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Forum > Goal Line Blitz 2 > S51 Changelog Suggestions
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Detroit Leos
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Originally posted by PaulM
I came back after years away to find that there is still no dismiss all button on pickup games.


What's up big guy! Been quite some time! Haha
 
vipermaw82
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Dial back power running that is all
 
TyDavis315
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https://glb2.warriorgeneral.com/game/player/321119

My kicker kicked 85% in league games but 75% overall. what’s different between these games and what do we need to know about how to keep it up overall

A kicking guide is needed at this point, are we not making kickers right?
Edited by TyDavis315 on Feb 2, 2021 22:45:58
 
TyDavis315
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Originally posted by vipermaw82
Dial back power running that is all


They don’t want to hear this one, but I see the reasoning. Rushing overall is pretty hectic and should be tweaked, but the defenses we’re getting out of it now is keeping us sharp. I remember when people used to have to plan against pitches. Now we have builds that help us shore that up. Defense is better because of it since the QB is already drunk as hell each game. Win against the run, control the game 🤷🏾‍♂️

We’re in a stalemate unfortunately

 
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Goat League in Vet has way too many cpu teams compared to the other league... prob should split them up evenly.
 
SperrytheKid
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hello 👀
 
SperrytheKid
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woah some of u guys have endless wins!
 
Raid
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Originally posted by SperrytheKid
woah some of u guys have endless wins!


Not I, said the Raid.
 
Xars
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- Added a "Dismiss All" button for pickup games at the top of the player page
- Added check boxes on playbook and tactics list pages for quicker mass deletion of multiple items
- Broken tackle value in HoF and MVP calculations reduced for offense players (this only affects ranks going forward)
- Added trophies on player pages for All Star game appearances
- Strip Tech, Coverage Tech, Route Tech, Intimidation, and Pass Rush Deflecting (for DT/DE only) skill point costs reduced a bit. A script is currently processing to catch up any players who need extra SP refunded
- Reduced the base FG kicking distance a bit, but the maximum possible range is still the same (more emphasis on the range calculation is now placed on kick power)
- FG kick accuracy roll difficulty adjusted to better take into account how close or far the kick is from max range (short kicks easier, max kicks harder)
- Added two new SAs for QB: Thread the Needle (gives a bonus to targeted receiver's Catch in Traffic rolls) and Iron Grip (chance to not fumble when being sacked)
- Slightly increased the bonus from previously ran rushing plays toward play action fake chance
 
rch3
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Originally posted by Bort
- Added trophies on player pages for All Star game appearances


 
Xars
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Originally posted by Xars
- Added a "Dismiss All" button for pickup games at the top of the player page
- Added check boxes on playbook and tactics list pages for quicker mass deletion of multiple items


Nice. Thanks.

Originally posted by Xars

- Broken tackle value in HoF and MVP calculations reduced for offense players (this only affects ranks going forward)
- Added trophies on player pages for All Star game appearances


Nice. Thanks again. Probably the best we can hope for is that this takes effect going forward. Reversing the past is probably a much bigger coding challenge (and of questionable value).

Originally posted by Xars

- Strip Tech, Coverage Tech, Route Tech, Intimidation, and Pass Rush Deflecting (for DT/DE only) skill point costs reduced a bit. A script is currently processing to catch up any players who need extra SP refunded


Excellent. We'll have to see how much of a cost reduction they are, but moving in the right direction.


Originally posted by Xars

- Reduced the base FG kicking distance a bit, but the maximum possible range is still the same (more emphasis on the range calculation is now placed on kick power)
- FG kick accuracy roll difficulty adjusted to better take into account how close or far the kick is from max range (short kicks easier, max kicks harder)


Fantastic. When I read the first change, I was initially a little worried but the 2nd change in combo really flushes this out. Let's see how it plays out in games.


Originally posted by Xars

- Added two new SAs for QB: Thread the Needle (gives a bonus to targeted receiver's Catch in Traffic rolls) and Iron Grip (chance to not fumble when being sacked)


Wow. This was fast. Excellent news. Can really bring back Passing-heavy teams now. Especially S* QBs. SA Thread the Needle fires off Pass Tech and SA Iron Grip fires off Drop Back Grip. I can see a lot of Rookie Teams going Pass heavy and having their QBs invest in DBG (where before they never did) and using the Silver SA Iron Grip to prevent the Sack/Fumble stuff that is so prevalent. And then respecing after Rookie if they aren't going to stay Pass Heavy. But now teams can go Pass Heavy on O again at higher tiers because reducing the Sack risk and increasing the CiT rolls are both very good buffs.

Originally posted by Xars

- Slightly increased the bonus from previously ran rushing plays toward play action fake chance


Another welcome change. Will have to see what the buff is but it should make 3rd and Short PA plays as a very realistic option after 2 rushes.
Edited by Xars on Feb 4, 2021 04:36:01
Edited by Xars on Feb 4, 2021 04:28:51
Edited by Xars on Feb 4, 2021 04:28:06
Edited by Xars on Feb 4, 2021 04:27:48
Edited by Xars on Feb 4, 2021 04:26:36
 
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Originally posted by Xars
- Added a "Dismiss All" button for pickup games at the top of the player page
- Added check boxes on playbook and tactics list pages for quicker mass deletion of multiple items
- Broken tackle value in HoF and MVP calculations reduced for offense players (this only affects ranks going forward)
- Added trophies on player pages for All Star game appearances
- Strip Tech, Coverage Tech, Route Tech, Intimidation, and Pass Rush Deflecting (for DT/DE only) skill point costs reduced a bit. A script is currently processing to catch up any players who need extra SP refunded
- Reduced the base FG kicking distance a bit, but the maximum possible range is still the same (more emphasis on the range calculation is now placed on kick power)
- FG kick accuracy roll difficulty adjusted to better take into account how close or far the kick is from max range (short kicks easier, max kicks harder)
- Added two new SAs for QB: Thread the Needle (gives a bonus to targeted receiver's Catch in Traffic rolls) and Iron Grip (chance to not fumble when being sacked)
- Slightly increased the bonus from previously ran rushing plays toward play action fake chance


Hot damn!
 
vipermaw82
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well... I swear nobody should have any complaints at this point... except me and wanting power rushing dialed back, but i suppose the fact that they rocked out that many needed fixes. Great work!
 
rabidlizard24
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I may get a little emotional...bravo
 
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We still need some cpu teams split up in the 2 vet leagues, right now Goat has way too many.
 
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