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Time Trial
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Originally posted by william78
I like alot of these ideas,

I still think the biggest "missing component" from GLB2 , especially for QB play is the mobile pocket passer and would like to see the SA's that benefit that. Right now we've got some quick accurate decision makers, some big armed guys, some running guys....

But none that look to "extend the play" from the pocket and take advantage of breakdowns that happen with longer coverage times. I'm seeing it on Saturday and Sunday but not on the virtual Gridiron.


Rollout (Available to QBs with the Tactician, Dual Threat, or Scrambler Traits)
Ability Type: Active
Activation Condition: QB has not yet passed the ball three seconds after the snap and is outside the pocket.
Activation Chance: 100%, once per play when all conditions are met.
Duration: 2 Seconds
Effects: Has a 20/30/50% chance of causing the nearest coverage defender (within ten yards of the LoS) to abandon his coverage to blitz the QB, if the defender does not blitz, the QB gains 2/4/7 to all skills.
Reasoning: Not OPed because the investment in Footwork to get outside the pocket and the hope and prayer that the other team isn't blitzing from the outside causing your QB to just walk into coverage... also the investment in a specific trait. Should do what you need it to do with respect to making plays happen when coverage breaks down.
 
william78
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Originally posted by Time Trial
Rollout (Available to QBs with the Tactician, Dual Threat, or Scrambler Traits)
Ability Type: Active
Activation Condition: QB has not yet passed the ball three seconds after the snap and is outside the pocket.
Activation Chance: 100%, once per play when all conditions are met.
Duration: 2 Seconds
Effects: Has a 20/30/50% chance of causing the nearest coverage defender (within ten yards of the LoS) to abandon his coverage to blitz the QB, if the defender does not blitz, the QB gains 2/4/7 to all skills.
Reasoning: Not OPed because the investment in Footwork to get outside the pocket and the hope and prayer that the other team isn't blitzing from the outside causing your QB to just walk into coverage... also the investment in a specific trait. Should do what you need it to do with respect to making plays happen when coverage breaks down.


Along the same lines though thinking of guys that avoid the rush inside the pocket to throw the ball.
 
Sean1995
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I think defensive SAs need love, too.

Name : Blocked Tackle
Ability Type : Active
Powered By : Tackling Tech, Power Tackling
Activation Condition : Ball carrier within tackling radius, being blocked.
Activation Chance : 10%/20%/40%
Duration : 1 second
While Active : Ball carrier stumbles, losing 20/30/50 balance.
Reasoning : This happens all the time. Even when DL are engaged in a block, they stretch arms and still try to get to ball carriers.

Name : Better not be hurried
Ability Type : Passive
Powered By : Intimidation
Activation Condition : when players forces a hurried pass
Activation Chance : 10%/20%/40%
Duration : entire play
While Active : -3/-5/-10 to all QB's passing abilities
Reasoning : not OP because intimidation hardly goes along with being an agile/good pass rusher

Then I realized that making offensive SAs is more fun, lol.

For : every offensive players
Name : TO Takeaway
Ability Type : Passive
Activation Condition : The drive after Opp's turnover inside their red zone
Activation Chance : 30%/50%/90%
Duration : entire play
While Active : +3/+5/+10 to all abilities

For : HB/FB/WR/TE

Name : Diver/Stretcher
Ability Type : Active
Powered By : Diving/Carry Awr
Activation Condition : Not 1st down situation, First-down mark within diving radius, defender nearby ahead or dragging a defender
Activation Chance : 20%/40%/80%
Duration : 0.5 second
While Active : Player dives for the first down, -20/-15/-10 to carry grip, diving radius is halved if the player is dragging a defender

Dang, I run out of ideas pretty quickly. Will come back later if I come up with one.


 
mrm708
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So many offensive SAs. There is already an imbalance towards offense as it is IMO. Need more defensive SAs! I've only come up with the one I really like but ill try to think of some more for D.
 
Galithor
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Defensive SA

Crowd Pump
- SA can fire on 3rd/4th Downs in home games where score is within 17 points. Can only fire from one player per play.
- When it activates, lowers all offensive awareness skills on entire offense by x/y/z for the duration of the play. Impacts Pass, Pocket, Receiving, Pass Block, Run Block, Lead Block, and Carrying Awareness and Snap Reaction.
- Offensive players with road warrior have (50%/75%/100%) chance to resist based on road warrior at bronze/silver/gold.
Edited by Galithor on Sep 24, 2014 12:50:58
 
Time Trial
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Originally posted by william78
Along the same lines though thinking of guys that avoid the rush inside the pocket to throw the ball.


I suppose you could do a similar thing in the pocket.

Step Up (Available to QBs with the Tactician, Precision Passer, or Cool Headed Traits)
Ability Type: Active
Activation Condition: QB has not yet passed the ball three seconds after the snap and is inside the pocket.
Activation Chance: 40%.
Duration: 2 Seconds
Effects: the QB gains 2/4/7 to Pass Awareness/Pass Technique/Pass Consistency/Footwork/Pocket Awareness skills.
Reasoning: Should do what you need it to do with respect to making plays happen when coverage breaks down.
 
Time Trial
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Originally posted by mrm708
So many offensive SAs. There is already an imbalance towards offense as it is IMO. Need more defensive SAs! I've only come up with the one I really like but ill try to think of some more for D.


I tried to bring some in that work for both sides of the ball. Like Beast Mode could activate on any player, so it actually makes a ton of sense for the D. On O, it might activate on a play that you aren't involved in. On D, you are always covering, blitzing, pursuing, etc.

I also included one for blitzers. I'll try and think of some for coverage that aren't OPed.
 
Galithor
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Coverage SA idea

Tip Drill
- upon deflection, ball is popped high into the air, giving both nearby offensive and defensive players an opportunity to catch/intercept the ball.
 
Aeir
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Originally posted by Time Trial
I'll try and think of some for coverage that aren't OPed.


Something like:
Name: Lower the Shoulder
Type: Active
Skill: Cover Tech and/or Power Tackling
Activation Condition: Attempting to tackle a receiver who just made a catch. No more than 3 yards from the receiver.
Duration: 2 seconds
Effects: If the receiver catches the ball you get a bonus to knock the ball loose by 5%/10%/15%. If the ball is knocked loose, the Offense looses 3/6/9 morale and the D gains morale of 3/6/9 morale.

Logic: There really isn't much for cover tech other than chase down, and also makes receivers pick up a little more receiving grip, which is a minimally used skill. It's more for those highlight reel lay a WR out type hits that you can get away with in a game, but not in RL

...just a thought.
Edited by Aeir on Sep 24, 2014 14:29:19
Edited by Aeir on Sep 24, 2014 14:27:13
Edited by Aeir on Sep 24, 2014 14:23:56
Edited by Aeir on Sep 24, 2014 14:23:04
Edited by Aeir on Sep 24, 2014 14:22:24
 
Time Trial
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Originally posted by Aeir
Something like:
Name: Lower the Shoulder
Type: Active
Skill: Cover Tech and/or Power Tackling
Activation Condition: Attempting to tackle a receiver who just made a catch. No more than 3 yards from the receiver.
Duration: 2 seconds
Effects: If the receiver catches the ball you get a bonus to knock the ball loose by 5%/10%/15%. If the ball is knocked loose, the Offense looses 3/6/9 morale and the D gains morale of 3/6/9 morale.

Logic: There really isn't much for cover tech other than chase down, and also makes receivers pick up a little more receiving grip, which is a minimally used skill. It's more for those highlight reel lay a WR out type hits that you can get away with in a game, but not in RL

...just a thought.


Yeah, no I like that. The current meta has a certain number of CBs switching over to do KL and run support. Those CBs tend to have a ton of Power Tackling and Coverage Tech, but not as much Awareness and Deflecting skills. Eventually the passing game is going to have to build more Possession WRs with reliable hands to counter the KL builds, but for now the KLs are so random that my 50+ Rec Grip guys seem to get KLed as often as my 25 Rec Grip guys. If there is a possession WR SA (Mr. Reliable notwithstanding) that protects against the KL, it is still not used often enough because the KL threat isn't there.

LSS, a +% KL or +X Power Tackling skill following a catch is a good idea. I'd probably do it as a minimum floor to the roll that increases instead of the +X% to do something... those were more GLB1 VAs and AEQ, they have gone away from the +X% to rolls in GLB2 in favour of +X to skills and/or minimum X% of maximum floors on the rolls.

We don't want to start seeing 100 Power Tackling builds with a +22.5% chance to FF...
 
Time Trial
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Originally posted by Galithor
Coverage SA idea

Tip Drill
- upon deflection, ball is popped high into the air, giving both nearby offensive and defensive players an opportunity to catch/intercept the ball.


Scary.
 
Aeir
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Originally posted by Time Trial
Yeah, no I like that. The current meta has a certain number of CBs switching over to do KL and run support. Those CBs tend to have a ton of Power Tackling and Coverage Tech, but not as much Awareness and Deflecting skills. Eventually the passing game is going to have to build more Possession WRs with reliable hands to counter the KL builds, but for now the KLs are so random that my 50+ Rec Grip guys seem to get KLed as often as my 25 Rec Grip guys. If there is a possession WR SA (Mr. Reliable notwithstanding) that protects against the KL, it is still not used often enough because the KL threat isn't there.

LSS, a +% KL or +X Power Tackling skill following a catch is a good idea. I'd probably do it as a minimum floor to the roll that increases instead of the +X% to do something... those were more GLB1 VAs and AEQ, they have gone away from the +X% to rolls in GLB2 in favour of +X to skills and/or minimum X% of maximum floors on the rolls.

We don't want to start seeing 100 Power Tackling builds with a +22.5% chance to FF...


Minimum to the floor of power tackling would work IMO instead of +%. Perhaps 30/50/70 minimum. Even a combo of +3/6/9 power tackling and the minimum floor thing.
Edited by Aeir on Sep 24, 2014 14:47:52
 
Time Trial
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Originally posted by Aeir
Minimum to the floor of power tackling would work IMO instead of +%. Perhaps 30/50/70 minimum. Even a combo of +3/6/9 power tackling and the minimum floor thing.


I'm a little scared of going too high on the floor. The WR still needs to have a chance at pulling the ball in. I don't mind a 75% floor on an SA that prevents fumbles because of the opportunity cost, but I'd hate to see a really high floor on an SA that causes fumbles/KLs.

The passing game is tough enough right now without an SA that gives a near automatic KL with no negative side-effects.

I really like the SAs that offer X bonus, but with Y consequences. Like I think all the break tackle SAs should have a negative side effect to them. Spin has one, Stiff Arm has one, Power Thru should have one, and Juke should have one.
 
mrm708
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Originally posted by Galithor
Coverage SA idea

Tip Drill
- upon deflection, ball is popped high into the air, giving both nearby offensive and defensive players an opportunity to catch/intercept the ball.


This should probably just happen occasionally without an SA in my opinion.
 
Xars
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Defense needs something against specialized offenses, particularly when losing an interaction.

For DE and DL:

Weight Room Squats - those hours in the Weight Room pay off. +10/20/30 to Balance when losing a blocking interaction. Increases resistance to being pancaked by either a run or pass blocker.

For LBs:

Take Down - LBs losing a Run Blocking interaction, drop down and take out the knees of the O Lineman. Causes a pancake to the lineman. LB is on the ground for 1.5/ 1.0 / .5 secs. Fire chance of 10%/ 20 / 40.

Watch the Hips - LBs get a Tackle Technique and Tackle Grip bonus of +5 / 10 / 15 when tackling the ball carrier.


For CBs and Safeties:

Submerge - CBs losing a Run Blocking interaction, take out the knees of the blocker. Cause a Balance check by the blocker at -10/ -20/ -40. CB stays on ground for 1.5/ 1.0 / .5 secs. Fire chance of 10% / 20 / 40.

Watch the Hips - CBs get a Tackle Technique and Tackle Grip bonus of +5 / 10 / 15 when tackling the ball carrier.

Leap of Faith - a CB that's beat makes an extraordinary leap to deflect. Powered by Vertical. CB leap distance/ range is doubled for Pass Deflection roll.


Edited by Xars on Sep 24, 2014 18:56:41
 
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