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Forum > Pro Leagues > Semarang, the better team lost today...
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zero
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AHA I just got it.... basically spiking is useless in GLB due to said comments, and might be useful if it took a lot less time to snap it for a spike than to actually run a play?
I'll have to tell cav
Edited by zero on Nov 28, 2010 14:09:32
Edited by zero on Nov 28, 2010 14:09:17
 
SidVicious
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Originally posted by zero
AHA I just got it.... basically spiking is useless in GLB due to said comments, and might be useful if it took a lot less time to snap it for a spike than to actually run a play?
I'll have to tell cav


you do that
 
kwankwan
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This is almost as good as watching Finnegan and Johnson.
 
Mordaloch
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Originally posted by refguru
LOL for you LOLing at someone else when you are clueless about what it does.

Fact: Spike Ball does in fact stop the clock. I does take :02 and cost you a down.

The problem is that it the snapping the ball still takes the same amount of time whether you snap the ball and spike it as it does if you run a regular play. No time is saved whatsoever. All you get is a loss of down and a loss of two more seconds. Your guys don't hurry to the line to spike it or anything like that. We've been talking about this a long time and it was only recently that Catch finally saw where we were coming from after defending the play like you are.


i see what you mean well damn if that's the case they really need to fix it lol
 
whatje
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watched a game today where a QB spike took 12 seconds during the 2 minute drill, a regular play took 28. doesn't seem broked.
 
Rulabula
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Does seem like another play should have made it in there.
 
PP
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Originally posted by whatje
watched a game today where a QB spike took 12 seconds during the 2 minute drill, a regular play took 28. doesn't seem broked.


seems like a crap shoot to me. about 50% of the time it works, maybe as high as 70%, but the other 30-50% of the time you just curse the screen for wasting a play and a couple seconds on nothing.
 
whatje
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yeah in fairness, i only watched one. its something to keep an eye on i guess, seems like a really stupid problem lol
 
bhall43
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the key is to not trail late in games guys...ldo
 
Dpride59
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Originally posted by bhall43
the key is to not trail late in games guys...ldo


Or force the ball to players who have horrible anti swat/ not fumble chance.
 
refguru
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Originally posted by whatje
watched a game today where a QB spike took 12 seconds during the 2 minute drill, a regular play took 28. doesn't seem broked.


It depends on the play. Catch was going to send it up the ladder to have it looked at but I haven't seen anything in the changelog.
 
Dpride59
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Pretty sure if the spike happens after a long pass or run play it takes a long ass time, and if it happens after a 1 yard pass/run it is quick. Shocking I know
 
PP
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Originally posted by Dpride59
Pretty sure if the spike happens after a long pass or run play it takes a long ass time, and if it happens after a 1 yard pass/run it is quick. Shocking I know


doesn't always work that way. That's why ppl r complaining.
 
jdros13
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Originally posted by PP
doesn't always work that way. That's why ppl r complaining.


at least this season, it appears that Bort has the AI going into a semi-hurry up depending on what part of the field you are in, some plays the offense runs to the line and snaps it quickly, other plays they milk the clock. I don't think substitutions (changing the offensive package) makes any difference - never has - but maybe that is a small factor (I highly doubt they've tried to get that complex and I really hope not).

I'm not exactly sure what the logic is yet, but I do know that I have never found any reason to run a spike play in past seasons. Maybe that has changed, but as others mentioned the only thing a spike play did was waste another 2 seconds in my opinion.
 
NiborRis
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I've actually kind of wished substitutions were a factor - but it would need to be properly publicized and explained. You would need better control over subs, though, or at least a "Don't sub per stamina rules when in hurry up" setting (you could still sub based on playcall, of course). Not sure that level of control adds anything valuable to the game, though.

I've always been of the opinion that the spike is worthless, but I haven't discussed it much with people or done any intensive analysis. It's trickier because the time between plays varies on a lot of factors already (bugs forum used to flood with "why didn't a play get called at end of game" threads) so it's hard to say if the spike was faster. If substitutions ARE involved, it makes it even more stupid, as the spike is a specific formation and you'd have to sub *into* it just to get the play off, whereas if you just call the same play again you may not have subs and it might even snap faster.
 
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