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Fumblerooski
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We've been as guilty as anyone else at maximizing Showboat and Prime Time on all players possible, but I despise the morale stat overall and see no place for it in the game, it's a boring metagame that is not part of real football strategy. I've enjoyed Blastoh's shit talking to Romo about our blowout win last season when we were a younger team, but even he would admit that game was all about a lucky morale spiral early on, like far too many GLB2 games are.

If a team gets a morale edge in the first half you may as well kiss quarters 3 and 4 goodbye, morale in GLB2 isn't fun and buries the team that is behind and gives them no chance to come back. I'd rather have more like it was in NBA Jam, where it helps you catch up when you're behind, but I know it's probably too late in development to change things.
Edited by Fumblerooski on Oct 25, 2014 01:07:38
Edited by Fumblerooski on Oct 25, 2014 01:07:23
Edited by Fumblerooski on Oct 25, 2014 00:53:40
Edited by Fumblerooski on Oct 25, 2014 00:27:17
 
Fumblerooski
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And to be even more fair, I'll also freely admit Air Raid is the better team, and they deserve to beat us consistently now that all points are spent. This is not a salty rant, I just really hate morale.
Edited by Fumblerooski on Oct 25, 2014 00:51:20
Edited by Fumblerooski on Oct 25, 2014 00:50:56
 
Galithor
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Originally posted by Fumblerooski
And to be even more fair, I'll also freely admit Air Raid is the better team, and they deserve to beat us consistently now that all points are spent. This is not a salty rant, I just really hate morale.


I don't know that were better overall. It's possible that we've become paper to rock for you guys. A 105 run defense bar would tend to indicate ya'll are built on defense more to handle Queen City, Portland, Erkner, or Hawaii. That's a bunch of skill point investment into skills on defense that are simply unused against Air Raid.
 
Xars
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Originally posted by Galithor
to be fair, that trash talk meta might obliterate rushing offenses too by demoralizing thier QBs. It's going to be interesting to see how Tdiddy tackles the problem TT presents tomorrow with Yukiko and his rushing QB to split the damage.


Nope. I went for a TT blitz fest at Fun Time against the Stunners hoping, just *hoping*, I might trigger some QB snap problems and maybe get a fumble or two.

TT fired like crazy and I have several plays where it fired *twice* in the same play.

We got blown out. I expected to get blown out and wasn't at all surprised.

But in the end, we didn't cause a single muffed snap or a single QB handoff muff throughout the whole game.

So trying a TT strat against a pure run team is a waste. It works against Pass teams, but against Run teams it doesn't provide a payoff AND you take yourself out of positional defense because you need a blitzer to activate it.

 
Xars
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Originally posted by Fumblerooski
The leadership nerf decimated non-star QB passing teams, its baffling why that change went into the game when it was said to be intended to nerf running teams, its done the exact opposite.


Yes. I mentioned this in another post.

Specifically, Balanced Offensive Teams *NEED* Leadership to work as it was pre-Nerf. With a Balanced OLine, you're not going to dominate on Run or Pass Blocking.

On a Pure Pass O, it doesn't hurt but it also doesn't really help much. Your OLine will have better stats than the DLineman and so you'll Pass Protect fine.

On a Pure Run O, it doesn't hurt either and may have been helping the OLine but whether it was or wasn't isn't material. Run OLine's create Pancakes and Pancakes destroy energy and morale faster than anything else.

So in the SA suggestion thread, I came up with a bunch of suggestions that people didn't seem to notice but are important.

First: A Pure O needs SA's that fire when WINNING a blocking interaction because they are built to win every block since they only do one.

Second: A Balanced O needs SA's that fire when they are LOSING an interaction because they aren't built to dominate either blocking situation. With current SA's, it's better to build Tech blockers and skew them towards Run and use a combination of Pancake Chef and Leverage. Win some of the Run Blocks to trigger PC and have a decent Pass Block Tech so you can trigger Leverage when you lose to a Pure Pass Rush DLineman.

So what does the Defense need?

Defenses are going to be built on a balanced basis which means they need more SA's that fire when they are LOSING the block interaction. Unstoppable Force does this, but it's severely under powered against PC.


The best way to bring the Running game in-line is to nerf Pancake Chef and/or hugely buff Shed Block and Unstoppable Force. Let pure running teams win the block interaction but slow down the morale/energy spiral that comes with it.

Edited by Xars on Oct 25, 2014 07:03:57
 
TxSteve
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wow - you're not lying. I didn't notice before but you had him at 1 morale by the start of our 2nd series of the 1st qtr.

even if you got 2-3 botched snaps out of it though - probably not worth sacrificing your defensive position (as you essentially pointed out...so I'm agreeing with you)

even with a 69-7 lead; QB only had 16 morale on our final offensive play -- though you wouldn't expect big morale boosts for handing the ball off.
 
TxSteve
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Corndog has indicated (kind of) that shed block should be in line for a boost this offseason - and others will not.



Has anyone ever pitched tying leadership effectiveness to play call break down?

if you're 65/35 or better in the run/pass or pass/run department - it works like it always did.

If you're out of whack one way or the other -- there is a leadership penalty (helps the balanced teams -- but doesn't hurt the pure teams too much)
 
Xars
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Originally posted by TxSteve
wow - you're not lying. I didn't notice before but you had him at 1 morale by the start of our 2nd series of the 1st qtr.

even if you got 2-3 botched snaps out of it though - probably not worth sacrificing your defensive position (as you essentially pointed out...so I'm agreeing with you)

even with a 69-7 lead; QB only had 16 morale on our final offensive play -- though you wouldn't expect big morale boosts for handing the ball off.


Yup. Think of that: 1 morale at the start of the second series of the game. No muffs ever. No botched snaps. No reduction to the Offense's effectiveness. Even with TT firing TWICE on the same play: no effect. That's a huge investment of SP and SA's on multiple players that have zero effectiveness.

So the whole discussion of TT builds, etc. is really only an issue for pure Passing teams and Balanced teams. It's a non-issue against pure Run teams. Essentially it's another wasted Gold SA on D against a pure Run O.

I like your idea on Leadership. There are a lot of ideas that could work. Let Leadership buff the OLine in some way that benefits a balanced OLine and not pure teams. Basing it on play calling, etc. is fine. Have it activate when a Run play is called after a Pass play or vice versa. So when you only do one, it never fires/ has an effect.

Edited by Xars on Oct 25, 2014 07:33:28
 
Merik
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i think it's more of an issue that passing QB's have in general been ignoring heart and toughness, while running teams have needed to boost those cause of all the stupid blocking. How is cleveland doing? waiting on my verdict till harrison vs air raid game

i think the leadership change is how it should be from beginning and i'm a little confused why it wasn't

the issue is the relation with Trash Talk and toughness is ok or if toughness reduction on TT should be increased, only corn and bort knows the numbers. cause i feel that i got too little experience to know if the QB's got 50 or 60 toughness that got the issue. if i hear a 30-40 toughness QB complain about a 80 intim LB with TT it's more fix your build

if you build a glass cannon he will break, and with out seeing the builds i'm unsure how big the issue is luckily corndog can see the build and determine if changes is needed
 
jamz
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Originally posted by TxSteve
Corndog has indicated (kind of) that shed block should be in line for a boost this offseason - and others will not.


Shed block is still gimped.
 
Merik
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Originally posted by jamz
Shed block is still gimped.


i support this comment
 
mrm708
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Imo the best way to nerf running without hurting passing would simply be to add the SA I have recommended a few times now.

Open field tackler:
Powered by tackling tech
When attempting a solo tackle, +5/10/15 tackling tech; tackling tech role guaranteed to be 25/50/75% of maximum.

You could throw in some minus power tackling and/or strip technique to reduce fumble chance. Or hell, even say when it fires there is no chance to cause a fumble.
 
TxSteve
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With an on an island type cushion space in place?
 
mrm708
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It could have a requirement that no other defenders are within 2 yards or something like that. There just really needs to be an SA that raises the floor of the tackling technique roll.
Edited by mrm708 on Oct 25, 2014 09:53:48
 
Merik
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wouldn't say that would be a nerf as much as drasticly gimp the running game, which when you see playing against good defenses already got issues, it could be viable though if you had it work like death grip just with the 4 yard from others

there is already an SA for tackling securely purpose adding one more would be too much, improving shed block would already do a lot against the run, and could open up for LB's and CB's to use it effectively and would open up for a lot tfl's

Edited by Merik on Oct 25, 2014 10:22:18
 
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