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Xars
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Originally posted by Galactic Empire
- Max velocity now has less effect on acceleration

Ok, so does something else have more effect on acceleration?


No I don't think so and I think it's a MAJOR problem.

Nerfing Sprinting so that it doesn't effect Acceleration as much is good.

But the effect Quickness has on Acceleration needs to be INCREASED.

Morn is at 67 Quickness with 100 Sprinting and 97 Conditioning. Her Quickness was 50 for yesterday's games.
Today, she's accelerating slower.

Build open: http://glb2.warriorgeneral.com/game/player/207572
Edited by Xars on Jul 6, 2016 06:28:58
Edited by Xars on Jul 6, 2016 06:28:25
Edited by Xars on Jul 6, 2016 06:28:10
 
TxSteve
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Can you post a couple plays to show the comparison?

If in general- everyone accelerates more slowly (o and d) what is the repercussion?


outside running is mostly unchanged...unless a LB or DE gets penetration

HB still beats LB's /safeties to the edge

potentially more sacks as receiver routes develop more slowly...but DE's will get the QB slower...so maybe no change?

going to take a number of games to determine if this impacts anything or not isn't it?

Biggest change could be:
Footwork and elusiveness now modify initial break tackle rolls for indirect hits
- Morale gravitation effect reduced significantly
-- However, under pressure situations, effect is greatly increased
- Increased effects of pressure/consistency to be more impactful


a power back who goes down easier on indirect hits will be a significant change
morale grav reduced sometimes and increased others - could still be a powerback buff (and hurt defense)

consistency being more important could affect everything since I don't think too many people are getting consistency into the 80s
 
Absolut Zero
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Damn, I just retired my 80 elusive and 65 footwork RB's.

So these changes basically make the game move much slower? Hmm, can't decide if this is an indirect nerf to Closing Speed or of it makes it a necessity.
 
Cuivienen
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Originally posted by TxSteve
If in general- everyone accelerates more slowly (o and d) what is the repercussion?


It should help d, which is a good thing.

HBs generally have to start behind C. Defense can gain an edge from positioning. If everyone is slower, positioning helps more.
 
Xars
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Originally posted by TxSteve
Can you post a couple plays to show the comparison?

If in general- everyone accelerates more slowly (o and d) what is the repercussion?



In general it's good since it's lowering the effect of a pure Sprinting build.

That doesn't mean that you shouldn't be able to spend SP to get it back.

The game should be slower on the 71,451 SP Morn spent on Sprinting (and everyone else).

But if I want to spend another 49,987 SP on Quickness to 87 to make her faster, that should be available. It's not. That's a problem.
 
Cuivienen
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Quickness should be taken out of the game tbqh. Sprinting and footwork should cover everything.
 
Detroit Leos
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What I notice from Morn is how fast she executes counter plays. She is one quick step in one direction and off in the other. Now, the question would be if it is a good thing or not. Obviously good for avoiding DLine pressure on counter plays but are the pursuing LBs, safeties and what not are pursuing the wrong direction for a shorter amount of time as a result?

I am also noticing more tackles on the edge by defenders that used to just be run by with either a failed dive attempt or nothing at all.
Edited by Detroit Leos on Jul 6, 2016 07:41:22
 
TxSteve
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Originally posted by Xars


But if I want to spend another 49,987 SP on Quickness to 87 to make her faster, that should be available. It's not. That's a problem.


Could be that first step is that much more important now - you could boost quickness - and get gold first step to overcome / improve where you were before?
 
Xars
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Originally posted by TxSteve
Can you post a couple plays to show the comparison?
HB still beats LB's /safeties to the edge


Safeties have shitty pathing on most Outside Runs, particulary Counters where they get sucked into the hashmarks and then move towards the line of scrimmage like it's an inside run. Then when they run contain it's a perpendicular line to the sideline rather than running a flag.

Can't the backside CB be programmed to run down the HB via a Flag line rather than straight across the field???
 
Xars
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Originally posted by TxSteve
Could be that first step is that much more important now - you could boost quickness - and get gold first step to overcome / improve where you were before?


It doesn't fire on handoffs because of the script.
 
TxSteve
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Originally posted by Detroit Leos
What I notice from Morn is how fast she executes counter plays. She is one quick step in one direction and off in the other. Now, the question would be if it is a good thing or not. Obviously good for avoiding DLine pressure on counter plays but are the pursuing LBs, safeties and what not are pursuing the wrong direction for a shorter amount of time as a result?

I am also noticing more tackles on the edge by defenders that used to just be run by with either a failed dive attempt or nothing at all.


Just watched a bit - but I agree. Kind of makes sense - a defender coming in from the side or back and taking out the legs (in theory) would not utilize power running skills as much -- and would (I guess) use balance / footwork / quickness more in reality.

historically power backs dominated even when a tackle was coming from the rear...as the defender grabbed the runners shirt or whatever. It would make sense that power running impacts the play most on head on collisions - and on collisions where the tackle is coming from the front of the back. (to me)

Will be interesting to see what broken tackle numbers look like today as guys get a few games in -- drastically reduced? I hope so


edit: it isn't much in terms of data - but BSB and BB played 3 times late last season. total broken tackles: 5, 2, 6. Scrim today - 1 broken tackle. Again - I know this is insufficient - but will be more interesting when Pros/Vets start getting that data later today.
Edited by TxSteve on Jul 6, 2016 07:49:22
 
TxSteve
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Originally posted by Xars
It doesn't fire on handoffs because of the script.


right! I forgot sorry - maybe that could be a simple tweak if necessary to buff quickness and acceleration on hbs
 
Xars
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Originally posted by Detroit Leos
What I notice from Morn is how fast she executes counter plays. She is one quick step in one direction and off in the other. Now, the question would be if it is a good thing or not. Obviously good for avoiding DLine pressure on counter plays but are the pursuing LBs, safeties and what not are pursuing the wrong direction for a shorter amount of time as a result?

I am also noticing more tackles on the edge by defenders that used to just be run by with either a failed dive attempt or nothing at all.


Yeah and what you noticed from those BSB-LZ Scrims against my new 2WR only playbook is how a Blitzing D just continues to dominate even at Journeyman.

 
TxSteve
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Interesting analysis here. BSB vs Freakville. Freakville has 19 broken tackles - 10 on special teams and 9 on carries.
http://glb2.warriorgeneral.com/game/game/338297

freakville builds are open
 
Detroit Leos
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Originally posted by Xars
Yeah and what you noticed from those BSB-LZ Scrims against my new 2WR only playbook is how a Blitzing D just continues to dominate even at Journeyman.



Blitzing is critical for both the run and pass. Even if some blitz plays have vulnerabilities against both the run and pass you simply have to do it. You don't want to give QBs a ton of time which allows WRs to get a ways down field and able to simply turn on a route to catch a floating, under thrown pass and lose the coverin DB by default and you also do not want all of your defenders playing on their heels all of the time against the run as they often just wait for blockers to come to them then pursuing defenders can run in to those blocking interactions. I know we will not be seeing a simple 2WR offense from you in the season.
 
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