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Forum > Goal Line Blitz 2 > Rush (Dive) Defense ITT
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Asheme
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i have a top 5 ladder jpeg to spiff up.
 
Parab00n
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Originally posted by Homage
the issue is the guaranteed short rush plays... using ypc as your metric is retarded. Especially if you're using MEM as proof. They're not on your level.


There is no guaranteed rush play. You guys just don't get it, you want to build pass rushing dots or send your LBs around the edge to stop a up the middle run. There are numerous teams who actually planned and adjusted builds and gameplans to stop or slow down the strategy. However, instead of doing any work yourself you want the admins to add a "magic" play thats just gonna shut it down for you. When a viable strategy is placed in front of you or someone tells you to go watch how certain teams stop/slow it successfully you still want to claim its broken. This isn't the Strong I Slam of GLB1 where 7-8 yards were the norm regardless of builds/strategy, we are talking about a rush of the middle for an average of 4-5 yards against poor builds and bad plays.
 
mwoods07
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Originally posted by Parab00n
There is no guaranteed rush play. You guys just don't get it, you want to build pass rushing dots or send your LBs around the edge to stop a up the middle run. There are numerous teams who actually planned and adjusted builds and gameplans to stop or slow down the strategy. However, instead of doing any work yourself you want the admins to add a "magic" play thats just gonna shut it down for you. When a viable strategy is placed in front of you or someone tells you to go watch how certain teams stop/slow it successfully you still want to claim its broken. This isn't the Strong I Slam of GLB1 where 7-8 yards were the norm regardless of builds/strategy, we are talking about a rush of the middle for an average of 4-5 yards against poor builds and bad plays.


This has always been the problem with GLB from the beginning. People build a certain type of dot that is a "super dot" at what he does then complains when he can't do other basic things. The speed DE and edge rushing LB's are prime examples...they get 25 sacks a game against the passing teams, but when you play a run team against them, they give up 8+ ypc because those dots are on their asses all the time. The problem is not to fix the game, it's to make more balanced dots or face the consequences.
 
Stobie
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Originally posted by mwoods07
This has always been the problem with GLB from the beginning. People build a certain type of dot that is a "super dot" at what he does then complains when he can't do other basic things. The speed DE and edge rushing LB's are prime examples...they get 25 sacks a game against the passing teams, but when you play a run team against them, they give up 8+ ypc because those dots are on their asses all the time. The problem is not to fix the game, it's to make more balanced dots or face the consequences.


Essentially the truth.
 
Pariah
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Yup, everyone ran out during season 1 and built to Pass, and Sack/Stop the Pass. And now as the game progresses, we hear about overpowered running.




 
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Lol.
Edited by Reaper Of The Dead on Feb 10, 2014 15:40:00
 
bhall43
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love the assumptions people are making about builds.
 
bhall43
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Originally posted by Parab00n
There is no guaranteed rush play. You guys just don't get it, you want to build pass rushing dots or send your LBs around the edge to stop a up the middle run. There are numerous teams who actually planned and adjusted builds and gameplans to stop or slow down the strategy. However, instead of doing any work yourself you want the admins to add a "magic" play thats just gonna shut it down for you. When a viable strategy is placed in front of you or someone tells you to go watch how certain teams stop/slow it successfully you still want to claim its broken. This isn't the Strong I Slam of GLB1 where 7-8 yards were the norm regardless of builds/strategy, we are talking about a rush of the middle for an average of 4-5 yards against poor builds and bad plays.


So you have told me a number of times now that you built your whole defense on defending the run. And you are using MEM piping 3+ ypc down your throat to say there isn't a problem? I mean I am all for working through this via builds and better plays but can you see how people are pretty skeptical of your OP?
 
Jampy2.0
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Originally posted by Asheme

and how did it come out?

can i see the final result?


http://www.ledr.com/colours/white.htm

shit... 2 much shine
 
Homage
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Originally posted by Parab00n
There is no guaranteed rush play. You guys just don't get it, you want to build pass rushing dots or send your LBs around the edge to stop a up the middle run. There are numerous teams who actually planned and adjusted builds and gameplans to stop or slow down the strategy. However, instead of doing any work yourself you want the admins to add a "magic" play thats just gonna shut it down for you. When a viable strategy is placed in front of you or someone tells you to go watch how certain teams stop/slow it successfully you still want to claim its broken. This isn't the Strong I Slam of GLB1 where 7-8 yards were the norm regardless of builds/strategy, we are talking about a rush of the middle for an average of 4-5 yards against poor builds and bad plays.


we have no qualms stopping running plays that aren't spread. Perhaps you should bite your tongue about build concepts... because your assumptions are way off.

Additionally... there are fairly guaranteed rush plays. Yes they don't work 100% of the time, but they work well enough that apparently your run defense can't even stop us from getting a 1st down and moving the chains the majority of time. Keep in mind, none of our O-linemen have a lick of run blocking investment.

Do you really want to keep towing this line... or are you going to man up and admit there was a problem?

I haven't had time to play with the new plays yet... so we'll see how things go when I have a chance to tweak 'em.
 
Homage
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Originally posted by Jampy2.0
1 sec ill respond to that after i finish shining this trophy.


the only shiny trophy you'll get as long as we're in your league now.
 
Badhands
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Last season "running sux," this season "zomg nerf running," but nothing has changed. How about we let things develop for a while so we can see where the bus is headed before we try to turn it around?
 
Staz
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Originally posted by Badhands
Last season "running sux," this season "zomg nerf running," but nothing has changed. How about we let things develop for a while so we can see where the bus is headed before we try to turn it around?


From an outside, non coordinating perspective, I don't think that's really the argument here.
 
Pariah
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The new delayed blitzes would be the ones to try, if it works right, the delay could be the key. As bhall points out in another thread, current middle blitzes don't work well.

I see this not so polarizing, but a little bit of both sides. Teams who shouldn't be able to run, can (somewhat), although they can be slowed down. But if you have a team with some running ability, forget about it.

I am just hoping that the new plays make a difference. To me, it's not so much that the play is overpowered, it's more that there aren't any real solid answers to really stopping it. With middle blitzes not working well currently, it creates a problem with that particular set. The plays where the backer spies or lurks (as Para pointed out) are decent against it, but again, that is where the builds come in. But a delay blitz, in theory could work, but we will see.
Edited by Pariah on Feb 10, 2014 20:10:04
 
jamz
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Originally posted by Pariah
The new delayed blitzes would be the ones to try, if it works right, the delay could be the key. As bhall points out in another thread, current middle blitzes don't work well.


Agree'd on this point foshizzle ma nizzle.
 
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