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Forum > Goal Line Blitz 2 > Changes...here they are
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jfbueno
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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.


So you want to make offense in general even more powerful than it already was?
 
Mezirah
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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.


The penalty for being average at both kinds of blocking should be almost at no change, the scale needs to begin later on in skill just to truly penalize kids who want to go 90+ tech/power in only 1 kind of offense. Balanced blockers should be rewarded, not penalized at all. But.

Going all pass blocking is way over the top. I don't think an Air Raid type of pass blocking OL will suffer much from the changes. With the nerf to pocket aware and consistency you are probably better off just throwing 100% of the time. And with passing nerfs, you'll want those 3 long pass attempts to be as unrushed and crisp as possible.
 
Zaranthuul
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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.


Actually in some regards I like the change. It weakened pure teams so defenses can have a chance. And imo made it so balanced teams need to either be truly balanced (let's face it most leaned in the 70-80% range of pass or run and weren't truly balanced) like making S*Oline. Its a Nerf yes, but...it was one way to slow down offenses and we have heard the screams about making defenses stronger....

The unfortunate part of that though is what I've seen last 2 seasons. There just aren't any S* players really out there. The ones being made are network and kept in house so to speak because otherwise its too rare.
 
Corndog
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The thread The first lazy GLB2 fix has been merged into this thread
 
william78
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Well I think what has me most disappointed is this is the first "fix" where it was done in a really lazy manner.

When running QBs where killing virtually everyone an adjustment was called for but rather than just pump up tackling or lower blocking variables they actually changed the defensive pathing to get better containment (making it more like the real thing). Other changes to the game have adjusted the way the sim played out. This seasons "answer" was akin to adding more hitpoints to the monster to make him harder to kill, as a result blitz cover 0 will rule the day against passing teams this year almost across the board.

There were problems with passing no doubt but many good suggestions were made; I felt for the DC's who had to deal with QBs routinely smoking double coverage. People made suggestions about allowing more over/under coverage IE the CB taking under and playing the ball while the over the top safety is going for the tackle/knocked loose. That would have been a great interaction to fix.
As would changing the arc and velocity, not universally , but on deeper passes that have more air on them and allowing the CB more time to react and make a play on the ball. As would QB anticipation on deeper throws leading to more 50/50 balls and changes of possession.

.....that's why this "fix" worries me the most. Its the first one I've seen in 8 seasons that was done solely by changing the likely hood of outcomes rather than making the game play more like real football. I'm not a gamer, I'm a football and sports fan. I enjoy this game because even with the warts its creators were taking strides to make it more realistic without making it too complex to play. We had fairly good balance, yes the top 2 teams were passing teams , but 7 of the 10 were rushing teams. If anything steps should have been taken to improve the balanced teams. I'm hoping the developers were just busy and this is the last off-season we will see just ratcheting up or down play interactions as a way to fix the sim rather than making it seem more like an actual football game. One fix like this every 10 seasons I could probably endure, but watching CB's make deflections with their back to the QB on a semi-regular basis isn't as exciting.

Maybe its because most of the game creators and mods apparently prefer heavy run teams that it was their mindset. I get some of that and don't expect anyone to be perfect but this hardly looks like a step forward and just creates many more problems. I don't really want to create an all running team in order to be effective but I feel like I'm getting pushed that way with these changes. More so I really hope they look at balance and reality in season 10.
 
Achelon
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Too long to lazy to read
 
william78
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Originally posted by cyberninja
Too long to lazy to read


lol I'll highlight main points
 
CPatricoo68
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I'm not sure. A lot of people are not noticing huge differences in their scrimmages. That said, I'm thinking throwing the ball should be a little harder, simply put. I don't see a major change to dice rolls but a slight tap in the right direction. Seeing two players raise their hands and the ball just plops in because "dice" is unsatisfying. OC's know the dice are in their favor in a "just throw it out there" situation and that isn't realistic at all.
 
william78
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Originally posted by CPatricoo68
I'm not sure. A lot of people are not noticing huge differences in their scrimmages. That said, I'm thinking throwing the ball should be a little harder, simply put. I don't see a major change to dice rolls but a slight tap in the right direction. Seeing two players raise their hands and the ball just plops in because "dice" is unsatisfying. OC's know the dice are in their favor in a "just throw it out there" situation and that isn't realistic at all.


I'm also watching defensive back deflect passes that they don't see (IE back to the QB) side effect of buffing. Also I expect everyone to really heat up blitzes rather than try to mix and match coverage settings. Why call a coverage set if your DB has eyes in the back of his head?
 
Parab00n
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Originally posted by william78
Well I think what has me most disappointed is this is the first "fix" where it was done in a really lazy manner.

When running QBs where killing virtually everyone an adjustment was called for but rather than just pump up tackling or lower blocking variables they actually changed the defensive pathing to get better containment (making it more like the real thing). Other changes to the game have adjusted the way the sim played out. This seasons "answer" was akin to adding more hitpoints to the monster to make him harder to kill, as a result blitz cover 0 will rule the day against passing teams this year almost across the board.

There were problems with passing no doubt but many good suggestions were made; I felt for the DC's who had to deal with QBs routinely smoking double coverage. People made suggestions about allowing more over/under coverage IE the CB taking under and playing the ball while the over the top safety is going for the tackle/knocked loose. That would have been a great interaction to fix.
As would changing the arc and velocity, not universally , but on deeper passes that have more air on them and allowing the CB more time to react and make a play on the ball. As would QB anticipation on deeper throws leading to more 50/50 balls and changes of possession.

.....that's why this "fix" worries me the most. Its the first one I've seen in 8 seasons that was done solely by changing the likely hood of outcomes rather than making the game play more like real football. I'm not a gamer, I'm a football and sports fan. I enjoy this game because even with the warts its creators were taking strides to make it more realistic without making it too complex to play. We had fairly good balance, yes the top 2 teams were passing teams , but 7 of the 10 were rushing teams. If anything steps should have been taken to improve the balanced teams. I'm hoping the developers were just busy and this is the last off-season we will see just ratcheting up or down play interactions as a way to fix the sim rather than making it seem more like an actual football game. One fix like this every 10 seasons I could probably endure, but watching CB's make deflections with their back to the QB on a semi-regular basis isn't as exciting.

Maybe its because most of the game creators and mods apparently prefer heavy run teams that it was their mindset. I get some of that and don't expect anyone to be perfect but this hardly looks like a step forward and just creates many more problems. I don't really want to create an all running team in order to be effective but I feel like I'm getting pushed that way with these changes. More so I really hope they look at balance and reality in season 10.


You are over reacting, build a QB correctly and you'll be fine.
 
Rob.
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Way too early to know how the changes will effect the game. Give it some time and reevaluate later. I haven't seen any game changing differences when watching my vet passing team.

 
TehKyou
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Well he is correct about the trailing CB's getting multiple deflections as if they had eyes in the back of their heads. However he is incorrect in thinking this seasons changes are the cause of it. It's been going on for a while. I ran the DC Politicians a 100% passing team. We weren't as good as Air Raid, Rhode Island Falcons and others but I'd say we were a top 5 passing team during our run. One thing I noticed was that if a DB was trailing a WR around 3 yards on a streak/go route he would often get the deflection on a pass, but if he was step for step it was usually a completion or incomplete due to nearby defense. Which I often found odd, it was typically more beneficial for a DB to be 2-3 yards behind a receiver on those routes because even in the event of an underthrown pass by the time the WR came back to it the DB would be in the area for a "nearby defense" effect. It's one of the reasons I moved away from streak routes and started using more drags, posts and corners as my main plays
 
william78
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Originally posted by Parab00n
You are over reacting, build a QB correctly and you'll be fine.


#6 overall and I like my QB's just fine. Also run more than few teams.
 
Galithor
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Originally posted by TehKyou
Well he is correct about the trailing CB's getting multiple deflections as if they had eyes in the back of their heads. However he is incorrect in thinking this seasons changes are the cause of it. It's been going on for a while. I ran the DC Politicians a 100% passing team. We weren't as good as Air Raid, Rhode Island Falcons and others but I'd say we were a top 5 passing team during our run. One thing I noticed was that if a DB was trailing a WR around 3 yards on a streak/go route he would often get the deflection on a pass, but if he was step for step it was usually a completion or incomplete due to nearby defense. Which I often found odd, it was typically more beneficial for a DB to be 2-3 yards behind a receiver on those routes because even in the event of an underthrown pass by the time the WR came back to it the DB would be in the area for a "nearby defense" effect. It's one of the reasons I moved away from streak routes and started using more drags, posts and corners as my main plays


The best routes are those with one cut in them. Preferably earlier in the route. Those deep posts and corners and in/outs take too long to get to the first cut. You're gambling on good blocking on those routes, and that your other routes don't look better sooner, which they almost always do.

Early Double move routes are good too. There just aren't many good plays with solid accompanying routes that use them.
 
peeti
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lol...they actually implemented fixes, that were suggested. Just cause you think some of them were better, doesnt mean anything^^

Really...just a rage thread. They choose one of the many suggestions, I like it (just not the parameters tbh). If another one was chosen, other would have been mad.
 
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