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Forum > Goal Line Blitz 2 > This drive is everything I hate about GLB2
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Time Trial
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Originally posted by TxSteve
Your offense was spammier than his was.


We are talking about what I hate about this game.

This is another part of it. Arguing over whose playbook was spammier.

Because that's how this game simulates the game of football, that I love. And it fucking breaks my heart to see it in action on here.
 
TehKyou
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They could raise the minimum offensive playbook to 10 and make the frequency bar only go from 1-3 instead of 1-5
 
TxSteve
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Well, you were the one who said:


Originally posted by Time Trial
And the repeat play penalty.



would have hurt you worse then him.
 
bhall43
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Originally posted by TehKyou
They could raise the minimum offensive playbook to 10 and make the frequency bar only go from 1-3 instead of 1-5


I don't really think this would change much about the setup. Ya you would have to add 5 more plays at a frequency of 1 to the book, but it would just be other various high % plays. That seems like a change just mostly for the sake of changing but doesn't really add much to the game itself. Just have to keep adding in new plays and formations to the game to make things interesting while making tweaks within the sim and adding in the wrinkle of new SA's. Some plays are bound to find meaning within that structure even if it doesn't look like they will right now.

Not sure how much hope I have for that structure though when they are in the middle of working on a steam JRPG game.
 
Time Trial
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Originally posted by TxSteve

would have hurt you worse then him.


What are you talking about?

I'm talking about the things that I hate about this game. Spamming is part of it because there are some plays that are just flat out better than others. I never said I hated Queen City for spamming, I said I hate spamming being part of the game. That drive just exemplified it because it was the exact same outside run play over and over.

If the RPP existed or if you had to call a minimum of 25% pass and run plays, or if your roster size wasn't so limited that you could actually HAVE players built to deal with 100% run and 100% pass teams on D (which would force the O to actually diversify)...

When I used to watch GLB dots, I could actually see the tactics and it felt like a football game more often than not.

When I watch these games, there's nothing about the chess match of real football to the game. It is "I'm going to do something really well, and you can try and stop me". The nerfs and buffs around the game are all based on that reality.

In the NFL, you can't be only one thing or the defense will win 100% of the time. Creative coordination is what I love about football. You make the other guy think that you are going to do one thing and you do something else. The D shows blitz and then drops back into a zone after the QB calls an audible.

But in this game there is no changing what you are doing based on success. In GLB1 you could put three D play calls in a package and have two different packages get called depending on the situation and both the package play selection and which package gets selected can be auto adjusted. When you don't have live playcalling, that's the closest thing you've got for a simulation.

This game abandoned the spirit of creativity that lives in football.
Edited by Time Trial on Apr 15, 2015 16:54:48
 
Xars
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Originally posted by Time Trial
And don't think I wouldn't change that, there's just so much in this game that "works" and "doesn't work" and one of those things is run/pass balance and another is pass play effectiveness and run play effectiveness.

You ask why WR1 Clearout had a 100% success rate? Because it looks like this:
http://glb2.warriorgeneral.com/game/replay/168498/1474891?player_id=87304
http://glb2.warriorgeneral.com/game/replay/168498/1476045?player_id=87304
http://glb2.warriorgeneral.com/game/replay/168498/1476797?player_id=87304
http://glb2.warriorgeneral.com/game/replay/168498/1477285?player_id=87304

Since when does making the completion make the play a success?



My only question is: Then why do you run these plays?


 
Xars
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Originally posted by bhall43
The problem with Contain Expert is that it doesn't fire until a play is outside the tackles. At that point it only has one function and that is to not be pancaked by providing the extra balance. It doesn't function as any sort of containment because the play has likely already passed you by at DE or OLB.

What would the buff to it be? Even if you added another 15 Run Break Block and Balance at gold it likely would still function pretty much the same except it would probably end up helping a run corner quite a bit more.


Gold CE does seem to suck. Maybe combined with Gold Shed Block on a CB it won't be so bad.

But I doubt it (even though that's what I'm going to do).
 
bhall43
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Originally posted by Time Trial
or if your roster size wasn't so limited that you could actually HAVE players built to deal with 100% run and 100% pass teams on D (which would force the O to actually diversify)...


You want 4 Superstar WR's, a superstar QB, and the ability to have 11 players built to stop the pass and 11 players built to stop the run? What fun is that?

Nothing is stopping anyone from building a defense around stopping both the run and pass adequately (possibly even greatly?). The problem most people are running into is that they have pegged themselves into a box that only a select few plays work against every single team and that you need so many guys built a certain way at each position. The possibilities are there, it is just a matter of putting it all together. And that is the fun of it.

 
bhall43
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Originally posted by Xars
Gold CE does seem to suck. Maybe combined with Gold Shed Block on a CB it won't be so bad.

But I doubt it (even though that's what I'm going to do).


It isn't even the best on a CB, but it will keep you from getting caked when it fires at the very least.
 
TehKyou
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What if Contain Expert also added a small boost to sprinting and pursuit? That way a more interior player could at least try to make it to the outside after breaking the block
Edited by TehKyou on Apr 15, 2015 17:52:15
 
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Originally posted by bhall43
The problem with Contain Expert is that it doesn't fire until a play is outside the tackles. At that point it only has one function and that is to not be pancaked by providing the extra balance. It doesn't function as any sort of containment because the play has likely already passed you by at DE or OLB.


Obviously it was made for CBs.
 
bhall43
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Originally posted by Galactic Empire
Obviously it was made for CBs.


I guess you could look at it that way. But that makes it sort of senseless as I am unsure I will be using it on my next batch of run stop CB's since it doesn't really help them get off the block much at all. Was most certainly a waste of AP's getting it to Gold.
 
bhall43
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Originally posted by TehKyou
What if Contain Expert also added a small boost to sprinting and pursuit? That way a more interior player could at least try to make it to the outside after breaking the block


Would that really be helpful though? It fires when you are being blocked and you hardly ever disengage the block when it fires (or at least my guys with 90+ RBB/HG/Balance aren't). Now if it had the ability to fire at the beginning of the play rather than waiting till the HB/QB/FB has pretty much passed you up, that might be a little better.
 
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Originally posted by Xars
Gold CE does seem to suck. Maybe combined with Gold Shed Block on a CB it won't be so bad.

But I doubt it (even though that's what I'm going to do).


I'll be golding Shed Block and silver contain expert on my Ground Stormtroopers.
 
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Originally posted by bhall43
I guess you could look at it that way. But that makes it sort of senseless as I am unsure I will be using it on my next batch of run stop CB's since it doesn't really help them get off the block much at all. Was most certainly a waste of AP's getting it to Gold.


+15 to break run block and balance on a CB is not useless. CBs can't get break run block very high as it is.
 
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