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Raid
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Or just lessen the range of speeds players can travel at, if the difference between 75 and 100 is naturally less then players will not take it as high with the huge costs it takes and the lessened benefit, opening up way more points for elusive skills.

Or just shave off the costs of the sprint skill at lower levels, keeping high end points very expensive so any extra points high-sprint players get back they are less inclined to spend in extra sprint and defenders can have a lot higher sprint for lower investment.

There are a thousand ways to approach this, boosting one side unfairly is not the right way.
Edited by Raid on Sep 24, 2017 13:41:10
Edited by Raid on Sep 24, 2017 13:40:31
 
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Originally posted by Raid
the LB is making the same cut after over pursuing, they accelerate nearly identically but even then with the LB having to angle across part of the field and being behind he loses 0 distance on a 'faster' player while covering more ground.


Maybe the LB has more quickness/acceleration?
 
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Originally posted by Galactic Empire
Maybe the LB has more quickness/acceleration?


Not by his other combine numbers, but it was a SS, I misspoke in that particular post.

But if he was stacked in quickness then the boost to speed is even worse as most of the catching up was done at full stride for both players. As it stands he accelerated nearly identically but was able to achieve a top speed about 35% higher to cover the extra ground and stay perfectly the same distance back while moving across the field vs. a player running in a straight line.
Edited by Raid on Sep 24, 2017 20:13:01
 
dredgar
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you cant just lower sprint cost. then you are saying you can add other things to rbs and make them stronger. I love my hb that i can make dominate, but as a DC and a guy that loves defense more than anything its not reasonable. if you just lower sprint cost so other things can be raised higher ya that helps the defense players except the fact that now the hb can raise his stats even higher than before too. You will end up at a point that a hb can be 100 power/sprint/condi/quickness or some other stat so then he cant be taken down ever. lower sprinting cost all that will allow is a lb to have the 100 sprint and power tackling. but doesnt fix tackling tech/ pursuit issues( which is the main issue usually)
 
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Originally posted by dredgar
you cant just lower sprint cost. then you are saying you can add other things to rbs and make them stronger. I love my hb that i can make dominate, but as a DC and a guy that loves defense more than anything its not reasonable. if you just lower sprint cost so other things can be raised higher ya that helps the defense players except the fact that now the hb can raise his stats even higher than before too. You will end up at a point that a hb can be 100 power/sprint/condi/quickness or some other stat so then he cant be taken down ever. lower sprinting cost all that will allow is a lb to have the 100 sprint and power tackling. but doesnt fix tackling tech/ pursuit issues( which is the main issue usually)


The lower cost on low end sprint favors those who don't take it as highly meaning more points for other areas as well, since the HB would be forced to still take it higher and spend the investment he is going to be getting back less in comparison and his cost for sprint is much more lopsided than the defenders then.

I'm not talking about lowering the top end costs at all, just you can't raise those so you have to cut out bottom end costs to benefit lower investment more. It temps HBs to try and lower their sprint to save a shit-ton of skill points to invest elsewhere as well. Added benefit of letting D-linemen get some speed and help contain.
Edited by Raid on Sep 24, 2017 21:44:14
 
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Say a LB who has invested in 75 sprinting gets back 7k flex from the decrease on the bottom, the HB who invested to 95 should only see about 8k back if not less, you could tweak the cost ratios on a test server to see when builds start balancing out and how much of a return you'd actually need to cut in to make it viable. Even though the HB still got more to invest in other areas he also had a much higher investment to begin with and is getting back only 1k more - the ratios favor the defender. If they both invest it back in sprinting the defender gets himself a fug ton closer to 95 than the HB gets to pull away from it. If the HB invests it elsewhere the step the defender gets in speed to close that gap is even greater. It generally shifts lower values higher and higher values not much higher meaning less variance. Getting back points also favors the player who has to spread his points around more, lets him fill out his build better and the guys who are trying to peak out top end skills can't go about it as easy because of the exponent cost raises built in.

You could even tweak it more to say that the bottom end really gets ate up and the top end stuffed in, then that 75 investment could return something like 10k flex and the 95 investment 10.5k if by 75 the cut in was nearly met back up with old values.
Edited by Raid on Sep 24, 2017 22:33:55
Edited by Raid on Sep 24, 2017 22:21:37
Edited by Raid on Sep 24, 2017 22:19:10
Edited by Raid on Sep 24, 2017 22:16:35
 
dredgar
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if they could find a balance then it would be fine.
 
TyDavis315
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Originally posted by Raid
Not by his other combine numbers, but it was a SS, I misspoke in that particular post.

But if he was stacked in quickness then the boost to speed is even worse as most of the catching up was done at full stride for both players. As it stands he accelerated nearly identically but was able to achieve a top speed about 35% higher to cover the extra ground and stay perfectly the same distance back while moving across the field vs. a player running in a straight line.


Safety's are interesting. I go 90 speed and 75 quickness for stars and I've noticed that they always get to the HB in a flash. Plus the fact that there's clothing speed so. However, they aren't quick in pass coverage. I think it's just GLB2s way of averaging out offense vs defense. HBs get to run over and juke safeties all game, it's fair they catch them every now and then. Just consider it an ankle tackle
 
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Originally posted by TyDavis315
Safety's are interesting. I go 90 speed and 75 quickness for stars and I've noticed that they always get to the HB in a flash. Plus the fact that there's clothing speed so. However, they aren't quick in pass coverage. I think it's just GLB2s way of averaging out offense vs defense. HBs get to run over and juke safeties all game, it's fair they catch them every now and then. Just consider it an ankle tackle


How are they not quick in pass coverage? 75 is pretty high for quickness.
 
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Originally posted by Galactic Empire
How are they not quick in pass coverage? 75 is pretty high for quickness.


because even with that quickness and speed you will watch that they cant seem to keep up with cuts of a wr/te even with high cov skills.
 
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Originally posted by dredgar
because even with that quickness and speed you will watch that they cant seem to keep up with cuts of a wr/te even with high cov skills.


Wouldn't that be where Cov Tech comes into play? So with even high cov tech?
Edited by Myrik_Justiciar on Sep 26, 2017 14:33:06
 
dredgar
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Originally posted by Myrik_Justiciar
Wouldn't that be where Cov Tech comes into play? So with even high cov tech?


I had a star ss that has 80 speed and 60 quickness with cob tech 70 or 75 I think and it never held well cut for cut much at all
 
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Originally posted by dredgar
I had a star ss that has 80 speed and 60 quickness with cob tech 70 or 75 I think and it never held well cut for cut much at all


I used to run 80 Cov tech few seasons back, but when guys stopped taking Head Fake on the regular I started backing off. I wish I paid more attention to give a better input on its effectiveness.
 
Bretto007
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Originally posted by Raid


It's just very annoying and half-assed. It's the main reason why I've not renewed any flex - been waiting for them to fucking show they care about this game before I sink any more money into it. It's pretty obvious at this point they just want to put in as little effort as possible to keep the userbase happy until the cash cow dries up and they can shut it down to continue their work on mobile apps.



Do other people feel this way about the game owners and direction of the game?
 
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Originally posted by Bretto007

Do other people feel this way about the game owners and direction of the game?


I feel the game has and is a good one, with a lot of amazing aspects, I just wish they gave more of a crap - or at least appeared to give more of a crap.
 
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