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Detroit Leos
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Looks like Trogdor still cracked 41 broken tackles against D'Haran this morning.

http://glb2.warriorgeneral.com/game/game/338252

Edit:

LLUA vs. Tampa (power running galore)
http://glb2.warriorgeneral.com/game/game/338253
Edited by Detroit Leos on Jul 6, 2016 07:59:30
 
DeeVee8
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Okay, the sim looks faster to me. Look at how fast Trogdor looks on this opening KR TD...

http://glb2.warriorgeneral.com/game/replay/338253/4157156

Right at the 50 yd line it seems like everyone is moving faster. Especially Troggy.
 
doobas

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I've thought it looked faster too, especially for returners.

Also, heart looks like it's going to be big this season.

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Originally posted by Cuivienen
Quickness should be taken out of the game tbqh. Sprinting and footwork should cover everything.


No. Quickness helps tremendously on zone defenders when they are constantly changing direction.
 
DeeVee8
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Originally posted by Galactic Empire
No. Quickness helps tremendously on zone defenders when they are constantly changing direction.


You mean confused?
 
Cuivienen
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Originally posted by Xars
It doesn't fire on handoffs because of the script.


Yup, that is what Surge is for.
 
Cuivienen
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Originally posted by Galactic Empire
No. Quickness helps tremendously on zone defenders when they are constantly changing direction.


Learn to read. I am saying footwork and sprinting should cover what quickness does, not that everyone should have quickness set to zero.
 
Xars
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Originally posted by Cuivienen
Yup, that is what Surge is for.


The problem with Surge is it only fires off Dives and Slams. Juke, Spin, Power Running, Mr Reliable, B4I, etc. all work all over the Field.
 
DeeVee8
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Originally posted by Xars
The problem with Surge is it only fires off Dives and Slams. Juke, Spin, Power Running, Mr Reliable, B4I, etc. all work all over the Field.


And Grinder, but only on 3rd down.
 
Cuivienen
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Originally posted by Xars
The problem with Surge is it only fires off Dives and Slams. Juke, Spin, Power Running, Mr Reliable, B4I, etc. all work all over the Field.


Yeah, agreed. Just saying, in my mind, Surge is there exactly for the reason First Step doesn't work for a HB around the time of the snap. (and fwiw, Mr Reliable doesn't work all over the field)

It would be kind of funny if First Step worked on counters and sent your HB too far down the initial path...
 
Detroit Leos
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Originally posted by Cuivienen
Yeah, agreed. Just saying, in my mind, Surge is there exactly for the reason First Step doesn't work for a HB around the time of the snap. (and fwiw, Mr Reliable doesn't work all over the field)

It would be kind of funny if First Step worked on counters and sent your HB too far down the initial path...


I still like surge for making some inside runs a bit more lethal. It can help with getting by the DLine before they have a chance to break blocks and can potentially make inside runs explosive for speed/power backs as they can hit the 2nd level of the defense fast, break a tackle and be gone. Other skills are a bit more important but making inside runs more dangerous can be a good thing for OCs for sure. If I have it added to a HB it is typically one of the later abilities added but HBs have multiple abilities that perform pretty well. It is nice to have to decide which way to go on quality abilities. Most positions do not have the luxury of having that many quality abilities.
 
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Originally posted by Xars
Safeties have shitty pathing on most Outside Runs, particulary Counters where they get sucked into the hashmarks and then move towards the line of scrimmage like it's an inside run. Then when they run contain it's a perpendicular line to the sideline rather than running a flag.

Can't the backside CB be programmed to run down the HB via a Flag line rather than straight across the field???


I cannot believe they didn't fix pathing. Not only that, they didn't even address it as a problem or something they are working on. Pathing is THE #1 issue with this game...hands down.
 
Xars
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Originally posted by Cuivienen
Yeah, agreed. Just saying, in my mind, Surge is there exactly for the reason First Step doesn't work for a HB around the time of the snap. (and fwiw, Mr Reliable doesn't work all over the field)

It would be kind of funny if First Step worked on counters and sent your HB too far down the initial path...


If Surge worked on all plays, then it would be a must-have. It would be the HB First Step SA.

Mr. Reliable works at the line of scrim on all running plays and again at the First Down marker. It's potential fire spots are massive compared to Surge, especially for a fast HB.
 
Detroit Leos
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Originally posted by Galactic Empire
I cannot believe they didn't fix pathing. Not only that, they didn't even address it as a problem or something they are working on. Pathing is THE #1 issue with this game...hands down.


The pathing changes probably require a lot of work. I am hoping that they intend to begin working on fixes right away for it and the adjustments simply have to wait another season due to the time required to fix it. We will see though.
 
Xars
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Originally posted by Galactic Empire
I cannot believe they didn't fix pathing. Not only that, they didn't even address it as a problem or something they are working on. Pathing is THE #1 issue with this game...hands down.


Defenders getting blocking themselves by getting drawn into an existing block is an off the chart problem. High Pursuit too often forces you to take bad angles and doesn't avoid existing blocking interactions. It's like it doesn't even work because there's no "free" blocker to avoid, so "free" defenders just run into existing blocks like crazy.

 
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