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Forum > Goal Line Blitz 2 > Ideas on things to Improve for Season 37
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bhall43
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Originally posted by _OSIRIS_
They say 5% reduction on all skills at 0%.


I know thats what they tell us, but I dont believe it. QB's play terribly at 50 chemistry. WR's show a significant difference in speed at 50 chemistry. No way you are talking about less than 5% in those cases.
 
vipermaw82
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I cant imagine they have any need to lie about percentages. It effects you most at your priority spots like power running for example. That can drop each attribute by as many as 5 points which may be noticable if you watched him all the previous season with 100 percent chem against weaker comp as well
 
vipermaw82
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Speed, quick, balance all take hits. Maybe it rains the game you're talking about
 
Bizzarro24
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Can QBs slide when they scramble instead of running full blast into a defender who lays him out and forces a fumble?
 
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Originally posted by Bizzarro24
Can QBs slide when they scramble instead of running full blast into a defender who lays him out and forces a fumble?


Nope, no slides... GLB is the XFL of sims and we like it like that, lol.
 
vipermaw82
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Originally posted by Bizzarro24
Can QBs slide when they scramble instead of running full blast into a defender who lays him out and forces a fumble?


Elusive style and pray he listens
 
vipermaw82
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I wish fatigue would

A) have a greater effect on skills
B) would drop faster even when capped at 100

Rbs still play every snap with 60 carries and have almost all their energy
 
_OSIRIS_
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Originally posted by bhall43
I know thats what they tell us, but I dont believe it. QB's play terribly at 50 chemistry. WR's show a significant difference in speed at 50 chemistry. No way you are talking about less than 5% in those cases.


Can't deny that. At 50% chemistry your skills should just take a 2.5% hit which should be unnoticeable. But the penalty still plays out as quite significant.

Once you are at 75+% chemistry you hardy notice a difference.
 
Raid
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How about making Chemistry a 'team stat' and raising/lowering it based upon how many players are cut or sign on to a new team?

Then players leaving a team can do so at the end of contract for no penalty, we can retool payments to remove high/low and just have a basic 'cap' on S* talent. Then we can introduce multiple-season contracts, and not only create more security for team owners but a chance at an actual free market for agents.

If you 'need' an incentive have something along the line of 'snap count' be the payment, if a team isn't living up to the advertised % of offensive of defensive plays for your player for a certain length - they can terminate the contract for a small hit of chem to the team. I feel this is uneeded though, we don't have a true incentive at the moment.

Of course, that's all very player-oriented in focus since I'm not an owner, please give me some feedback about how this system blows and we need to do 'X' instead.
Edited by Raid on Jan 16, 2019 17:23:41
 
Ghanima
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How about increase salary cap hit made by star players but allow 2 more stars per account?
 
Lemoncow
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I don't really see your point Osirus, you can't cut your own players during the season unless you're the owner or GM.
 
_OSIRIS_
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Originally posted by Lemoncow
I don't really see your point Osirus, you can't cut your own players during the season unless you're the owner or GM.


What does that have to do with anything? Who said anything about cutting their own players during the season?
 
bhall43
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Originally posted by vipermaw82
Speed, quick, balance all take hits. Maybe it rains the game you're talking about


Ive been playing this game since season one and have been using the fastest guys in the game for quite awhile. I know the difference between rain, snow, and clear skies. I also know the difference when my WRs are playing at 50 chemistry and 100. It is quite noticeable. Not like hey this is a pro level skill worth guy running around like you would imagine with 5% skill reduced. More like a guy who is in journeyman.
 
bhall43
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Originally posted by _OSIRIS_
Can't deny that. At 50% chemistry your skills should just take a 2.5% hit which should be unnoticeable. But the penalty still plays out as quite significant.

Once you are at 75+% chemistry you hardy notice a difference.


Depends on position. My CB's, WR's and HB's usually take till around 90 to be good. QB's generally till about 80+. The rest usually pretty unnoticeable after 70 or so although its tough to decipher through what they are doing.
 
bhall43
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Speaking of which. Chem shouldnt even hurt your physical attributes. Should mostly be the mental aspects and techniques of the game.
 
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