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Forum > Goal Line Blitz 2 > Changes...here they are
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peeti
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Originally posted by TxSteve
I completely understand keeping the playing field level among tiers -- wouldn't be fair otherwise.

I'm not a fan of the 'hidden' penalty/reduction/whatever though. That just doesn't seem right. Why not just put the penalty in parenthesis? (-5) or whatever.


Also - how is the penalty assigned? Evenly between tech and power? all tech? all power?




tree to fiddy i guess
 
Xars
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Originally posted by TxSteve
I completely understand keeping the playing field level among tiers -- wouldn't be fair otherwise.

I'm not a fan of the 'hidden' penalty/reduction/whatever though. That just doesn't seem right. Why not just put the penalty in parenthesis? (-5) or whatever.


Also - how is the penalty assigned? Evenly between tech and power? all tech? all power?




I'm guessing it just recalcs they values based on your SP investment. So in other words, it's split in the same % you built the player.

EDIT: Theoretically because lower values cost less some skills could increase (those below 50-60 range) while the higher value skills would decrease.

That's theory based on the changes, but in no way confirmed.
Edited by Xars on Jan 30, 2015 07:59:18
 
peeti
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Originally posted by Xars
I'm guessing it just recalcs they values based on your SP investment. So in other words, it's split in the same % you built the player.

EDIT: Theoretically because lower values cost less some skills could increase (those below 50-60 range) while the higher value skills would decrease.

That's theory based on the changes, but in no way confirmed.


nah...as said, it gets already more expensive than before after you reach 25 in a skill
 
TehKyou
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I think this hurts balanced/dual role FBs and TEs more than it hurts lineman.
 
Rob.
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Originally posted by TxSteve
I completely understand keeping the playing field level among tiers -- wouldn't be fair otherwise.

I'm not a fan of the 'hidden' penalty/reduction/whatever though. That just doesn't seem right. Why not just put the penalty in parenthesis? (-5) or whatever.


Also - how is the penalty assigned? Evenly between tech and power? all tech? all power?




It would be nice to know how much is being reduced, especially for players I am still building.

Like this guy: http://glb2.warriorgeneral.com/game/player/94358

His run block tech is capped. But how close is it actually to the cap? I can use a cap booster to raise it even more, but don't know what that would be raising it to.

With that said, I am glad this change was made. It's good to have a fair playing field.
Edited by Rob. on Jan 30, 2015 08:48:09
 
peeti
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Originally posted by peeti
nah...as said, it gets already more expensive than before after you reach 25 in a skill


btw...I still think thats a bit sharp. Too late tho to adjust I guess, tho
 
Xars
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Originally posted by peeti
nah...as said, it gets already more expensive than before after you reach 25 in a skill


That's the wrong crossover point (IMO). The implementation should have Balanced OLine go from Run&Pass 60/60 to Run&Pass 65/65 while reducing the pure OLines from 95/95 to 80/80 or so.

 
TehKyou
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Originally posted by Xars
That's the wrong crossover point (IMO). The implementation should have Balanced OLine go from Run&Pass 60/60 to Run&Pass 65/65 while reducing the pure OLines from 95/95 to 80/80 or so.



Except the sharp scale starts way too soon, and balanced Oline would have actually had more before the change
 
peeti
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Originally posted by Xars
That's the wrong crossover point (IMO). The implementation should have Balanced OLine go from Run&Pass 60/60 to Run&Pass 65/65 while reducing the pure OLines from 95/95 to 80/80 or so.



yeah, but it doesnt^^ I already said I expected it to be at like 50 or sth. but no, 25
 
TehKyou
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I'm kinda glad I have to wait a season now before starting my next team. I get to observe these big changes and take into account the reactionary changes for next season as well
 
TxSteve
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Originally posted by Rob.
It would be nice to know how much is being reduced, especially for players I am still building.

Like this guy: http://glb2.warriorgeneral.com/game/player/94358

His run block tech is capped. But how close is it actually to the cap? I can use a cap booster to raise it even more, but don't know what that would be raising it to.

With that said, I am glad this change was made. It's good to have a fair playing field.


pretty good point about cap boosters. puts you in a very tough spot there.

 
Absolut Zero
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Originally posted by Rob.
It would be nice to know how much is being reduced, especially for players I am still building.

Like this guy: http://glb2.warriorgeneral.com/game/player/94358

His run block tech is capped. But how close is it actually to the cap? I can use a cap booster to raise it even more, but don't know what that would be raising it to.

With that said, I am glad this change was made. It's good to have a fair playing field.


So here's my question. If you did use a Cap Booster on him would the SP cost for it saying "94" still cost what 94 would for toons built now. If it did, then that's absolutely broken and needs to be changed immediately.

Let's say your skill level of 93 is balanced down to 80. It still shows 93, but it is in fact, 80. Would increasing his skill cost be the amount it would take to get from 80 to 81, or from 93 to 94?

If it's the latter, then all of the currently built o-lineman that aren't in Veteran, are screwed.
 
Razorthorns
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HOLY crap batman. They just made it so ungodly expensive to level up blocking tech and blocking power that its going to make entire offenses even more one sided because there is no chance in hell you can afford to build up pass and run blocking both. All this change does is break the game even more. They should be making it easier for O-line to build up both so teams can go both ways. NOW you will ONLY see teams with a Run OR Pass offense not both because the o-line has now way to build up both now and dline will just go all out blitz crazy to take advantage of it.

Just completely inept at improving the game. It's sad.
 
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Originally posted by Absolut Zero
So here's my question. If you did use a Cap Booster on him would the SP cost for it saying "94" still cost what 94 would for toons built now. If it did, then that's absolutely broken and needs to be changed immediately.

Let's say your skill level of 93 is balanced down to 80. It still shows 93, but it is in fact, 80. Would increasing his skill cost be the amount it would take to get from 80 to 81, or from 93 to 94?

If it's the latter, then all of the currently built o-lineman that aren't in Veteran, are screwed.


Great point. It isn't just cap boosters...it is any SPs put into tech/power for upper tier players.
 
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Originally posted by Razorthorns
HOLY crap batman. They just made it so ungodly expensive to level up blocking tech and blocking power that its going to make entire offenses even more one sided because there is no chance in hell you can afford to build up pass and run blocking both. All this change does is break the game even more. They should be making it easier for O-line to build up both so teams can go both ways. NOW you will ONLY see teams with a Run OR Pass offense not both because the o-line has now way to build up both now and dline will just go all out blitz crazy to take advantage of it.

Just completely inept at improving the game. It's sad.


Yep. If they would have pushed the threshold to a higher skill level, like 60 or so, that would have helped balanced teams tremendously.
 
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