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Forum > Goal Line Blitz 2 > S32 Changelog Suggestions
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bhall43
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Originally posted by Detroit Leos
I rocked Inspire Fear at gold on BSBs run with S* defenders. Also didnt go full on power as I wanted more attempted returns. We got a few ST FFs out of it. I have it on our punter again. It does not hurt to have it IMO.


Right, but they raised the fire time on it so it lasts longer now. I figured it would be quite a bit better.
 
Detroit Leos
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Ours still has it. Only 65 punts on the season with 36 TBs and 6 inside 10 though (non-return area). So at maximum, it has only had 23 punts where it had the chance to fire assuming that the inside 20's were not fair catches.
 
TDiddy8701
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Yea you get so many long punts later on in Pro and Vet I don't see the point of inspire fear later in the flgame, unless you're going for a punter with very low power.

Much better SAs out there.
 
bhall43
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nm
Edited by bhall43 on Jun 21, 2018 09:58:59
 
Bretto007
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25 Games played. Players signed at 50% chemistry during free agency still are not at 100%.
 
bhall43
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Originally posted by Bretto007
25 Games played. Players signed at 50% chemistry during free agency still are not at 100%.


Ya its pretty ridiculous. Should gain 5 chem per game with medium contracts. 10 with high contracts. Guys should be getting to 100 as quick as possible. We pay for these players and it is tough to gauge their play when chemistry factors in so heavily.
 
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Blitz vs run still sucks.
 
bhall43
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Next season:

New defensive plays.
Fix the broken run blitz pathing.
Speed up chemistry gains.

win
 
TDiddy8701
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Originally posted by bhall43
Next season:

New defensive plays.
Fix the broken run blitz pathing.
Speed up chemistry gains.

win


Good list, along with full respecs (only makes sense with season to season changes), slight buff to short passing, and medium-high buff on screens
 
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Originally posted by TDiddy8701
Good list, along with full respecs (only makes sense with season to season changes), slight buff to short passing, and medium-high buff on screens


Yes, full respec here and forever.
 
bhall43
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Anyone else notice that Pass Block tech doesnt seem to have any advantage past around 50? Like the difference between 50 and 90 you couldnt tell the difference it seems.
 
dredgar
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Originally posted by bhall43
Anyone else notice that Pass Block tech doesnt seem to have any advantage past around 50? Like the difference between 50 and 90 you couldnt tell the difference it seems.


ya on bloody my Oline that are all pure pass blockers still let a lot of stuff through when they are designed to stop spin cycle and pass rush.
 
bhall43
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Originally posted by dredgar
ya on bloody my Oline that are all pure pass blockers still let a lot of stuff through when they are designed to stop spin cycle and pass rush.


i was just thinking similar with my oline. all rocking 85-95 pass block tech and still get spin cycled with pure ease. Generally it doesnt make a huge difference due to playcalling but thats a lot of sp spent that should apparently just be spent run blocking.
Edited by bhall43 on Jul 7, 2018 09:31:35
 
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Originally posted by bhall43
i was just thinking similar with my oline. all rocking 85-95 pass block tech and still get spin cycled with pure ease. Generally it doesnt make a huge difference due to playcalling but thats a lot of sp spent that should apparently just be spent run blocking.


It's been this way forever.
 
Detroit Leos
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OLine is already pigeonholed into a pretty standard build due to SP costs of blocking skills. It is difficult to try and add any athleticism along the OLine as a result. If PBT has to get above 45-50 to be decent then forget about adding any conditioning, sprinting and quickness there lol.

As it is, very few people build OLineman unless collecting 50 flex S* points.

Not sure how it could be done, but OLine building needs to be a bit more enjoyable IMO.
 
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