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Forum > Goal Line Blitz 2 > S32 Changelog Suggestions
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bhall43
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Originally posted by Corndog
Hence, why I generally meet calls for new plays with a big eyeroll. People don't want more plays, they want more versions of the same handful of plays. It's at the point where if they aren't just copies of those handful of plays, people instantly complain about them in the forum without even trying them.


I gave you like 10 new defensive plays that would have most likely been useful.

The new plays are alright. Only bad thing is PA is pretty miss as a feature here. But in future sims you never know. Same with running for shotgun trips. Could be useful down the line.
 
bhall43
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Originally posted by Myrik_Justiciar
I like all the changes but this. Blitzing at vet needs to be better and not worse, including TV... I guess we will have to see how this plays out, but my first reaction is "Uggg".

We need more defensive plays and full respecs, please.





Doesnt that make TV better? Especially if you are weak with pass block tech.
 
dbill
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Originally posted by Myrik_Justiciar
I like all the changes but this. Blitzing at vet needs to be better and not worse, including TV... I guess we will have to see how this plays out, but my first reaction is "Uggg".

We need more defensive plays and full respecs, please.





How is that worse might I ask?

If it halves the blockers tech then the rusher should be able to get off the block better. So it should improve it some though not sure much.
 
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Originally posted by bhall43
Doesnt that make TV better? Especially if you are weak with pass block tech.


Originally posted by dbill
How is that worse might I ask?

If it halves the blockers tech then the rusher should be able to get off the block better. So it should improve it some though not sure much.


Ahhhhh I think I misread that as the TV guy's tech halved instead of the guy that was blocking. My bad.
 
Sov.
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TV was already too strong so very unnecessary change. Already near impossible to run on s* DL and now they are going to pressure vs the pass even better lol

Fan of the rest of the changes though, good job CD/bort
 
Corndog
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Originally posted by Sov.
TV was already too strong so very unnecessary change.


Was it, though? You don't have it on any players on Bronx. In fact, I didn't see it on a single player out of all the top 10 teams last season. Whereas nearly all of them have maxed out Spin Cycle.
 
Corndog
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I mean, I'll agree, on paper TV looked really strong before. The actual math behind it, though, less so. Spin Cycle works even with 10 Pass Rush Power (as you well know, based on your defensive line), whereas TV is a buff to Pass Rush Power, but you need to win Technique rolls for Power to actually do anything. You can take Spin Cycle and invest in one skill, or you can take Tunnel Vision and invest in two skills. I'm fully aware of where you, and most others fall in that decision.

This change counteracts that dilemma a bit.
 
bhall43
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I think it certainly adds another extra dynamic to pass rush which is fun.
 
Raid
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TV sucked mainly because it would override spin cycle causing spin to never fire, and it was way less effective than spin cycle.
 
Raid
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Originally posted by Corndog
but you need to win Technique rolls for Power to actually do anything.



I have heard this from you guys before, but in testing I've gotten 95 pass rush power and 35 technique to get spin cycle to fire regularly, albeit not as often as the other way around - and it happens right off the bat when it does.

Can you really not get into that 'winning' condition on power alone?
 
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Originally posted by Raid

I have heard this from you guys before, but in testing I've gotten 95 pass rush power and 35 technique to get spin cycle to fire regularly, albeit not as often as the other way around - and it happens right off the bat when it does.

Can you really not get into that 'winning' condition on power alone?


Great analysis....thanks.
 
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