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Originally posted by Corndog
If it's always happening to you but never for you, chances are that it's something on your end.


Originally posted by BoDiddley
4 interceptions and 2 fumbles in our last game.


Originally posted by Sov.
GG BSB, not trying to complain after a win but 5 FF for us and only recover 2 and we fumble twice and lost both. very close game though and could have gone either way. GL


Originally posted by GSD
GG

3 INTERCEPTIONS 1 FUMBLE VS 0 TURNOVERS. Does anyone actually gameplan / care about this shit anymore? Everything feels so random


Originally posted by Galactic Empire
GG Rebels. Turnovers won that game for me. See you in the playoffs.


Originally posted by TDiddy8701
This game is just plain ugly right now...

We were involved with a human vs human, top 5 in-tier, 10 interception game today



I don't feel like it's only happening to me, that's where I'm having issue here.


Originally posted by Corndog
But I mean, your HB with carry grip in the 70s, with 35 heart has some games where he fumbles a lot. Your QB with 40 pass power and 40 heart has some games where he throws a lot of interceptions when throwing deep all game.

This doesn't seem very shocking.


Yeah, well if you would give us full respecs I could fix that since the sim changes have been bipolar the last few seasons. I can't fix my build to adjust to your changes so I'm stuck hoping B4I fires to save his ass, since I can't drop speed and up his grip because the build is stuck from like 6 seasons ago.

Also my QB has 50 to 52 Heart with his passive SA. Throwing power is what it is cuz of being built due to past meta and I can't get a full respec if I wanted to go higher... and everyone throws deep some, FYI and I hardly spam it. I think even Agerm tried to mix it up when he was doing OC for me. Hell, a couple season ago throwing deep with unstoppable passing was the norm.

So yeah, none of it is very shocking.
Edited by Myrik_Justiciar on Jun 1, 2018 12:00:04
Edited by Myrik_Justiciar on Jun 1, 2018 11:52:47
Edited by Myrik_Justiciar on Jun 1, 2018 11:52:30
 
Corndog
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Originally posted by Myrik_Justiciar


Originally posted by Danthesportsman
I don't agree with Corndog on much, but I will say, our secondary has quite a few points invested in intercepting skills across the board (CBs, Safeties, cover LBs), so from our view point, it's nice to see that pay off sometimes. You guys outplayed us for a lot of the game, it could have gone either way.


Dream Team - Passes deep every single play of every game. Let's not be surprised that they get intercepted multiple times

GE - Are we surprised that he won a game based on turnovers? He has always built his team for turnovers

TDiddy - The "10 interception game" https://glb2.warriorgeneral.com/game/game/555377, most of the interceptions came from his team, and the players averaged over 60 interception skill each. Let's also not ignore that there was 150 passes that game. One hundred and fifty passes, in a single game.
Edited by Corndog on Jun 1, 2018 12:07:57
 
Corndog
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If you want builds and gameplanning to matter they actually have to matter.
Edited by Corndog on Jun 1, 2018 12:09:50
 
Corndog
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Oh, I forgot the Sov game. Three players with 90+ Power tackling and gold monster hit caused multiple fumbles. Games broken.
Edited by Corndog on Jun 1, 2018 12:18:38
 
dredgar
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I will agree with corndog that these builds he is pointing out really do matter and they should matter!! like he pointed out sov. team has three guys with over 90 power tackling and monster hit so they should be forcing fumbles and dan's team in heavily invested in INT so they should be able to get some.

Now saying that corndog i also agree with myrick that he is really only having one issue. All of the changes were made, thank you for trying to better the game btw, but if we dont get full respecs then we may have adjusted our dots to one meta only to be unable to adjsut to the new one now. So therefore a team we spent 6 seasons developing is automatically screwed from changes. If you offered the respecs in the offseason giving chance for people to adjust some then i would stand right beside you and tell them to shut the hell up because they had a chance to fix their builds some. But there are a good number of high quality agents that never got that chance and are stuck with what they have.
 
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I can concede this point on TO's, Corndog, but it doesn't matter if I can't fix my builds because of respec limitations. What good are changes if we can't adjust to them? Honestly.

And none of this is my major concern which is unstoppable offensive combos. I'm not asking to shut down offense, but to have combos that give me a reasonable chance at defending vs them.
Edited by Myrik_Justiciar on Jun 1, 2018 12:37:59
 
BoDiddley
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Originally posted by Corndog
Dream Team - Passes deep every single play of every game. Let's not be surprised that they get intercepted multiple times


This isn't the case at all. Dream stopped heavily throwing deep a few seasons ago when deep passing got killed off. The problem is lack of separation caused by the passing nerfs of the last few seasons, and the RNG nature of ints.

Last two games:
https://glb2.warriorgeneral.com/game/replay/554621/653263 - Simple pass over the middle turns into an int.
https://glb2.warriorgeneral.com/game/replay/554621/654432 - receiver breaks from two defenders wide open in the endzone.....int
https://glb2.warriorgeneral.com/game/replay/554621/654985 - an actual long pass to try and comeback. WR has the step again but can't get seperation. Another int.
https://glb2.warriorgeneral.com/game/replay/554621/655169- TE should have caught this since he was in front of the defense, but I'm ok since it was double coverage. 97 CiT doesn't seem too powerful I guess.

https://glb2.warriorgeneral.com/game/replay/558349/609431 - another over the middle int
https://glb2.warriorgeneral.com/game/replay/558349/609648 - great play by the CB here for the int
https://glb2.warriorgeneral.com/game/replay/558349/610729 - over the middle simple pass...int
https://glb2.warriorgeneral.com/game/replay/558349/610838 - not sure what happened here, lol


Passing mechanics are a mess right now(offensively and defensively). Wasn't that case a few seasons ago.
 
Corndog
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Originally posted by BoDiddley
Passing mechanics are a mess right now(offensively and defensively). Wasn't that case a few seasons ago.


Mainly that you do too much of it. Anyone can just set their defense to 100% pass and have a significant advantage against you on every down.
 
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Originally posted by Corndog
Oh, I forgot the Sov game. Three players with 90+ Power tackling and gold monster hit caused multiple fumbles. Games broken.


i wasnt complaining the game is broken by our team winning and getting 5 FFs. was just commenting that it irked me that we forced 5 and only recovered 2 while BSB forced 2 and recovered both. no gripes at all on my end about turnover ratio this season.

(oh and fun fact, one of those players with 90+ power tackling and gold monster hit only got 1 FF the entire season last season out of 188 tackles)

Originally posted by Myrik_Justiciar
I can concede this point on TO's, Corndog, but it doesn't matter if I can't fix my builds because of respec limitations. What good are changes if we can't adjust to them? Honestly.

And none of this is my major concern which is unstoppable offensive combos. I'm not asking to shut down offense, but to have combos that give me a reasonable chance at defending vs them.


i agree 100% we should have had full respecs for vet players

but, i disagree 100% with "unstoppable offensive combos". BSB held us to 24, phantoms held us to 24, we held BSB to 20, norsemen held miners to 24, southside/robots/hartford has been held to around 20 multiple times this season, and hartford just held dream to 7 pts total. that is some of the best vet offenses around all being held to ~24 or under. which part of that is unstoppable?

its a tough pill to swallow but if you are not having success on offense or defense this season, i believe it comes down to player builds or gameplans (with a bit of RNG sprinkled in as always).
 
BoDiddley
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Originally posted by Corndog
Mainly that you do too much of it. Anyone can just set their defense to 100% pass and have a significant advantage against you on every down.


I'm fine with some measures to adjust to all-pass or all-run offenses. Things for me go back to what you just said a few posts earlier though, "If you want builds and gameplanning to matter they actually have to matter.". GLB2 had always rewarded great builds that blended well with gameplanning in the past, but that's not the case right now. A 97 tech/97 acc/99 cons QB build should be able to pass on medium pass plays to a 97 catch in traffic TE without throwing a ton of picks, otherwise there's no point. Dream's current gameplan was made to specifically lower the risk of ints once deep passing got nixed, but there's no way to avoid them when RNG factors into things so much now. If the TE had bad CiT, then it would be a build issue and fine. Then you have our WR with first step and the ability to get a sliver of separation who's rewarded with DBs grabbing ints while trailing despite being steps behind(this is where pass power actually hurts the QB).

Same goes for the defensive side of the ball. DBs should get more ints in double coverage situations and less in one on one. Those who invest in the INT SP should get rewarded more, and those builds with low INT should be getting a lot less RNG picks. Not to come down on you Corndog, just being honest about what I see with the sim.
 
Sov.
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Originally posted by BoDiddley
I'm fine with some measures to adjust to all-pass or all-run offenses. Things for me go back to what you just said a few posts earlier though, "If you want builds and gameplanning to matter they actually have to matter.". GLB2 had always rewarded great builds that blended well with gameplanning in the past, but that's not the case right now. A 97 tech/97 acc/99 cons QB build should be able to pass on medium pass plays to a 97 catch in traffic TE without throwing a ton of picks, otherwise there's no point. Dream's current gameplan was made to specifically lower the risk of ints once deep passing got nixed, but there's no way to avoid them when RNG factors into things so much now. If the TE had bad CiT, then it would be a build issue and fine. Then you have our WR with first step and the ability to get a sliver of separation who's rewarded with DBs grabbing ints while trailing despite being steps behind(this is where pass power actually hurts the QB).

Same goes for the defensive side of the ball. DBs should get more ints in double coverage situations and less in one on one. Those who invest in the INT SP should get rewarded more, and those builds with low INT should be getting a lot less RNG picks. Not to come down on you Corndog, just being honest about what I see with the sim.


im all for building and gameplanning actually mattering, but as ive always said pure run teams and pure pass teams are one dimensional and should be easy to shut down. i had a gripe with the fact no one could hold AA under 50 in the past, im sure your builds are just as good as those were, but the sim has taken steps since then to make those sort of teams less effective (as they should be)

instead of having an issue with the amounts of ints/turnovers i would try to think of other ways pure pass or pure run teams could still be effective in this meta. my suggestion would be screen plays actually working. that would greatly help both pure pass and pure run teams and would give you many more options to mix up the gameplans. especially if "pass" play tags did not work against screen passes (maybe "outside running" tags instead? idk)
 
Xars
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Originally posted by Corndog
But I mean, your HB with carry grip in the 70s, with 35 heart has some games where he fumbles a lot. Your QB with 40 pass power and 40 heart has some games where he throws a lot of interceptions when throwing deep all game.

This doesn't seem very shocking.


So Heart effects Fumbles? Interceptions?

Are you just taking here or is this specific to the sim?

Corndog making Friday’s great again!
 
Xars
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Originally posted by Corndog
Dream Team - Passes deep every single play of every game. Let's not be surprised that they get intercepted multiple times

GE - Are we surprised that he won a game based on turnovers? He has always built his team for turnovers

TDiddy - The "10 interception game" https://glb2.warriorgeneral.com/game/game/555377, most of the interceptions came from his team, and the players averaged over 60 interception skill each. Let's also not ignore that there was 150 passes that game. One hundred and fifty passes, in a single game.


This sounds fun now that LogZilla’s CBs are being built with 80+ INT.

 
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So are we basically just shitting on all run or all pass teams for pure balance? GG to the downvotes i got for saying this current sim allows for much less diversity in builds.
 
BoDiddley
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Originally posted by Sov.
im all for building and gameplanning actually mattering, but as ive always said pure run teams and pure pass teams are one dimensional and should be easy to shut down. i had a gripe with the fact no one could hold AA under 50 in the past, im sure your builds are just as good as those were, but the sim has taken steps since then to make those sort of teams less effective (as they should be)

instead of having an issue with the amounts of ints/turnovers i would try to think of other ways pure pass or pure run teams could still be effective in this meta. my suggestion would be screen plays actually working. that would greatly help both pure pass and pure run teams and would give you many more options to mix up the gameplans. especially if "pass" play tags did not work against screen passes (maybe "outside running" tags instead? idk)


Not everyone wants to do a cookie cutter gameplan though. In Dream's previous run I had a running QB, and used screens a lot(when they actually worked). Variety keeps people interested in the game, whether it be Dream, AA, Empire, Bombers, and so on. And really, builds/gameplanning should dictate play, not RNG nerfs. A 97/97/99 QB shouldn't be throwing picks left and right when he has high Cit WR/TEs. It defeats the purpose of making non-generic builds. This is no different from when HBs with high sprint/quick were staggering around drunk due to balance, or when 99 awareness CBs were getting lost on deep passing.

The answer to all-pass, all-run, and so on, is more defensive plays, and improved mechanics. Not making builds/team system irrelevant. The defensive pathing change is the perfect example of a good fix.
 
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