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TxSteve
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Originally posted by Galithor
Fact is, there's only two ways to counter Air Raid.

A) Build a S* laden secondary to match the pass catchers.

B) Build your own focused offense to sustain drives and eat clock or win the shootout.

The way the skill system is laid out in tandem with the S* system has always guaranteed that niche built teams were going to be able to exploit the system.


so just for curiosity's sake (or to play devil's advocate) - how do you explain your loss to MMA last season? RNG?
 
Adderfist
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Originally posted by TxSteve
so just for curiosity's sake (or to play devil's advocate) - how do you explain your loss to MMA last season? RNG?


27 20 238.5 11.9 135.5 2
 
Galithor
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You know what they should've done instead of the buffs/nerfs?

Make acquiring S*'s at the same position progressively more expensive. Teams with 5 S* pass catchers or 2 S* HBs are the problem ultimately. It should be harder to convince S*'s to share the glory at a single position. That should be reflected in salary demand. Or something like that.

It'd also encourage people to build a wider variety of S*s, or if they really must build a S* at the most popular position, then it'll be harder to have them all congregate on the same few teams.
 
Galithor
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Originally posted by TxSteve
so just for curiosity's sake (or to play devil's advocate) - how do you explain your loss to MMA last season? RNG?


Yup. And turnovers. All 3 games we lost last season, we lost the turnover battle.

We were much better against MMA on offense the second game. No turnovers. Higher YPA efficiency. Didn't change a single thing on offense to cause it.

In both cases, MMA falls under category B. They had an offense capable of trying to win the shootout.

We're talking about the best defensive effort against Air Raid all of last season in that MMA loss, and we still scored 31 points. Ellix and Minnesota likewise won games against Air Raid last season because they could score similarly on offense, and won the turnover battles. I think MMA and Ellix benefitted some from us having clunkerish type offensive days too. There were too many untimely drops, overthrows, and stuff like missed FGs, etc. Minnesota is the one team that just purely mauled us, and that was all about our defense simply being completely inadequate to handle what Minnesota does on offense. We fail that paper vs rock battle HARD.
 
TxSteve
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Originally posted by Adderfist
27 20 238.5 11.9 135.5 2


right - Mandy had a huge day -- but to me that doesn't fit in either of his two options: A: S* laden secondary or B: own focused offense



that is "single superstar WR who has a dominant game without a S* QB who account for 1/3 of the yards and 1/3 of the points in a 17 point win (and a little less than 1/2 the catches)"



edit: I now see Galithor's explanation - and understand.
Edited by TxSteve on Feb 3, 2015 08:34:52
 
TxSteve
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Originally posted by Galithor
You know what they should've done instead of the buffs/nerfs?

Make acquiring S*'s at the same position progressively more expensive. Teams with 5 S* pass catchers or 2 S* HBs are the problem ultimately. It should be harder to convince S*'s to share the glory at a single position. That should be reflected in salary demand. Or something like that.

It'd also encourage people to build a wider variety of S*s, or if they really must build a S* at the most popular position, then it'll be harder to have them all congregate on the same few teams.


I like that idea a lot.

a superstar modifier: for every superstar at the same position on the roster - every superstar's salary is increased 15% or something.

 
peeti
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Cant speak of VET, but looking at Sophemore, teams with one S* WR did just fine passing the ball
 
Zaranthuul
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Originally posted by TxSteve
I like that idea a lot.

a superstar modifier: for every superstar at the same position on the roster - every superstar's salary is increased 15% or something.



Wait till my team retires....Season 15... ya.
 
Couchduck
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Daaaaamnnnn Harrison got game.
 
Sov.
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Originally posted by Galithor
The consequence of buffing pass defense and weakening passing to nerf Air Raid is that they've murdered every team that attempts to throw passes not using a S* QB and 3+ S* pass catchers.


yes def true, big ben has had a rough start his first game and in scrims, def notice a much bigger difference in non s* QBs who used to play at a s* QB level. good change for the sim tho imo, much more realistic results and should add alot more parody to the game

edit: also just noticed the comments about the air raid/mma games last season. what i can say is i think we have one of the best built overall defenses and even though they are mostly non s* players, most of our CBs and secondary play at a s* level and our D is built for a high turnover ratio. any given day we can force 2-3 turnovers vs a passing or running team and we can contain a passing or running team at the same time. that is the only reason we can beat a team like air raid or a team like the stunners. our offense is nothing special so I dont think the shootout option is the category we fall under as without a solid defense we wouldnt stand a chance vs either of those teams
Edited by Sov88 on Feb 3, 2015 13:28:35
 
USC_Trojans
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sometimes you can outgame plan you opponent and the sim gives you the middle finger http://glb2.warriorgeneral.com/game/replay/153980/300697 one of the most bullshit things i have seen from the sim, just follow the de and watch the fb basically pull my de from behind the majority of the kickoff.
 
Galithor
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Originally posted by USC_Trojans
sometimes you can outgame plan you opponent and the sim gives you the middle finger http://glb2.warriorgeneral.com/game/replay/153980/300697 one of the most bullshit things i have seen from the sim, just follow the de and watch the fb basically pull my de from behind the majority of the kickoff.


The kicking/punting nerf was a subtle "heavy run" offense buff.

I nailed this upset pick too

Chemistry at 50 sucks. Ya'll remember when you started at 0? Just brutal. A whole season of not being able to ever play at peak performance. Air Raid's probably a 4-5 loss team at least this season just because we've got 11 guys to replenish chemistry on.

I hate the chemistry mechanic. It's a "no fun" mechanic intended to prevent roster management practices that debatably aren't even that big of a deal. I personally believe the game is less interesting by trying to bottle everyone into long-term commitments to a specific team under threat of a weak season due to chemistry. And it absolutely punishes teams and agents that must suffer a season under it's effect that are required to make moves for more understandable "dude went inactive" or "dude decided to retire" reasons. It's just a bad mechanic.
Edited by Galithor on Feb 3, 2015 13:33:51
Edited by Galithor on Feb 3, 2015 13:33:16
Edited by Galithor on Feb 3, 2015 13:32:18
Edited by Galithor on Feb 3, 2015 13:29:01
 
tezed
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Originally posted by USC_Trojans
sometimes you can outgame plan you opponent and the sim gives you the middle finger http://glb2.warriorgeneral.com/game/replay/153980/300697 one of the most bullshit things i have seen from the sim, just follow the de and watch the fb basically pull my de from behind the majority of the kickoff.


That's pretty common blocking interaction. What's your DE's pursuit/break run block?
 
Absolut Zero
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Originally posted by tezed
That's pretty common blocking interaction. What's your DE's pursuit/break run block?


I thought that was par for the course, does pursuit/BRB help that?
 
TDiddy8701
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If someone told me before the game Yukiko would throw 4 INTs and our HoF-regular kicker would go 0 for 3 on FGs against Salty, I would have told you we lost by 40

our D had a hell of a game, and kept us in it... what resiliency!
Edited by TDiddy8701 on Feb 3, 2015 13:57:53
Edited by TDiddy8701 on Feb 3, 2015 13:52:36
Edited by TDiddy8701 on Feb 3, 2015 13:52:23
 
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