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Forum > Goal Line Blitz 2 > This drive is everything I hate about GLB2
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Adderfist
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Originally posted by Galactic Empire
I'll be golding Shed Block and silver contain expert on my Ground Stormtroopers.


I'll save you the time and let you know it doesn't work.
 
bhall43
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Originally posted by Galactic Empire
+15 to break run block and balance on a CB is not useless. CBs can't get break run block very high as it is.


Can you show me any replays of it actually paying off? Because all I am coming up with are replays of my defenders playing patty cake with run blocking lineman while it says Contain Expert over their heads. Like I said before, it probably keeps you from getting caked on a play, but that is about as far as the value of the SA goes. Which is a pretty terrible investment of 6 AP's.
 
bhall43
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What mostly annoys me about it is that I removed Showboat for it and now when my CB's do get that backfield tackle it was because of Shed Block SA and I don't get any extra merit from it.
 
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Originally posted by bhall43
What mostly annoys me about it is that I removed Showboat for it and now when my CB's do get that backfield tackle it was because of Shed Block SA and I don't get any extra merit from it.


But to get shed block to even fire you need to be winning the block which is helped by the + to break run block.
 
bhall43
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Originally posted by Galactic Empire
But to get shed block to even fire you need to be winning the block which is helped by the + to break run block.


That would mean that Contain Expert fired before Shed Block. Which it isn't. So no, Shed Block isn't getting any help from +15 Break Run Block/Balance.
 
USC_Trojans
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what they need to do is have contain expert fire automatically after the defender makes an awareness check that its going outside instead of waiting for the hb to reach outside the tackles.
 
bhall43
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Originally posted by USC_Trojans
what they need to do is have contain expert fire automatically after the defender makes an awareness check that its going outside instead of waiting for the hb to reach outside the tackles.


It really should just be able to fire at any point in time on a run play as long as you are outside the hash marks. That would give it the opportunity to work more like the way GE thinks it currently works.
 
USC_Trojans
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Originally posted by bhall43
It really should just be able to fire at any point in time on a run play as long as you are outside the hash marks. That would give it the opportunity to work more like the way GE thinks it currently works.


yea thats what i mean is that it should be able to fire anytime after making the awareness check
 
bhall43
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Ya sorry was agreeing.
 
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Originally posted by bhall43
It really should just be able to fire at any point in time on a run play as long as you are outside the hash marks. That would give it the opportunity to work more like the way GE thinks it currently works.


Agree
 
temujin83
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Originally posted by Time Trial
What are you talking about?

I'm talking about the things that I hate about this game. Spamming is part of it because there are some plays that are just flat out better than others. I never said I hated Queen City for spamming, I said I hate spamming being part of the game. That drive just exemplified it because it was the exact same outside run play over and over.

If the RPP existed or if you had to call a minimum of 25% pass and run plays, or if your roster size wasn't so limited that you could actually HAVE players built to deal with 100% run and 100% pass teams on D (which would force the O to actually diversify)...

When I used to watch GLB dots, I could actually see the tactics and it felt like a football game more often than not.

When I watch these games, there's nothing about the chess match of real football to the game. It is "I'm going to do something really well, and you can try and stop me". The nerfs and buffs around the game are all based on that reality.

In the NFL, you can't be only one thing or the defense will win 100% of the time. Creative coordination is what I love about football. You make the other guy think that you are going to do one thing and you do something else. The D shows blitz and then drops back into a zone after the QB calls an audible.

But in this game there is no changing what you are doing based on success. In GLB1 you could put three D play calls in a package and have two different packages get called depending on the situation and both the package play selection and which package gets selected can be auto adjusted. When you don't have live playcalling, that's the closest thing you've got for a simulation.

This game abandoned the spirit of creativity that lives in football.


I would like to see....GLB3!!! Take the coaching/gameplanning from GLB1 and use the player building system from GLB2
 
Absolut Zero
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Originally posted by bhall43
It really should just be able to fire at any point in time on a run play as long as you are outside the hash marks. That would give it the opportunity to work more like the way GE thinks it currently works.


That...sounds like a really useful change to CE. This should be in the suggestions forum.
 
bhall43
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Still unsure it would be really good but it would make it suck less. Especially if it fired on the snap and then allowed you to fire Shed Block afterwards. Not sure how that would effect the roll of Shed Block SA though. Given that you are only getting the BRB and Balance bonus when Contain Expert fires but not when Shed Block fires.
 
bhall43
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You could make it work like Third Down Stopper and fire pre snap giving you that bonus the entire play based on awareness, which would then most certainly work well. But that might be too good. Especially given the blocking nerfs still coming into effect.
 
o The Boss x
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If you think run needs another nerf you're crazy.
 
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