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Forum > Goal Line Blitz 2 > 3 Cheers for Bort
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Originally posted by eviltcat
I dunno, I feel like the SIM looks really good. In sophomore tier I'm seeing a lot of variance in playcalling and outside runs are doing much better. Inside runs too for that matter.


Like this? https://glb2.warriorgeneral.com/game/replay/556731/123768
 
_OSIRIS_
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Originally posted by Sov.


a large part of the issue may have been the defensive play tag bonuses they added last season. most teams were running pure pass defense play tags and still having overwhelming success vs the run. in the changelog they "modified" these bonuses which i assume was maybe adding more of a penalty for selecting the wrong play tag (ex: pass play tag vs inside or outside run play)


But was there ever a penalty? I only read about a bonus. I know Corndog said run/pass you would not get the bonus but I have never seen anything about a penalty if you chose wrong.
 
_OSIRIS_
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Our HB is doing fine.

231.5
154.5
200

In the first three games. Two against top teams. Only 4.2ypc but those are still successful carries. It's not the stupid 12ypc outside runs were getting a few seasons back. I think there is a nice balance to the sim but you have to work for it. Everything but screens are on the table.
 
Sov.
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Originally posted by _OSIRIS_
Our HB is doing fine.

231.5
154.5
200

In the first three games. Two against top teams. Only 4.2ypc but those are still successful carries. It's not the stupid 12ypc outside runs were getting a few seasons back. I think there is a nice balance to the sim but you have to work for it. Everything but screens are on the table.


yeah screens are still useless

Originally posted by _OSIRIS_
But was there ever a penalty? I only read about a bonus. I know Corndog said run/pass you would not get the bonus but I have never seen anything about a penalty if you chose wrong.


now that you mention it, good point, i dont know if there was a penalty or only a bonus. in that case, i dont know what has changed but rushing seems slightly improved compared to how awful last season was.
 
TDiddy8701
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Running game looks pretty good and balanced right now. Passing is still trash though.
 
bhall43
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To me, HB's arent really doing anything interesting to garner attention or interest. I dunno what the builds look like for the other teams Whoville faced, but i know what my defense is and its merely just guys with 100 speed and quickness trying to rush the qb. But even still it was a lot of what looked to be defenders doing bad things than their hb or oline doing great things.
 
william78
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Originally posted by bhall43
sim sucks actually. worst its ever been. like i dont have a single player that excites me to watch. thats pretty bad.


Respectfully I think you have a short memory on this. There are some frustrating aspects I'd grant you that but worst its ever been is an overstatment.

There is some variation in team build types out there right now. Nowhere near as bad as year of the powerback and year of all dogs go to heaven. That year of the powerback watching guys bust a dozen tackles like they are the nigerian nightmare playing against pee wee leaguers was far more frustrating. Or all dogs go being the only effective defensive play worth running and you were a fool if you didn't run it.

Besides all that : I'm just pointing out that it was an aweful lot of development work in a fairly short period of time. Not just the SA expansion but also the more common sense changes like a QB scanning faster in the gun and penalties for guessing wrong on the playtype.

Are their aspects that still annoy me to no end if I dwell on them: ABSOLUTELY.
Punt Distance is and has been goofy...well forever. It somewhat ruins the field position game.
Blocking interactions are still fundamentally wrong just from a football perspective. Honestly if they rebooted blocking and line trench interactions it would eliminate the need to nerf/rebuff alot of things. IE Technique and Power are overly expensive for both, makes it all simulate drive blocking which is incorrect. Even pass blocking on the tackles the objective isn't really to stop the defender dead in his tracks all the time but rather to ride him behind where the QB will be throwing the ball, it's more footwork than power work. In the application when you've got reach blocks and push blocks and drive blocks. Also at the NFL level HB's who can't block ride the pine happens to rookies all the time if you can't pick up the blitz you sit.

More than the sim though I'd rather see them focus on improving the forum, team owner "make players happy" tools , education for new guys to grow the game. That'll give Bort et all more resources to grow the game and thus improve the sim after the player experience.
 
_OSIRIS_
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What penalties for guessing the wrong play type are you referring to? Am I missing something because I keep hearing this.
 
Detroit Leos
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Bort/CDog have never been about penalties and have always seemed to prefer buffs. Pretty sure CDog even said as much once upon a time (not digging through the forum to find it). I sincerely doubt there is a debuff. The penalty is likely just not receiving the buff.

I also am not sure about what the difference is this season, but so far rushing has looked better than last season for sure. Still not crazy or anything, but some outside running seems available again. Surely not reliable enough to build a pure rushing squad, but respectable enough to being an option on 3rd and 4-10 yards. Teams probably will not convert at the same % as passing in those situations, but better than defenses keying in only on passing in them probably.
 
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Originally posted by _OSIRIS_
What penalties for guessing the wrong play type are you referring to? Am I missing something because I keep hearing this.


No penalty, just the bonus for guessing the play type of pass or run so he's just mistaken there is all. I think they adjusted the bonus for guessing the play right cuz I'm not seeing rushing getting dominated as hard as last season so far.

I'd loved to have full respecs...I could've tested the changes and fixed some damage to my builds from the past few seasons... instead I just gotta keep gimping it a long this season and the next. All that time spent getting to vet just to struggle
Edited by Myrik_Justiciar on May 22, 2018 22:23:11
Edited by Myrik_Justiciar on May 22, 2018 22:22:26
 
_OSIRIS_
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Originally posted by Detroit Leos
The penalty is likely just not receiving the buff.


This is exactly how I interpret it.

Originally posted by Myrik_Justiciar
No penalty, just the bonus for guessing the play type of pass or run so he's just mistaken there is all. I think they adjusted the bonus for guessing the play right cuz I'm not seeing rushing getting dominated as hard as last season so far.


Rushing is better but how many were tagging plays run last season when everyone was passing 60 times a game.

 
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Originally posted by bhall43
Of course. However it looks as though this balance issue is going to continue to hamper any sort of game mechanic that allows players to function on a competent level.


I'll keep saying it, i think the problem isn't balance, is the lack of points that we have for players in GLB, a professional football player probably have the minimum skill of 70 in ALL skills, in glb terms, but here they don't.

ALL NFL HBs probably have 85+ balance, even scrubs, but here it istn't like that, GLB players don't have requirements to enter "GLB league". It should be like this: If you don't want to invest in balance feel free to do it, but your player will suck and won't be able to move properly (WHEN DOING CUTS, BLOCKING, JUMPING, TACKLE INTERACTIONS OF COURSE, he still is human, he can run in a straight line). But again, the problem is, players don't have enough skill points to NOT SUCK in a lot of skills, we have to choose the ones that we like most or are more effective, you just can't build a slow linebacker, you can't, simple as that.

And the other problems is that skills are unbalanced, for exemple, Power running really just becomes a thing with 95+, but sprinting has a actual decent progression through its levels.
 
bhall43
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Originally posted by william78
Respectfully I think you have a short memory on this. There are some frustrating aspects I'd grant you that but worst its ever been is an overstatment.

There is some variation in team build types out there right now. Nowhere near as bad as year of the powerback and year of all dogs go to heaven. That year of the powerback watching guys bust a dozen tackles like they are the nigerian nightmare playing against pee wee leaguers was far more frustrating. Or all dogs go being the only effective defensive play worth running and you were a fool if you didn't run it.

Besides all that : I'm just pointing out that it was an aweful lot of development work in a fairly short period of time. Not just the SA expansion but also the more common sense changes like a QB scanning faster in the gun and penalties for guessing wrong on the playtype.

Are their aspects that still annoy me to no end if I dwell on them: ABSOLUTELY.
Punt Distance is and has been goofy...well forever. It somewhat ruins the field position game.
Blocking interactions are still fundamentally wrong just from a football perspective. Honestly if they rebooted blocking and line trench interactions it would eliminate the need to nerf/rebuff alot of things. IE Technique and Power are overly expensive for both, makes it all simulate drive blocking which is incorrect. Even pass blocking on the tackles the objective isn't really to stop the defender dead in his tracks all the time but rather to ride him behind where the QB will be throwing the ball, it's more footwork than power work. In the application when you've got reach blocks and push blocks and drive blocks. Also at the NFL level HB's who can't block ride the pine happens to rookies all the time if you can't pick up the blitz you sit.

More than the sim though I'd rather see them focus on improving the forum, team owner "make players happy" tools , education for new guys to grow the game. That'll give Bort et all more resources to grow the game and thus improve the sim after the player experience.


There are less variation of build types now than there were in the times you are talking about.
 
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Originally posted by _OSIRIS_
Rushing is better but how many were tagging plays run last season when everyone was passing 60 times a game.



I tagged the shit out of plays all season...I think I pitched like a dozen shutouts or more on KYM.
Edited by Myrik_Justiciar on May 23, 2018 10:59:09
 
_OSIRIS_
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Originally posted by Myrik_Justiciar
I tagged the shit out of plays all season...I think I pitched like a dozen shutouts or more on KYM.


How often did you use the run tag though?
 
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