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Forum > Goal Line Blitz 2 > Changes...here they are
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Parab00n
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Originally posted by Zaranthuul
Ya first thing i did for my Sophomore team was run through player builder. The normal Oline back ups will still hit 65 techs and the super stars instead of going 90 will settle for 80.

Kinda sucks a little but for now it is what it is.

I kinda think they went a little over board on the cost increase...


Yea, but it had to be done. Besides a repeat play penalty it was the best option to slow 1 dimensional teams down.
 
Sov.
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Originally posted by Parab00n
Another overreaction, blocking with 70 in a skill works just fine. Yea they won't instacake every defender they touch, but thats the point. Coordinators are going to actually have to gameplan and not set the same 5-6 plays a game to spam.


MMA's o-line has always had guys with 50-60s in tech/power for pass and run blocking, we've never had an issue with sacks or pressure before and we only have moderate problems now since the changes (which are mostly QB related, not even so much due to the line) so IMO I agree with para that most of this thread is all major overreaction. I said for a long time they needed to change how the blocking works and the stunners were a perfect example of why, they fixed that issue so now adapt and quit QQ'ing
 
Time Trial
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Originally posted by Parab00n
Yea, but it had to be done. Besides a repeat play penalty it was the best option to slow 1 dimensional teams down.


So now you have the option of being moderately bad at one thing or being terrible at both?

Meanwhile my 100/100 pass rush builds can't knock down run blockers on the odd time that they pass.

The penalty should have been in the tactics and not in the builds.

Going all the way back to the test server I suggested that there be a minimum of 20% chance to run or pass the ball in every situation except for "and short" (edit: 3rd/4th and long) or "way behind" situations.

Part of the problem has always been that run blockers have never struggled to pass the ball the way pass blockers have struggled to run.
Edited by Time Trial on Feb 3, 2015 12:22:07
 
Stobie
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Originally posted by Sov88
MMA's o-line has always had guys with 50-60s in tech/power for pass and run blocking, we've never had an issue with sacks or pressure before and we only have moderate problems now since the changes (which are mostly QB related, not even so much due to the line) so IMO I agree with para that most of this thread is all major overreaction. I said for a long time they needed to change how the blocking works and the stunners were a perfect example of why, they fixed that issue so now adapt and quit QQ'ing


I have been effected immensely and I am not QQ'ing from the changes as I am with most of the opinion which we all can agree to, maybe not the best route, but at least there was an adjustment. This is just the same story when you skirt the fine line of what works best for the sim at the time any change could hurt you. I will adjust my builds accordingly and gameplans as well. I rather have a dynamic game than a static one anyway. There is a reason I left GLB1.
 
Stobie
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Originally posted by Time Trial
So now you have the option of being moderately bad at one thing or being terrible at both?

Meanwhile my 100/100 pass rush builds can't knock down run blockers on the odd time that they pass.

The penalty should have been in the tactics and not in the builds.

Going all the way back to the test server I suggested that there be a minimum of 20% chance to run or pass the ball in every situation except for "and short" or "way behind" situations.

Part of the problem has always been that run blockers have never struggled to pass the ball the way pass blockers have struggled to run.


To this I think the change effected pass teams more than anything so this might be accounted for, but only results from the sim will validate/disprove this. My 67% passing team last season would see rare hurry sack rates has been blown up this season with the changes. 53 hurries and 32 sacks in 2 games. I need to adjust things to fix this... and yes adjusting builds will fix this.
 
Time Trial
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Originally posted by Stobie
To this I think the change effected pass teams more than anything so this might be accounted for, but only results from the sim will validate/disprove this. My 67% passing team last season would see rare hurry sack rates has been blown up this season with the changes. 53 hurries and 32 sacks in 2 games. I need to adjust things to fix this... and yes adjusting builds will fix this.


I started adding more long passes at the end of last season... I'm going to go back to the playbook I was using since Rookie that relies on a lot more short passes (back when all blitz defences would get to the QB and I needed to throw).
 
Galithor
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Originally posted by Time Trial
I started adding more long passes at the end of last season... I'm going to go back to the playbook I was using since Rookie that relies on a lot more short passes (back when all blitz defences would get to the QB and I needed to throw).


I think this is a bad plan.
 
Time Trial
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Originally posted by Galithor
I think this is a bad plan.


With the WRs that I have at my disposal, I should be completing a ton of passes.

Pass protection O-line + 4 Superstar WRs + 1 Superstar QB...

Something f-ed up and I can't watch scrims on my home computer and work has been too busy for me to watch a whole game, I can only pop in and out of the forums in between tasks.

But when I see that my completion rates have fallen as far as they have, I'm guessing that a lot of that is going off target on the long passes due to pressure and builds.

If I go back to shorter passes, I should be able to maintain possession longer and not get so badly destroyed by running teams.
 
Galithor
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Originally posted by Time Trial
With the WRs that I have at my disposal, I should be completing a ton of passes.

Pass protection O-line + 4 Superstar WRs + 1 Superstar QB...

Something f-ed up and I can't watch scrims on my home computer and work has been too busy for me to watch a whole game, I can only pop in and out of the forums in between tasks.

But when I see that my completion rates have fallen as far as they have, I'm guessing that a lot of that is going off target on the long passes due to pressure and builds.

If I go back to shorter passes, I should be able to maintain possession longer and not get so badly destroyed by running teams.


Send me an asst-OC invitation. Let me see the QB and WR builds and plug in my playbook.
 
Time Trial
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Originally posted by Galithor
Send me an asst-OC invitation. Let me see the QB and WR builds and plug in my playbook.


I'll send you an OC spot to run some tests.

My offense has always been okay, I just can't do anything on D against the run teams.

I'm at the point where I'm not even going to run my custom playbook or tactics that I have set for against the run teams.
 
Stixx
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I'm sure it has already been mentioned here but it seems to me that possession WRs were heavily nerfed as a result of these changes. Might as well just throw out some pure speed WRs just to ensure your QB can at least get the ball off most plays. Going from less than 10 sacks in a full season to over 10 in one game makes these changes seem just a bit drastic. I'll hold out on being negative about it until we have more games to look at and adjusted builds.
 
Stobie
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Originally posted by Stixx
I'm sure it has already been mentioned here but it seems to me that possession WRs were heavily nerfed as a result of these changes. Might as well just throw out some pure speed WRs just to ensure your QB can at least get the ball off most plays. Going from less than 10 sacks in a full season to over 10 in one game makes these changes seem just a bit drastic. I'll hold out on being negative about it until we have more games to look at and adjusted builds.


This is what hurt me the most. D players are getting to the QB much faster than before so only thing to do is up the speed of WR's which technically has just forced all WR into a cookie cutter build. If you don't have fast WR, you can't pass. Not saying you can't get away with it, but QB's are not smart enough to have hot routes which they should have.
 
peeti
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Originally posted by Stobie
This is what hurt me the most. D players are getting to the QB much faster than before so only thing to do is up the speed of WR's which technically has just forced all WR into a cookie cutter build. If you don't have fast WR, you can't pass. Not saying you can't get away with it, but QB's are not smart enough to have hot routes which they should have.


Disagree...at rookie and Sophemore at least its not true
 
Stixx
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Originally posted by peeti
Disagree...at rookie and Sophemore at least its not true


Not sure if you have noticed but teams with any knowledge of this game, in its current state, know that you have to build almost exclusively to stop the run in Rookie/Sophomore if you want to be successful.

In GLB, you can never use rookie/sophomore as a basis as to what works and doesn't work endgame.
Edited by Stixx on Feb 3, 2015 14:30:05
Edited by Stixx on Feb 3, 2015 14:29:25
 
Galithor
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Originally posted by Stixx
I'm sure it has already been mentioned here but it seems to me that possession WRs were heavily nerfed as a result of these changes. Might as well just throw out some pure speed WRs just to ensure your QB can at least get the ball off most plays. Going from less than 10 sacks in a full season to over 10 in one game makes these changes seem just a bit drastic. I'll hold out on being negative about it until we have more games to look at and adjusted builds.


Originally posted by Stobie
This is what hurt me the most. D players are getting to the QB much faster than before so only thing to do is up the speed of WR's which technically has just forced all WR into a cookie cutter build. If you don't have fast WR, you can't pass. Not saying you can't get away with it, but QB's are not smart enough to have hot routes which they should have.


I'd argue that possession WRs always sucked, but that's just me.

It's not that you can't build more "possessiony". it's more that there's just some minimal thresholds of mobility that you need to hit to at least be capable of being useful. IMO, by the time you reach veteran, that threshold is somewhere around 70/70 sprinting/quickness, with something like 60/60 route tech/route elusiveness. Footwork needs are debatable, but it's noticeable on catch-turn-run type plays when a guy has 15 and another guy has 50+. One guy is getting tackled quickly, the other guy is circling the DB for some nice YAC regularly.

Whether you stop at 70/70 sprinting/quickness and build out with higher catching skills, or go for more of a 100/60 (or even 100/80, screw catching skills) type build with more physicals, less CiT, receiving grip type stuff... that's all in the eye of the beholder. But what definitely sucks is a guy with 20 snap reaction, 30-50 sprinting/quickness, and sub 60 route tech and route elusiveness. Even if you're winning your CiT rolls, it's for what, 5-8 yard routes? You have to succeed twice to accomplish what I'm trying to do in a single play on Air Raid, and you've got to do it in 3 tries for a first down when you're almost always having to pass a CiT roll after having avoided an outright deflection or interception. That's an awful lot of self-induced risk. You'd need to complete something like 80% of your passes to do what we do on Air Raid at 55-65% typically.

And I think every WR needs to have 60 conditioning. Any less than that, and you just get tired. Especially if you've got a lighter offensive roster makeup. Backup WRs could do with less. 45-50 maybe.
Edited by Galithor on Feb 3, 2015 14:45:18
 
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