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atlbruce
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Originally posted by Detroit Leos
Although, coding could potentially allow a head fake to fire after a CB already bites on a play action which would lead to more long TDs. If the coding in the game allows it anyway.


^ I've had WRs with Gold Head Fake, and this can happen once or twice per game.
 
Detroit Leos
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Originally posted by atlbruce
^ I've had WRs with Gold Head Fake, and this can happen once or twice per game.


BSBs last run was heavily invested in route elusiveness to play with it. We werent running play actions back then though. Left a lot to be desired at WR, but was more effective for TEs for sure. With the PA age upon us, a bite and head fake freeze would be devastating even at the vet tier.
 
darkwingaa
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Elusive backs fumble less because they take fewer hits, and the hits they do take are lower quality because the defender is often off balance.

Power backs generally take the full brunt of any hits they take, and they take more hits because they run through people instead of around people.
 
TyDavis315
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Hmm so I’m seeing the same general feel around the water cooler. I definitely do think the game has come a long way (of course the lead pass unincluded), but there are a few things that leave me scratching my head.

The biggest thing is since when could low route guys create space against high coverage tech guys? Low tech guys cut routes better than high tech guys which I find interesting, and of course the extra bump in vertical helps them even more.

As far as zone goes, I honestly don’t think it should be nerfed. I like how newer agents are using both man and zone on defense, we did that for a bit with Odyssey and it was pretty fun. I do think vertical is highly unrealistic though, which can be seen more in zone.
 
atlbruce
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Originally posted by TyDavis315
I do think vertical is highly unrealistic though, which can be seen more in zone.


That mainly applies to LBs in zone. A zone coverage LB with EoTP and 40+ Vertical will get a lot of INTs.
 
Bretto007
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Originally posted by TyDavis315
I feel like lead passing was tweaked for the sake of stopping all pass offense (guilty of that - I miss it) but I feel like it’s a bit... you know?

DBs and LBs are keeping up with (more or less) uber fast receivers and if a team really wants to push how slow their DB is they just spam double coverage and bump vertical. My problem with this is guys can be 6+ yards from the receiver and still intercept the ball just by vertical. When I played (before permanently switching to basketball bc let’s be real here) I was clocking a 32 inch vert and had guys on my team pushing higher. It’s not very realistic, and I get it’s a game, but as a former DB I just wanted to put that out there.

Also height and size is completely useless? Seems like every back in this game is 5’6 (for “speed purposes”) and yet dominate, whether it be in power or elusive rushing (and the fact that they don’t fumble is weird as hell - especially the supper skinny ones). In reality no one wants a back shorter than 5’10 so I haven’t been able to figure out the thinking behind that one.

Sidebar: Before everyone gets butt hurt, I’m not really complaining about anything. I’m trying to figure out build logic to plan my next run, but I’m finding that extremely difficult when I see 6’4+ brutes unable to tackle or force a fumble on a 5’6 guy unless super stacked with power tackling. Even then it’s not that common.

Actual football knowledge seems to be working against me. It’s easy to win at earlier levels, but of course Vet is tougher. What should I actually be paying attention to? Which skills are more and less important than you’d think?
Since this is not football, I’d like the opinions of you all on how you’ve come up with your plans.

So far I have:
-size/weight is irrelevant
-route tech/elusiveness is irrelevant
-vertical is supreme
-speed is supreme
-quickness is a bit shit now because of the balance boost (which seems counterproductive to me)
-snap reaction isn’t very useful outside of linemen
-pursuit is a mixed bag? (Personally I used to like the pathing, I don’t know what I missed when I left but upon return it’s extremely underwhelming)
-most reception skills aren’t necessary
-knocked loose is highly unrealistic, so grip is absolutely necessary
-zone DOES NOT work how it does in real life


You bring up some good points. Focusing in on the DB and WR positions- I typically get my receiving grip in the 50s and that still isn't enough to prevent it happening several times per game. What makes you think Receiving Hangs/Catch in Traffic/ Receiving Awr aren't necessary? I've found it is very difficult to get WR's open in this game. You can have a 90 Sprinting, 90 quickness, 90 snap reaction WR get blanket coverage from a DB who has 20-25 points less in each of those skills. When it comes to the Route Tech/elusiveness subject you're correct it doesn't appear to do anything or if it does it is so minor it's not worth the investment.




 
o The Boss x
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Route tech is pretty necessary to take off the floor and you can immediately see its impact, but past 40 or so the return is harder to see. Route elusive is hard to see too but I wouldn't say it's not worth the investment, but depends how many points there are to go around.

Route tech and elusive only become worth extensive investment if you're getting HF. With how little people invest in coverage tech it's actually a great WR SA - it even fires (contrary to its description) when the play design is having the WR run in a straight line, which can cause a good CB to freeze up entirely while the WR is running full speed away from them.

The fact that it can't fire against zone, and the emergence of zone being meta the past couple seasons, however, definitely hurts its impact. I'm not sure if route elusive even works vs. zone.
 
darkwingaa
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Route elusiveness is a risky investment While it does work it has some serious flaws.

First is that some CBs invest a lot into Coverage Tech, especially newer agents. This is due to the poor description on Coverage Tech. Many people think Coverage Tech does more than it actually does, which is counter route elusiveness.

Second is that it's expensive. To get it to work well you need to invest a lot into it, and it's expensive.

Third is that it does nothing versus zone.

You can still make decent receivers with route elusiveness. But I feel like it's harder, and you're more matchup prone.

I only recommend it for S* WRs, and even then it's not necessary, just an option.
 
TyDavis315
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Originally posted by Bretto007
You bring up some good points. Focusing in on the DB and WR positions- I typically get my receiving grip in the 50s and that still isn't enough to prevent it happening several times per game. What makes you think Receiving Hangs/Catch in Traffic/ Receiving Awr aren't necessary? I've found it is very difficult to get WR's open in this game. You can have a 90 Sprinting, 90 quickness, 90 snap reaction WR get blanket coverage from a DB who has 20-25 points less in each of those skills. When it comes to the Route Tech/elusiveness subject you're correct it doesn't appear to do anything or if it does it is so minor it's not worth the investment.






I mean in the context of a normal receiver build. Once you get your speed, hands, traffic, consistency, up to the points where you want them, there isn’t a lot of points left around. I have a vertical threat offense and I’ve realized CIT can be offset a lot by higher hands (90+ range), but CIT is so much more useful since many guys are straight double teaming now. I think grip might end up being the new supreme sooner or later bc rn... idk what’s up with knocked loose lol
 
TyDavis315
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https://glb2.warriorgeneral.com/game/replay/755104/1057903

Kentucky’s overall team comes straight from hell.
 
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Originally posted by TyDavis315
https://glb2.warriorgeneral.com/game/replay/755104/1057903

Kentucky’s overall team comes straight from hell.


LOL, GG Ty. Interesting offense man, I hadn't seen FB runs from a non cpu team in awhile, caught me off guard.
Edited by Myrik_Justiciar on Nov 18, 2020 08:39:36
 
TyDavis315
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Originally posted by Myrik_Justiciar
LOL, GG Ty. Interesting offense man, I hadn't seen FB runs from a non cpu team in awhile, caught me off guard.


Our offense works on paper and against cpu, trying to bring back downfield players with the QBs the way they are might not have been the brightest move 😂 once the picks pile up your kinda done.

PA gives me one on one matchups, we’ve been killing it on those. But the doubles? Not really Air Raid friendly
 
TyDavis315
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That oline matchup was insane though, stopping so many stars on a rush is just wow. Superstar linemen are truly underrated
 
Corndog
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Originally posted by Raid
I think more so the power back thing is that strip technique is much less useful than power tackling, and power tackling is much better at jarring the ball loose when the other guy is trying to hit hard right on back.

I’m pretty sure strip works much better against elusive styles and much worse against power guys.

If elusive backs become the meta, then less strong LBs and safeties with more strip tech could become a more viable option methinks.


You actually have that backwards. While strip tech is always the predominant factor in forcing fumbles, it is the only factor when being dragged by power rushers. Power Tackling only affects initial contact for forced fumbles, it's mainly intended to do other things.
 
agerm73
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Originally posted by Corndog
You actually have that backwards. While strip tech is always the predominant factor in forcing fumbles, it is the only factor when being dragged by power rushers. Power Tackling only affects initial contact for forced fumbles, it's mainly intended to do other things.


So Strip Tech does not suck as bad as everyone seems to think???
https://www.youtube.com/watch?v=qi1LMIUOOAI
 
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