Back to the OP, I am strooongly against limiting to 1 kicker per team. That would probably make having S* essential for all competitive teams. I mean, you expect a kicker in this game to be able to have even a chance to sink a 50+ yarder and then make a TB right after? Happens quite a lot in real football but impossible if they decide to change it.
Forum > Goal Line Blitz 2 > S16 changes
Nyria
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Originally posted by Myrik_Justiciar
Strength of the throw also factors in catching when looking at distance... a puff dump off to a HB vs a rocket to a WR on a Slant, so not all short passes are equal. I'd say some adjustment needed but take the route, type, & distance into the equation. Screens and Dump offs do need a buff for sure.
All short passes need buffs. Screens need them most of all, but they all need them.
I recently used the Analyzer in Stobie's scouting tool, looking for short passes with very high completion percentages to improve my choice of passes for 3rd and Short plays.
It turns out there isn't much difference between the Comp% of the best short passes with those of the best medium passes or long passes (I think there's a small difference, but not nearly what one would expect). There are still reasons to use short routes, basically to avoid sacks. But really, if it weren't for the risk of sacks it might well make sense to never throw short.
Short passes of all types need to be buffed, and stopping so many drops of dinky passes is a good start. Meanwhile, there shouldn't be long passes completed at 50% (20+ yard passes shouldn't be completed even at 40%, though I don't know if there's a play with 20+ yards per completion). Meanwhile, pass plays where everyone runs 5 yard or shorter routes-- at least the better ones, as there will always be some plays that just don't work-- should be completed at 65%+.
There are various things that can help make fewer long completions happen, including better logic and reaction for players in deep zones (including shells with man under). But one is that long passes need to be harder to hold on to. People hate seeing their receivers drop open passes; but I'll bet most of the time they got open because of points put into Sprinting, or Route Tech/Elusiveness, or maybe Quickness-- points that weren't put into Receiving Hands. The number of drops is fine, though should vary much more based on pass distance. But if there were significantly fewer overall, there'd be a level above which it never made sense to raise Receiving Hands. I think there sort of is, as I'd guess no one takes it to 100. But it would be a much easier choice.
What makes GLB2 so much better than "Classic" is that the tradeoffs are much harder choices. And the day it becomes an easy choice never to take Receiving Hands above a given point because, say, 70 is enough never to drop an open pass, is the day the game really degrades in quality.
Strength of the throw also factors in catching when looking at distance... a puff dump off to a HB vs a rocket to a WR on a Slant, so not all short passes are equal. I'd say some adjustment needed but take the route, type, & distance into the equation. Screens and Dump offs do need a buff for sure.
All short passes need buffs. Screens need them most of all, but they all need them.
I recently used the Analyzer in Stobie's scouting tool, looking for short passes with very high completion percentages to improve my choice of passes for 3rd and Short plays.
It turns out there isn't much difference between the Comp% of the best short passes with those of the best medium passes or long passes (I think there's a small difference, but not nearly what one would expect). There are still reasons to use short routes, basically to avoid sacks. But really, if it weren't for the risk of sacks it might well make sense to never throw short.
Short passes of all types need to be buffed, and stopping so many drops of dinky passes is a good start. Meanwhile, there shouldn't be long passes completed at 50% (20+ yard passes shouldn't be completed even at 40%, though I don't know if there's a play with 20+ yards per completion). Meanwhile, pass plays where everyone runs 5 yard or shorter routes-- at least the better ones, as there will always be some plays that just don't work-- should be completed at 65%+.
There are various things that can help make fewer long completions happen, including better logic and reaction for players in deep zones (including shells with man under). But one is that long passes need to be harder to hold on to. People hate seeing their receivers drop open passes; but I'll bet most of the time they got open because of points put into Sprinting, or Route Tech/Elusiveness, or maybe Quickness-- points that weren't put into Receiving Hands. The number of drops is fine, though should vary much more based on pass distance. But if there were significantly fewer overall, there'd be a level above which it never made sense to raise Receiving Hands. I think there sort of is, as I'd guess no one takes it to 100. But it would be a much easier choice.
What makes GLB2 so much better than "Classic" is that the tradeoffs are much harder choices. And the day it becomes an easy choice never to take Receiving Hands above a given point because, say, 70 is enough never to drop an open pass, is the day the game really degrades in quality.
Edited by Nyria on Jan 25, 2016 21:22:19
BoDiddley
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There's a Quick Hitter SA that's supposed to help short passing. Perhaps upgrading that a bit would help.
In fact......would be nice if QB SAs were improved. Most are fairly useless. GLB1 did these fairly well.
Hail Mary - Big mistake limiting this to late game situations. Would be nice to either change this or make a new Deep Passer SA that elevates the same skills at a activation rate. 25%, 50%, 75%(for example).
Laser Arm - No brainer, that would buff pass tech, accuracy, and also passes into traffic within the 6-20 yd range.
Going the SA route might be the best way since IRL QBs tend to excel at certain types of throws. And should be easier to balance out when adding to the sim. Pretty much every position has decent SAs...except the most important one, QBs.
In fact......would be nice if QB SAs were improved. Most are fairly useless. GLB1 did these fairly well.
Hail Mary - Big mistake limiting this to late game situations. Would be nice to either change this or make a new Deep Passer SA that elevates the same skills at a activation rate. 25%, 50%, 75%(for example).
Laser Arm - No brainer, that would buff pass tech, accuracy, and also passes into traffic within the 6-20 yd range.
Going the SA route might be the best way since IRL QBs tend to excel at certain types of throws. And should be easier to balance out when adding to the sim. Pretty much every position has decent SAs...except the most important one, QBs.
Edited by BoDiddley on Jan 25, 2016 20:37:21
HayRow
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Originally posted by Aeir
There are so many suggestions for improvements, yet I haven't seen CD since the season started, except to promote whatever BS game they're making now. How about improve the ones that put money in your pocket rather than the FOTM game...
Wonder if they would ever sell this game
There are so many suggestions for improvements, yet I haven't seen CD since the season started, except to promote whatever BS game they're making now. How about improve the ones that put money in your pocket rather than the FOTM game...
Wonder if they would ever sell this game
Xars
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Originally posted by Absolut Zero
Wait, what the hell? We're getting a Kicker change? Why? And how was this not a global GLB alert?
Here's your Global Alert: https://glb2.warriorgeneral.com/game/forum/thread/5250114?page=4#49268138
Originally posted by DigitalDaggers
Season 16 sneak peek:
1 kicker per team.
Wait, what the hell? We're getting a Kicker change? Why? And how was this not a global GLB alert?
Here's your Global Alert: https://glb2.warriorgeneral.com/game/forum/thread/5250114?page=4#49268138
Originally posted by DigitalDaggers
Season 16 sneak peek:
1 kicker per team.
Xars
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Originally posted by Xars
HB Screens: it's not just the catching, but the blocking that needs help too.
I was down voted? Really? Who thinks the blocking scheme is fine for HB Screens?
I'm legit curious.
HB Screens: it's not just the catching, but the blocking that needs help too.
I was down voted? Really? Who thinks the blocking scheme is fine for HB Screens?
I'm legit curious.
Detroit Leos
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Originally posted by Xars
Originally posted by Absolut Zero
Wait, what the hell? We're getting a Kicker change? Why? And how was this not a global GLB alert?
Here's your Global Alert: https://glb2.warriorgeneral.com/game/forum/thread/5250114?page=4#49268138
Originally posted by DigitalDaggers
Season 16 sneak peek:
1 kicker per team.
All I know is that whatever changes are going to be done to effect rosters should be done right at the end of the season or very beginning of the offseason so teams can properly adjust. I know I have a reset for BSB planned and with two kickers I will hit the minimum of 36 warm bodies for the team. Only allowing one kicker will force me to make some changes to builds to hit the rosters minimum requirement.
Originally posted by Absolut Zero
Wait, what the hell? We're getting a Kicker change? Why? And how was this not a global GLB alert?
Here's your Global Alert: https://glb2.warriorgeneral.com/game/forum/thread/5250114?page=4#49268138
Originally posted by DigitalDaggers
Season 16 sneak peek:
1 kicker per team.
All I know is that whatever changes are going to be done to effect rosters should be done right at the end of the season or very beginning of the offseason so teams can properly adjust. I know I have a reset for BSB planned and with two kickers I will hit the minimum of 36 warm bodies for the team. Only allowing one kicker will force me to make some changes to builds to hit the rosters minimum requirement.
Xars
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Originally posted by Cuivienen
Bingo. Nothing to do with the distance, but the way the ball is thrown.
I am sure Rex Grossman could throw you a ball you will never catch from 5 yards away. And you could float up a lob from 30 yards away that a girl could catch.
If they are going to screw with it, think it through. Should be a function of pass quality (tech) and velocity (power). QB lobs it up to make it easier to catch, the defense should have more time to react and go for the deflection or pick.
Well I don't think any of us want them to not think it through.
I'm not sure the adjustments should be made based on the QB skills, but rather the receiver. HB screens have a high completion rate in the NFL due to a lack of a defender. It's an uncontested throw (well, designed that way at least).
What's needed is a huge buff to Rec Hands and Balance for open receivers behind the line of scrimmage. That way the determining factor is receiver position on the field. This could be extended to Short Passes as well to help those comp%. Long Passes should have a negative factor (or greater if one exists now) to Rec Hands.
The problem could simply be that distance isn't related at all/enough to the skill checks. So if you're only going to have a 45% completion rate anyway, then just throw for 10 yards.
Bingo. Nothing to do with the distance, but the way the ball is thrown.
I am sure Rex Grossman could throw you a ball you will never catch from 5 yards away. And you could float up a lob from 30 yards away that a girl could catch.
If they are going to screw with it, think it through. Should be a function of pass quality (tech) and velocity (power). QB lobs it up to make it easier to catch, the defense should have more time to react and go for the deflection or pick.
Well I don't think any of us want them to not think it through.

I'm not sure the adjustments should be made based on the QB skills, but rather the receiver. HB screens have a high completion rate in the NFL due to a lack of a defender. It's an uncontested throw (well, designed that way at least).
What's needed is a huge buff to Rec Hands and Balance for open receivers behind the line of scrimmage. That way the determining factor is receiver position on the field. This could be extended to Short Passes as well to help those comp%. Long Passes should have a negative factor (or greater if one exists now) to Rec Hands.
The problem could simply be that distance isn't related at all/enough to the skill checks. So if you're only going to have a 45% completion rate anyway, then just throw for 10 yards.
Xars
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Originally posted by Nyria
All short passes need buffs. Screens need them most of all, but they all need them.
I recently used the Analyzer in Stobie's scouting tool, looking for short passes with very high completion percentages to improve my choice of passes for 3rd and Short plays.
It turns out there isn't much difference between the Comp% of the best short passes with those of the best medium passes or long passes (I think there's a small difference, but not nearly what one would expect). There are still reasons to use short routes, basically to avoid sacks. But really, if it weren't for the risk of sacks it might well make sense to never throw short.
And the sack rate for some Long passes is very, very low relative to the potential gain.
All short passes need buffs. Screens need them most of all, but they all need them.
I recently used the Analyzer in Stobie's scouting tool, looking for short passes with very high completion percentages to improve my choice of passes for 3rd and Short plays.
It turns out there isn't much difference between the Comp% of the best short passes with those of the best medium passes or long passes (I think there's a small difference, but not nearly what one would expect). There are still reasons to use short routes, basically to avoid sacks. But really, if it weren't for the risk of sacks it might well make sense to never throw short.
And the sack rate for some Long passes is very, very low relative to the potential gain.
Detroit Leos
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If HB screens actually worked then passing offenses could finally properly counter the OWMB1 with 3 WR HB screens behind the blitzing ROLB which would be nice. The HB screens are obvious counters to blitzing LBs and an over aggressive defense but they simply do not work as they should like many other plays.
_OSIRIS_
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There are plenty of counters to OWMB but you might have to actually hand the ball off. If the offense only spams 3WR medium and deep passes they should expect to get blitzed a lot. Call just a few SB outside hand offs or trips counters and it would be enough for me at least to not even consider a weak side blitz.
As far as HB/FB screens it would be nice if they weren't completely broke but every time they fix something it breaks something else. It is all screens moving to the outside that are broke. If they could fix them without totally making them overpowered cheese then I am all for them, I have my doubts though.
As far as HB/FB screens it would be nice if they weren't completely broke but every time they fix something it breaks something else. It is all screens moving to the outside that are broke. If they could fix them without totally making them overpowered cheese then I am all for them, I have my doubts though.
Detroit Leos
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Originally posted by _OSIRIS_
There are plenty of counters to OWMB but you might have to actually hand the ball off. If the offense only spams 3WR medium and deep passes they should expect to get blitzed a lot. Call just a few SB outside hand offs or trips counters and it would be enough for me at least to not even consider a weak side blitz.
As far as HB/FB screens it would be nice if they weren't completely broke but every time they fix something it breaks something else. It is all screens moving to the outside that are broke. If they could fix them without totally making them overpowered cheese then I am all for them, I have my doubts though.
I understand that. Personally I like having the option to be a pure pass or pure rushing team or balanced. There should be counter plays for defensive plays whether you are passing or rushing and there should be defensive plays to counter those. Just saying that there should be more available on both sides of the ball that effectively counter various situations. Maybe this could at least change the spam seen in every game and make every game a bit different rather than essentially watching the same plays both offensively and defensively run every game.
There are plenty of counters to OWMB but you might have to actually hand the ball off. If the offense only spams 3WR medium and deep passes they should expect to get blitzed a lot. Call just a few SB outside hand offs or trips counters and it would be enough for me at least to not even consider a weak side blitz.
As far as HB/FB screens it would be nice if they weren't completely broke but every time they fix something it breaks something else. It is all screens moving to the outside that are broke. If they could fix them without totally making them overpowered cheese then I am all for them, I have my doubts though.
I understand that. Personally I like having the option to be a pure pass or pure rushing team or balanced. There should be counter plays for defensive plays whether you are passing or rushing and there should be defensive plays to counter those. Just saying that there should be more available on both sides of the ball that effectively counter various situations. Maybe this could at least change the spam seen in every game and make every game a bit different rather than essentially watching the same plays both offensively and defensively run every game.
Cuivienen
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Originally posted by Xars
Well I don't think any of us want them to not think it through.
I'm not sure the adjustments should be made based on the QB skills, but rather the receiver. HB screens have a high completion rate in the NFL due to a lack of a defender. It's an uncontested throw (well, designed that way at least).
What's needed is a huge buff to Rec Hands and Balance for open receivers behind the line of scrimmage. That way the determining factor is receiver position on the field. This could be extended to Short Passes as well to help those comp%. Long Passes should have a negative factor (or greater if one exists now) to Rec Hands.
The problem could simply be that distance isn't related at all/enough to the skill checks. So if you're only going to have a 45% completion rate anyway, then just throw for 10 yards.
An uncontested catch is an uncontested catch. Deep uncontested should be relatively easy to catch too. Thing is, they should also get sacked or hurried more, defenders should get in position, deflection and cover tech should be more effective, and picks should happen more.
I wouldn't want to see the solution be a cheat to avoid fixing the sim.
Well I don't think any of us want them to not think it through.
I'm not sure the adjustments should be made based on the QB skills, but rather the receiver. HB screens have a high completion rate in the NFL due to a lack of a defender. It's an uncontested throw (well, designed that way at least).
What's needed is a huge buff to Rec Hands and Balance for open receivers behind the line of scrimmage. That way the determining factor is receiver position on the field. This could be extended to Short Passes as well to help those comp%. Long Passes should have a negative factor (or greater if one exists now) to Rec Hands.
The problem could simply be that distance isn't related at all/enough to the skill checks. So if you're only going to have a 45% completion rate anyway, then just throw for 10 yards.
An uncontested catch is an uncontested catch. Deep uncontested should be relatively easy to catch too. Thing is, they should also get sacked or hurried more, defenders should get in position, deflection and cover tech should be more effective, and picks should happen more.
I wouldn't want to see the solution be a cheat to avoid fixing the sim.
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