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peeti
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If that was a try to nerf passing then it failed^^ I guess this season will be as ugly as last season for erkner just with less 1st downs on long plays. Maybe im wrong but we will see....

There were so obvious fixes to run game and none have been made. The cut Inside things was more of a change than a fix (Bad in some situations, good in more)
 
Parab00n
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Originally posted by Absolut Zero
I'm curious if this means maximum pass distance at normal vertical levels (throwing on a rope), or maximum when lofting it?


Originally posted by Absolut Zero
If I'm reading Bort's change right, none of these are relevant examples.


I assume any time the QB is lofting it into the Air that he is nearing his max distance, otherwise the only way to tell a QBs max distance is when the WRs are 50 yards down field and the ball lands well behind them.
 
Majestic Gent
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Originally posted by Absolut Zero
Problem is how many players have actually put a large amount of SP into the Interception skill? I imagine most players at the Seasoned level haven't put a point into it. At Vet, you see some builds with 25-30 interception, but if it's anything like receiving hands/CiT, shouldn't it be more like 70?


My CB has 50 in int. Got 8 ints last season. Most of them off of deflections. Probably dropped another 4 ints.

On topic though, so that means my QB with low passing power can't float balls that the receiver comes back to while leaving the defender in the dust anymore?
Edited by Majestic Gent on Jul 7, 2015 11:18:45
 
bhall43
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Personally I wish Pass Power increased loft rather than shoot lasers. Would make much more sense in terms of distance and lead passing than what we currently have.
 
bhall43
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Originally posted by Majestic Gent

On topic though, so that means my QB with low passing power can't float balls that the receiver comes back to while leaving the defender in the dust anymore?


Nothing has changed from the 20 scrims I watched today.
 
Jagat0r
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Originally posted by bhall43
Personally I wish Pass Power increased loft rather than shoot lasers. Would make much more sense in terms of distance and lead passing than what we currently have.


I think there should be passing tactics on the player build that effects the arc of the ball in the air from laser to lob.
 
Parab00n
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http://glb2.warriorgeneral.com/game/replay/203124/24713

I assume Bort doesn't really watch a lot of GLB2 games and only shows up at the end of the season to fix stuff that his staff reports are problems. You can watch this replay here and see whats wrong with underthrown balls, defenders do not react to them at all. This should be a easy deflection or interception for the defense, but the defender never looks back even when the WR stops. The WR has very little Quickness but is able to stop on a dime and react to the underthrown pass. WRs shouldn't just be able to pump speed and be able to stop like that.
 
Absolut Zero
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Originally posted by Parab00n
http://glb2.warriorgeneral.com/game/replay/203124/24713

I assume Bort doesn't really watch a lot of GLB2 games and only shows up at the end of the season to fix stuff that his staff reports are problems. You can watch this replay here and see whats wrong with underthrown balls, defenders do not react to them at all. This should be a easy deflection or interception for the defense, but the defender never looks back even when the WR stops. The WR has very little Quickness but is able to stop on a dime and react to the underthrown pass. WRs shouldn't just be able to pump speed and be able to stop like that.


Hmm, underthrown and a little to the left. I think another way to change it is to increase the variance to the left or the right. So it's possible it could either go out of bounds, or it comes within range of another defender.
 
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Originally posted by Xars

Deep passes at the edge of a QBs Power should be inaccurate enough that double coverage on the WR leads to a pick.


This x 100000000
 
Rob.
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Originally posted by Parab00n
You can watch this replay here and see whats wrong with underthrown balls, defenders do not react to them at all. This should be a easy deflection or interception for the defense, but the defender never looks back even when the WR stops.


This is the biggest issue to me.
Edited by Rob. on Jul 7, 2015 14:12:21
 
Xars
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Originally posted by Parab00n
http://glb2.warriorgeneral.com/game/replay/203124/24713

I assume Bort doesn't really watch a lot of GLB2 games and only shows up at the end of the season to fix stuff that his staff reports are problems. You can watch this replay here and see whats wrong with underthrown balls, defenders do not react to them at all. This should be a easy deflection or interception for the defense, but the defender never looks back even when the WR stops. The WR has very little Quickness but is able to stop on a dime and react to the underthrown pass. WRs shouldn't just be able to pump speed and be able to stop like that.


Correct.

The Passing game needs a small buff in leading receivers so that catches in space lead to more YAC.

Passing needs a large nerf to Long Passes being under/poorly thrown into double coverage leading to more INTs. All double and triple coverage situations should dramatically increase INT rates.

And/or

CB skill costs need to come down. The Physical SP requirement of CBs is huge and then big costs are needed in Cover Tech, Delfection and/or INT.

Depending on how the code is written, one of the nerfs above should be implemented.
 
Parab00n
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Originally posted by Xars
Correct.

The Passing game needs a small buff in leading receivers so that catches in space lead to more YAC.

Passing needs a large nerf to Long Passes being under/poorly thrown into double coverage leading to more INTs. All double and triple coverage situations should dramatically increase INT rates.

And/or

CB skill costs need to come down. The Physical SP requirement of CBs is huge and then big costs are needed in Cover Tech, Delfection and/or INT.

Depending on how the code is written, one of the nerfs above should be implemented.


I think just changing the way defenders react once the ball is in the air would help. All 4 of the defenders in the area never stopped playing their man, if the ball is lobbed in the air for 40 yards thats plenty of time for a defender to react. On a deep pass as soon as teh ball is in the air you aren't playing the WR anymore, you are trying to determine where the ball is going to come down at and if you can beat the WR to that spot. If so, you go for the INT. If not, you try to keep the WR from catching it. The ball left the QB's hand at tick 56 and the defenders didn't react to it until tick 100. The WR reacted to it at tick 84, that's a pretty big difference.
 
Galithor
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Originally posted by Parab00n
I think just changing the way defenders react once the ball is in the air would help. All 4 of the defenders in the area never stopped playing their man, if the ball is lobbed in the air for 40 yards thats plenty of time for a defender to react. On a deep pass as soon as teh ball is in the air you aren't playing the WR anymore, you are trying to determine where the ball is going to come down at and if you can beat the WR to that spot. If so, you go for the INT. If not, you try to keep the WR from catching it. The ball left the QB's hand at tick 56 and the defenders didn't react to it until tick 100. The WR reacted to it at tick 84, that's a pretty big difference.


It does seem like Man Awareness is simply incapable of making a "pass has been thrown" read with their back turned to the QB. You see zone defenders break on passes better when they're still facing QBs. They may be horribly out of position, but they do break towards the throw in a timely fashion with enough awareness. Zone Awareness has trouble too though when the defender has to turn and run with a receiver.
 
Xars
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Originally posted by Parab00n
I think just changing the way defenders react once the ball is in the air would help. All 4 of the defenders in the area never stopped playing their man, if the ball is lobbed in the air for 40 yards thats plenty of time for a defender to react. On a deep pass as soon as teh ball is in the air you aren't playing the WR anymore, you are trying to determine where the ball is going to come down at and if you can beat the WR to that spot. If so, you go for the INT. If not, you try to keep the WR from catching it. The ball left the QB's hand at tick 56 and the defenders didn't react to it until tick 100. The WR reacted to it at tick 84, that's a pretty big difference.


Agree. No idea though which area of the code is easier to change.
 
Majestic Gent
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Originally posted by Galithor
It does seem like Man Awareness is simply incapable of making a "pass has been thrown" read with their back turned to the QB. You see zone defenders break on passes better when they're still facing QBs. They may be horribly out of position, but they do break towards the throw in a timely fashion with enough awareness. Zone Awareness has trouble too though when the defender has to turn and run with a receiver.


The theory could be tested by making a Flex Coverage DB and max out Zone and Man awareness.
 
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