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Forum > Goal Line Blitz 2 > Why? WHY? what the hell?
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Galithor
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Originally posted by Mysterio
I doubt diving affects deflection rolls, that seems too logical for the sim. how often do you see a defender dive to deflect a pass


I've seen diving deflections graphically. I've seen both the WR and defender dive simultaneously and the play ended up with a deflected pass by the diving defender.

Diving supposedly affects tackling radius. Why wouldn't it work the same for pass defense? Vertical obviously has no impact on tackling since all ball carriers are on the same plane as a tackler. The ball in flight would need to be impactable from a vertical and horizontal perspective though. It wouldn't surprise me at all if diving and vertical could simply be boiled down to your players defensive "radius" on the horizontal and vertical axis.

An actual graphical dive or jump in the sim replay may very well just be "IF vertical/diving roll >= x% vertical/diving scale, THEN do graphical dive/jump ELSE do not do graphical dive/jump"

In which case, you wouldn't see more jumps or dives graphically as you increased the skill, but you would see your player impact more plays regardless by having that bigger radius.

All things that would be useful to know when trying to decide where to invest skill points. But hey, we've decided it's more fun to not really know what the hell we're doing when we spend a skill point
Edited by Galithor on Mar 2, 2015 11:42:17
 
bhall43
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Originally posted by Mysterio
I doubt diving affects deflection rolls, that seems too logical for the sim. how often do you see a defender dive to deflect a pass


Certainly didn't do anything for my players taking it from 10 to 40-50 in terms of pass defense.
 
bhall43
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Originally posted by Galithor

All things that would be useful to know when trying to decide where to invest skill points. But hey, we've decided it's more fun to not really know what the hell we're doing when we spend a skill point


Absolutely. I wouldn't have gone more than a couple seasons of this game if we knew all the rolls.
 
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Originally posted by Galithor
I honestly think many of what we assume are "failed CiT" dice rolls are actually "non-CiT" dice rolls. Just because the defender appears to be on top of the WR in the graphical display of the sim doesn't mean that he's actually causing a CiT dice roll.


Maybe Corn should add to the text "caught a contested pass".
 
yello43
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The first two were the same play, same defense, same WR, same CB. Third one is different play, different defense, different WR, same CB. Maybe, just maybe, it was the play.

Edit:
Same Play, Same Bullet: http://glb2.warriorgeneral.com/game/replay/161432/2138592
Same Play, Same Bullet: http://glb2.warriorgeneral.com/game/replay/161432/2138724
Same Play, Same Bullet: http://glb2.warriorgeneral.com/game/replay/161432/2138776
Again: http://glb2.warriorgeneral.com/game/replay/161432/2139127
And Again: http://glb2.warriorgeneral.com/game/replay/161432/2139177

3WR Set
TD Lob Clone: http://glb2.warriorgeneral.com/game/replay/161432/2139165
TD Lob Clone: http://glb2.warriorgeneral.com/game/replay/161432/2139286

Edit 2: I just hit next and pasted the plays that went to that specific play/reciever from the original post. Could've been different in the first half.

Edit 3: Also I still don't believe the animations are pixel by pixel accurate. I've never played a sim where the front-end visuals matched up or were realistic compared to the back end data.

Edit 3.5: I.E. CB bats a ball away and hes not near it. CB Jumps and WR dives. Etc,etc,etc [Edit 3.75: A more appropriate example would be 50% of the tackles on power HBs. The guy is never where he ends his tackle!(Reserved For Edit 3.875:]
Edited by yello43 on Mar 2, 2015 12:37:30
Edited by yello43 on Mar 2, 2015 12:31:39
Edited by yello43 on Mar 2, 2015 12:17:06
Edited by yello43 on Mar 2, 2015 12:12:23
Edited by yello43 on Mar 2, 2015 12:09:19
 
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My guys deflect passes all the time after I added vertical.

http://glb2.warriorgeneral.com/game/replay/151062/2081486
 
TyDavis315
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Originally posted by yello43
The first two were the same play, same defense, same WR, same CB. Third one is different play, different defense, different WR, same CB. Maybe, just maybe, it was the play.


Not necessarily. I run plays for my offense that goes for and average of 9+ yards, but the personel on the field can change that. QB reacts differently depending the situation. Since we already have CiT, I think the sim should include "mossing". If your WR already has a great deal into rec consistancy and vertical, et they don't even attempt to jump on plays that go slightly over their head when they are being press covered, what would 3 vendors be the point in having vertical. I've seen receivers with 20 vertical do what receivers with 40+ do.
 
USC_Trojans
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Originally posted by Mysterio
Passing game needs a lot of tweaks...

-decrease catch rates dramatically in double coverage

-improve defender reaction to screen passes

-improve receiver ability to catch the ball and not fall down if not diving/jumping/heavily covered

-improve QB awareness towards lobbing passes when the receiver is open down field

-increase impact of vertical on pass deflection

-decrease cost of interception skill, or add an SA for intercepting in double coverage/off deflections for CBs

-decrease cost of power running for receivers






This all this plus noodle arm lobs to be better read by cbs and more interceptable.
Edited by USC_Trojans on Mar 2, 2015 13:34:51
 
Detroit Leos
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For the sake of balance and more importantly my pure passing rookie team, what changes should also be made to bring running teams a bit more down to earth. I believe passing and running is close to even footing currently and they should stay close to even in effectiveness. So we have suggested corrections for passing. Time to hit the run game, right? Haha.
 
bhall43
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Originally posted by Detroit Leos
For the sake of balance and more importantly my pure passing rookie team, what changes should also be made to bring running teams a bit more down to earth. I believe passing and running is close to even footing currently and they should stay close to even in effectiveness. So we have suggested corrections for passing. Time to hit the run game, right? Haha.


I don't think you would really have to do much of anything to the run game in that respect. The pass game would even itself out with more deflections and ints but staying up right post catch and leading passes would be better. I have really zero problems with the run game besides how silly the strong side of GL formation is.
 
peeti
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Originally posted by Detroit Leos
For the sake of balance and more importantly my pure passing rookie team, what changes should also be made to bring running teams a bit more down to earth. I believe passing and running is close to even footing currently and they should stay close to even in effectiveness. So we have suggested corrections for passing. Time to hit the run game, right? Haha.


As said...Run game itself is rather bugged than OP. You wanna nerf the run game? decrease effectiveness of Power runners. I would even be OK with it. But they also need to code in an auto block check that pulling guys block a defender running right in their face like it is in many plays.

passing really needs more INTs and a small nerf to CIT traffic rolls and we could see an interesting sim.
 
bhall43
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I wouldn't be a fan of decreasing the effectiveness of power runners at all. It isn't break tackling's fault that the outside strong side is so ridiculous to defend due to poor pathing. It would also just make regular guys that much less effective in a system. The blocking is already getting toned down as it is. Would be a million times easier and better to either remove the strong side GL plays from existence or create enough plays that allow the average DC to put a number of bodies on a HB and not allow easy long score after easy long score. You can argue that the builds make a difference but I will argue that you should be able to gameplan around the builds at the same time. If I play a team who only runs GL pitch at me all god damn day I should just have to say well, sucks for me. That is stupid.
 
peeti
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Im trying to say for a while now that all those crazy stats by run Os would be a complete different story if GL would be either removed or gets a better defense.

I still think broken tackles could be SLIGHTLY reduced if we fix blocking logic.

Just a thought of me tho...removing a formation would pretty much be the opposite of what ppl actually demand in other threads
 
bhall43
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Originally posted by peeti
Im trying to say for a while now that all those crazy stats by run Os would be a complete different story if GL would be either removed or gets a better defense.

I still think broken tackles could be SLIGHTLY reduced if we fix blocking logic.

Just a thought of me tho...removing a formation would pretty much be the opposite of what ppl actually demand in other threads


I don't want them to remove GL completely. Just 2 plays. The rest of GL's options are logically just fine and aren't unbalanced whatsoever in comparison to the defenses we are given. If broken tackles are slightly reduced it just gives more to the defenders who aren't bringing their tackle skills up to par and also takes away from guys who aren't just blasting their builds with 100 power running.
 
peeti
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I rather say the last is the opposite. The last 10 points in power running are super expensive so they miss other stuff out. But yeah, I agree that we shouldnt reward players who dont invest enough in tackling skills.

I really want the blocking logic to get fixed but cant do that without nerfing a different part I guess
 
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