.

My suggestion would be short/medium/long with short having the defender playing close to LoS at the snap, long giving a cushion, and medium would be as-is currently with no adjustment.

Short would be weak to over the top passing and long would give up a high comp % on short quick passes.

Wouldn't help much if everyone just stays set to medium though lol
 
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Originally posted by Sov.
How do you code to only buff passes from 6 or less yards? Plus a change like that would probably be exploitable

A very easy work around would be the option to toggle settings for coverage similar to how they added it for pathing.

My suggestion would be short/medium/long with short having the defender playing close to LoS at the snap, long giving a cushion, and medium would be as-is currently with no adjustment.

Short would be weak to over the top passing and long would give up a high comp % on short quick passes.

Wouldn't help much if everyone just stays set to medium though lol


We got the Quick Hitter SA, so I'm sure its doable to give a small buff to short passes like 6yds or less. How would this be exploitable? I'm not following you I guess.

A big thing I'd like to see fumbles for HB's getting fixed... especially since we have to run inside the tackles. It's silly to see HB's fumble so much in a season.

And buff Stiff Arm...And full respecs
Edited by Myrik_Justiciar on Apr 29, 2018 23:03:28
Edited by Myrik_Justiciar on Apr 29, 2018 17:23:20
 
Bretto007
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Originally posted by Myrik_Justiciar
Outside of contract type (Medium or High) & signing in off season to start at 50%, I'm pretty sure the amount gained each game is based on performance... the better the game the dot has, the quicker his chemistry increase. Starters will gain faster, starters with good games even more, etc.


I don't think that is accurate.

https://glb2.warriorgeneral.com/game/roster/3042

Chemistry is earned painfully slow. It's ridiculous. 23 games in (over 75% of the season) and still not at 100%.
 
TDiddy8701
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Originally posted by Sov.
How do you code to only buff passes from 6 or less yards?


less of a drop off for accuracy at short range? I'm sure it wouldn't be too crazy to bump CIT/hands within a certain short yardage

there's various ways to do this

short yardage passing has been an issue with GLB2 since season 1, day 1... long passing is essentially just as effective
Edited by TDiddy8701 on Apr 30, 2018 00:17:01
Edited by TDiddy8701 on Apr 30, 2018 00:15:51
Edited by TDiddy8701 on Apr 30, 2018 00:15:31
 
eviltcat
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I'd just like to see short passes throw the ball faster. When the QB holds the ball just as long for a short pass as he does for a developing medium or long route, then the routes tend to fail or the QB doesn't throw it when there is an actual opportunity to complete the pass without being draped in coverage.

And this seems to be a problem with the plays themselves and not anything to do with the QB pass awareness level, because it appears that it's not cycling faster for plays that are designed to develop and complete faster. A lot of times these plays are named "Quick" whatever... but they don't seem to actually perform quickly.

I think the boost probably needs to be in the base checkdown speed and a small boost to accuracy for short passes under 6 yards, not taking into account Quick Read or Quick Hitter. But I dunno, that could have some unintentional consequence I haven't thought about. It does seem like long passing is better and more reliable right now.
 
Sov.
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Originally posted by TDiddy8701
less of a drop off for accuracy at short range? I'm sure it wouldn't be too crazy to bump CIT/hands within a certain short yardage

there's various ways to do this

short yardage passing has been an issue with GLB2 since season 1, day 1... long passing is essentially just as effective


i mean w/e i'm fine with it, it will make our style of offense overpowered in my opinion. you can already complete 3rd/short passing around a 50%-60% range so with any boost like you guys are talking about + quick hitter, we will be able to convert just about every 3rd/short conversion. dont see how that could be an issue at all lol
 
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How about fixing the insane amount of TO's? Its like the RNG is on steroids. HB's fumble too much...QB's who have colorblind games. If this was just a random thing I'd be ok, but this has happened a lot this season. Kinda frustrating thinking I put in a solid shut down gameplan and the RNG just takes it out of my hands (no offense to any other team).

Stuff like this happens way too often this season:
https://glb2.warriorgeneral.com/game/game/550659
 
Nyria
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Originally posted by Sov.
i mean w/e i'm fine with it, it will make our style of offense overpowered in my opinion. you can already complete 3rd/short passing around a 50%-60% range so with any boost like you guys are talking about + quick hitter, we will be able to convert just about every 3rd/short conversion. dont see how that could be an issue at all lol


I'd bet that real life completion percentages for very short passes are over 70%, given that good QB's can complete 60% of all passes. O'd also bet that 3rd and 2 or less in real life has a very high conversion percentage.

There should be defenses that are really good at stopping short passes, so you can stop them if you anticipate them (which if zone coverage worked better, would work with Cover 2 Sink, maybe the Cover 1 double lurks as well). But if on 3rd and very short you went all out to stop the run, then a quick pass should be an extremely high percentage play.
 
dredgar
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Originally posted by Myrik_Justiciar
How about fixing the insane amount of TO's? Its like the RNG is on steroids. HB's fumble too much...QB's who have colorblind games. If this was just a random thing I'd be ok, but this has happened a lot this season. Kinda frustrating thinking I put in a solid shut down gameplan and the RNG just takes it out of my hands (no offense to any other team).

Stuff like this happens way too often this season:
https://glb2.warriorgeneral.com/game/game/550659


this is my only issue. Usually only the thing that kills my offense rolling is we went from averaging 1 or 2 turnovers a game now we are averaging 4-7 turnovers a game. its a bit over the top.
 
Lemoncow
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Originally posted by Nyria
I'd bet that real life completion percentages for very short passes are over 70%, given that good QB's can complete 60% of all passes. O'd also bet that 3rd and 2 or less in real life has a very high conversion percentage.

There should be defenses that are really good at stopping short passes, so you can stop them if you anticipate them (which if zone coverage worked better, would work with Cover 2 Sink, maybe the Cover 1 double lurks as well). But if on 3rd and very short you went all out to stop the run, then a quick pass should be an extremely high percentage play.


I would love to see logical tactics like this. Almost like rock , paper, scissors. But right now, the defense can throw rock every time because the offense doesn't have access to paper (any kind of high % outside run, screen pass, short passes). Currently the tactics are, roll out your team, and hope the RNG gods bless you.
 
Lemoncow
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Originally posted by Sov.
i mean w/e i'm fine with it, it will make our style of offense overpowered in my opinion. you can already complete 3rd/short passing around a 50%-60% range so with any boost like you guys are talking about + quick hitter, we will be able to convert just about every 3rd/short conversion. dont see how that could be an issue at all lol


That's cool, you have an effective offense, but is the standard for an effective offense 4 Superstars? Because that's kind of the pits for anyone just getting involved with the game.

Guys it's simple, just have your superstar QB throw to your superstar TE/WR. Easy, peasy.
Edited by Lemoncow on May 2, 2018 08:29:35
Edited by Lemoncow on May 2, 2018 08:27:54
 
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