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Forum > Goal Line Blitz 2 > ITT We speculate on large changes that will be made during the offseason
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NiborRis
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Originally posted by Badhands
Dookie Island had a total of 9 combined sacks (as in, sacks from both teams) in their last two games. Hub City Hustlers had 10. That means that in those 4 games there was an average of 2.5 sacks/game per team.

Edit - Wow, Detroit Muscle's last two games: 51 combined sacks. Dem rookies, haha.


Perhaps a more relevant data point - Alpine vs MEM, top 10 ladder game, MEM ran DAG all game, 1 sack combined for both teams.

Rookies have a lot more problems with blitzing
 
Laggo
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Isn't it kind of disconcerting for the effectiveness of the OL versus blitzes to skyrocket that much over one season worth of SP?

By the end of Sophmore I would figure most DE's and Blitzing LB's are starting to hit the upper echelon of their primary stats.

With 3 more tiers to go until plateau, should we expect that effect to get better or worse?
 
Xavori
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Originally posted by vinman
Fix the pathetic all out blitzing, this game is boring as hell when all you see is sack after sack.


I know in my case at least I went to the high pressure defense when I realize that rookie CB's are only there to force the WR's to make a catch in traffic dice roll.

Now, towards the end of the season you'd see them batting a few balls away, but by then your defense is already so molded around pass rush that you can't really change.
 
bhall43
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Blitzing was pretty irrelevant in vet league on the test server fwiw. I mean I am sure some people are going to figure out some new ways to still be good at it but I really am not at all worried about it getting worse by any means.
 
Asheme
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i'm p much afking until the offseason. this season's sim was p boring, even before the 100% blitzing (which was just 100% cover 2 man spy instead). i don't plan on changing/doing anything for a few weeks.
 
Time Trial
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Season 3:

Bort implements not only live play-calling, but mandatory manual control over one of the D players and whoever has the ball. 99% of plays called will include some form of blitz where one of the blitzers just stands there and the QB or HB with the ball just stands there without moving. Members of DD eventually die of starvation and lack of sleep as they are forced to be perpetually online in case someone scrims them.

Sunday Funday creates a farm team called "Simday Fimday?!? Stupid Monkey!", which does not have the success of the original.

Zorp becomes the first team to score 100 points, but they lose to Ronin anyway by a score of 141-102, when DD's "Cheat so Hard" SA starts to fire and they score 30 TDs in the final 3 minutes of the game.

TT insists that "this is the season that he resets his Early Bloomer team, as they are no longer competitive" before going on to threepeat the league title.
 
TxSteve
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Would be nice to know this now in all honesty -- especially if there are somewhat major changes that might influence the decision to reset a team - or abandon a team.
 
Jampy2.0
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Originally posted by TxSteve
Would be nice to know this now in all honesty.


That's what I'm saying... ppl making Rook teams deserve to know.. I'm assuming this new stuff is potentially sim changing changes..
 
pottsman
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Originally posted by Jampy2.0
That's what I'm saying... ppl making Rook teams deserve to know.. I'm assuming this new stuff is potentially sim changing changes..


Never build rookies for the current sim. When something is overpowered, the nerfhammer often gets swung at it - you're much better off planning for things to change completely.
 
bhall43
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The new formation is similar to Wishbone in some way. Obviously that it has 2 HB's and a FB imo.

The removal of WR tags is obvious because Corndog already has the code done for it.

Plus Corndog has talked about improved blocking logic so I am gonna assume that is gonna change outside rushing and maybe even screens to some extent.

Probably some other changes they haven't really hinted at but those are ones I would be looking forward to making team plans as of now.
 
TxSteve
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thanks bhall - that is helpful.
 
Jampy2.0
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Originally posted by pottsman
Never build rookies for the current sim. When something is overpowered, the nerfhammer often gets swung at it - you're much better off planning for things to change completely.


Never said I was.

 
Coach RW
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Originally posted by bhall43
I do wish screens worked better though.


This... I vote for this being number 1 on the wish list.
 
peeti
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Originally posted by bhall43
The new formation is similar to Wishbone in some way. Obviously that it has 2 HB's and a FB imo.

The removal of WR tags is obvious because Corndog already has the code done for it.

Plus Corndog has talked about improved blocking logic so I am gonna assume that is gonna change outside rushing and maybe even screens to some extent.

Probably some other changes they haven't really hinted at but those are ones I would be looking forward to making team plans as of now.


How do you know? Is there still a tester Team?
 
Makntak
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When you talk about removing WR tags, does this mean that the exploit (which I'm now using too) requiring only 2 plays on D will change?

To clarify a bit. Right now, I only have 2 defensive plays - All Dogs Go and Zero Edge Blitz. I had seen teams doing this and got creamed, then I read about it in a thread somewhere and started doing it. Not given up a point since. Why do we have 'x' number of defensive plays available and the clearly outrageous possibility of 15 per receiver set when we only actually need 2?

I'll stop being an asshole now and simply point out that I think this needs to change. 100%
 
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