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TyDavis315
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Originally posted by Mango Fandango
Play defense like the Dolphins
Play offense like the Bears

= GLB2 wins

Err... IRL you get embarrassed but at least you get 1st pick in the draft. So...


Flip that coaching equation and you’re likely playoff-bound depending on depth/talent.

GLB2 wise?

Embarrassment with no top pick as consolation
Edited by TyDavis315 on Jan 16, 2023 13:07:27
 
TyDavis315
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Should've kept my mouth shut; now we're absolute shit offensively. From 60% vs zone to sub 45%, of course home run catches are all drops, and the receivers are still burning the hell out of defenses but are... idek what they are. I will say that if a WR is at/a little after the 10 (the 8 or 9) and the defender is between 20 & 15, that is not "due to the defense".

Defensively, it seems like CPU teams have magically boosted their pass on us. 70 tech, 30 grip & power on all CBs yet the broken tackles are racking up (for context, our WRs rarely break tackles and get caught easily by DBs full seconds slower than them) and they cannot defend deep passes. The faster and quicker I make them, the worse off we are. The logic there is backwards - I don't know if I should be mad since we shut down most passes under 15 yards, but if it's over that, our DBs lose all logic. At least passes are being completed in general though, so this is more of a "damn, we had to be the example huh" part.

https://glb2.warriorgeneral.com/game/game/904406 - Utter culmination of my pain; however, the blocking was finally immaculate.

Also, this new strip tackle/knocked loose mechanic on receivers is confusing me. I have grip up to at least 50 on everyone, but we give it up without even going down. Is anyone else having an issue with this? How have you countered it?
 
Adderfist
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Originally posted by BoDiddley
DLines have been OP for a long time. And yes pass blocking pales in comparison to run blocking.

Biggest problem which some of us pointed out long ago is how easy it is to pump up DL stats like pass rush power, yet pass block power is WAY more expensive. There's no real secret why there's an imbalance.


Nothing to do with DL. It's the 6th unblocked blitzer.
 
Xars
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Originally posted by Adderfist
Nothing to do with DL. It's the 6th unblocked blitzer.


I wonder if it would if more people took SA Wide Load.

It probably also needs a boost.
 
eTHICCalBEEF
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Originally posted by Adderfist
Nothing to do with DL. It's the 6th unblocked blitzer.


It's both. The inability for QBs to handle blitzes just makes it even more oppressive, but the problem starts with the line.
 
TyDavis315
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Wide Load sounds nice in theory, but in its current state it’ll stay that way. DL is definitely a problem; the rev cakes’ll speak to that.

QBs cost way too much for their limited ability in the game, and pass blocking wasn’t built to hold up to the defensive boosts made in the previous seasons. I just want to see star QBs get some love - if they do, the balanced aspect of the game would be so much better. Would allow for a lot more offensive flexibility as well, allowing users more opportunities for creativity.

Also the S* farming thing is annoying. Offensively I don’t mind bc go offense of course. Defensively, this shit is out of hand. A fully boosted non star player is already good. Match that with a S* and you have a dangerous unit. All star units? Have some shame. Not the type of arena we came to see
 
Adderfist
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The QB can usually roll out of pressure and buy enough time to throw when just the DL is coming. If you have 5 or more blitzing, QB's gets a little less reliable and at 6 the QB forgets how to play if you dont have high snap/quickness WR's.

So yeah, DL/OL interactions are not perfect but they're not not the issue here. If anything it's just how QB's act.


 
Adderfist
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Originally posted by TyDavis315

Also, this new strip tackle/knocked loose mechanic on receivers is confusing me. I have grip up to at least 50 on everyone, but we give it up without even going down. Is anyone else having an issue with this? How have you countered it?


Couple different things to try. (I haven't done all of these yet, so ymmv)

1. More Toughness/Route Running/Grip build
2. Low Balance WR
3. Lower accur QB with high awr/diving WR
4. Route Elusive build so you're not right next to the CB
 
Raid
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It's also been meta for a while to not go too high in pass aware or else you'll miss when the first read actually breaks open - but it also makes you miss the open man for a completion when the heavy blitz comes.

Lotta things have lead to the state of the game as it is atm - the low aware and heavy reliance on possession receivers being a large part of making blitzing come back into style.

I mean, CB meta at the moment is to stay under 60 sprint - at corner... that's pretty damning to the kind of receivers there are, and the main reason for that is the lack of ability to catch open passes and throw to open receivers with regularity.

It's gonna hurt everyone as the meta shifts no matter what, but we are at a critical point in the passing game collapsing as it were, and the balancing act will be improving how well speedy receivers can catch the ball and how well QBs can lead without so dramatically/quickly changing the game so that all those slow CBs are getting burnt by mediocre players time and time again.




I do think even now there is room for the high aware QB and some high snap/quick receivers to do work even without a buff - but I think a little bit of help at least on the QBs end might be needed, since high pocket aware IS meta and QBs still hold on to the ball willingly as they get hit instead of throwing the ball up to those big possession guys when they feel pressured.
 
darkwingaa
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At Vet, I find the 6th blitzer often doesn't get there. Sacks usually come from a quick TV revcake or a spin cycle.

A big problem is your run game will absolutely suck against a good DL if your OL isn't run focused. Whereas your pass blocking can kind of get by even with weak investment.

The other problem with heavily investing into pass blocking is that Spin Cycle and TV are overpowered when compared to Shed Block. Leverage, Resolute, and AU just don't feel like they do enough when compared to the run blocking SAs.

You don't get the same ROI by investing into pass blocking.
 
rabidlizard24
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These are my thoughts on all of this:

In real life terms…it may look different than it used to but more times than not, running game + defense will typically make you a good team.

That being said, there are definite problems with the passing game in GLB2 because passing attacks should be able to be deadly as well and would create great diversity in the game.

A few things:

For teams that have a good running game, the play action pass should kill defenses that focus on run even with below average throwing QBs and below average WRs. Right now it doesn’t burn defenses like it should. For teams that have great passing games, draws and screens should hurt a defense focused on the pass.

Wide load should honestly be buffed like someone mentioned. To me in the passing game it’s the equivalent to OL using drops steps to cut off blitz lanes.

The answer isn’t to nerf the run game, I think the run game is really close to being at a good spot. The answer is to do things to buff the passing game some. Some people will complain that defensively it will make it harder to play one style of team over another but that type of mismatch happens all the time in real life. In real life teams build defenses to stop pass or run better and it hurts them when they play the opposite. Mis-matches are a real thing and buffing the passing game can cause that. In real life a lot of teams load up on superstar players on defense so they can be good at stopping both and sometimes offenses load up on superstars to be good at what they want to be good at. My point is it will create more diversity in the game and matches and mismatches.

QBs need worked so that pocket awareness helps against the blitz even more and pass awareness should allow a QB to hot read and recognize a blitz sometimes before the snap. Those two things would solve a lot of things honestly. If QBs would hot read more, that would hurt the blitz. It would mean more really quick throws, which some people don’t like but it’s realistic. Also, scrambling QBs should be a bit easier to make too and viable. Lots of QBs should be able to extend plays with their legs and make a throw.
 
Adderfist
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Originally posted by rabidlizard24
QBs need worked so that pocket awareness helps against the blitz even more and pass awareness should allow a QB to hot read and recognize a blitz sometimes before the snap. Those two things would solve a lot of things honestly. If QBs would hot read more, that would hurt the blitz. It would mean more really quick throws, which some people don’t like but it’s realistic. Also, scrambling QBs should be a bit easier to make too and viable. Lots of QBs should be able to extend plays with their legs and make a throw.


I would be good with all of this if effects of pressure were ramped back up again. The reason I'm so pro sack is because pressures don't matter nearly enough.
 
BoDiddley
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Originally posted by Adderfist
Nothing to do with DL. It's the 6th unblocked blitzer.


The 6th blitzer isn't really an issue for me. It's the lack of balance between OL and DL skill point investment. A DT can be 90 Pass rush power day 1, while a S* OL player takes forever to get to that point with Pass Block power, and at a MUCH higher cost that becomes counter-productive. Revcake stats reflect this.
 
ellix
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Originally posted by BoDiddley
The 6th blitzer isn't really an issue for me. It's the lack of balance between OL and DL skill point investment. A DT can be 90 Pass rush power day 1, while a S* OL player takes forever to get to that point with Pass Block power, and at a MUCH higher cost that becomes counter-productive. Revcake stats reflect this.


This will always be due to the fact that Oline can specialize in only 1 aspect of the game and that makes it very hard to stop. See Spamalot, Brood, et al. Be careful what you wish for.
 
eTHICCalBEEF
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Originally posted by ellix
This will always be due to the fact that Oline can specialize in only 1 aspect of the game and that makes it very hard to stop. See Spamalot, Brood, et al. Be careful what you wish for.


And yet due to the way blocking works, even a full S* OL (Brood) with 100 run tech and power does nothing to a line with a fraction of that (such as RIF) as long as they run tag. Spamalot's OL doesn't even have that much run blocking anymore and it's fairly easy for a DL to match their run block numbers and still have enough left over to max out the pass rush.

In the end, it comes down to the fact that for a min-maxed C, the 100th point in run block tech costs 3300. For a DT, it's only 1200.
Edited by Kvothe27 on Jan 22, 2023 21:50:30
Edited by Kvothe27 on Jan 22, 2023 21:50:13
Edited by Kvothe27 on Jan 22, 2023 21:49:40
Edited by Kvothe27 on Jan 22, 2023 21:45:14
Edited by Kvothe27 on Jan 22, 2023 21:44:31
 
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