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Forum > Goal Line Blitz 2 > Season 5 Changes!
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Originally posted by pottsman
But really, how useful is a 15 blocking HB going to be against a DE/LB with their pass rush skill around 80-90? I think, unless people build for it, a lot of times the held in guys will be a one tick stop, leading to the sack still coming.


There's a lot of LBs that are almost ignoring the tech/power in favour of more quickness, sprinting, etc. Would help a lot against those.

Might also make some owners ask for 30 points in pass blocking on HBs/FBs?
 
Corndog
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Originally posted by Parab00n
My only explanation for CB1 is that he has on Roller Skates in which coverage looked great with them on.


It's a new secret SA.
 
Parab00n
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Originally posted by pottsman
But really, how useful is a 15 blocking HB going to be against a DE/LB with their pass rush skill around 80-90? I think, unless people build for it, a lot of times the held in guys will be a one tick stop, leading to the sack still coming.


As long as he can get in the way enough to make the blitzer run around him that's good enough for me.
 
Stobie
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Originally posted by Parab00n
As long as he can get in the way enough to make the blitzer run around him that's good enough for me.


 
Xars
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Originally posted by Corndog
It will be a lot more interesting than watching some randomly generated journeyman FS run around with 21 sprinting, 24 deflecting, and 98 snap reaction.


Idea:

Have us make up CPU players for inventory and open up the build info if you put them on your roster.

The current inventory of CPU players seems small. Example: I keep getting the same 2-3 QBs for my rookie team.

Solution: Have us, make up a bunch of CPU players for your inventory, rather than having RNG determine skills.

You could limit the # of players we make, or whatever. At least this way, when you want to test something, you'd have a stable of players to choose from that makes sense.

 
bhall43
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CPU players aren't supposed to be good
 
TxSteve
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and they're not supposed to be "free players who are just as good as paid players"
 
Xars
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Originally posted by Galithor
If hurries impact the rattled mechanic, blitzing above sophomore is dead. especially combined with a 5 man rush already inducing more held in hbs. I'm pretty excited about not having to worry about dumpoffs to ineffective underneath routes. I'm more excited that I can run some riskier routes knowing that hurries are going to increase my safety in running those riskier routes throughout the game.


My exact thought.

So, I actually want my QB to get hurried in Q1, so I can make sure to have that extra blocker in Q2-Q4? Seems like a very nice way to stop morale from spiraling down.

And throw more deep routes later in the game.

 
bhall43
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That's sort of lame. It should also hold players in on non blitzing situations forcing double coverage.
 
Xars
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Originally posted by TxSteve
and they're not supposed to be "free players who are just as good as paid players"


They wouldn't be. If they were on a team, the SP earned game by game would still be RNG. They would just have a logical starting point.

And you could flag them as for testing only, so only Corndog had access to them. It's just a way for him to be able to test changes in a somewhat reasonable manner rather than releasing code to us.

 
Corndog
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Originally posted by bhall43
That's sort of lame. It should also hold players in on non blitzing situations forcing double coverage.


It does.

And it's going to take more than getting hurried a couple times in the first quarter to affect much.
 
TDiddy8701
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Originally posted by TxSteve
QBs now have a "rattled" mechanic. The more often you are getting hurried and sacked, the more rattled your QB becomes. The more rattled the QB, the more likely he is to hold in blockers regardless of blitzers.


muah-ha-ha-ha

 
bhall43
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Originally posted by Corndog
It does.

And it's going to take more than getting hurried a couple times in the first quarter to affect much.


Interesting. Does the rattle hold random guys? Like will it call the te in even if he isn't checked by the oc?
 
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So, with this new "rattled" mechanic:

1) Pass rushing leads to opposing QB being hurried/sacked.

2) QB getting hurried/sacked leads to QB being "rattled."

3) QB being "rattled" leads to QB holding in TE/FB/HB as blockers.

4) Holding in blockers leads to a less effective pass rush by the defense.

So, this is a pass rush nerf? Is blitzing across the board overpowered and needing a nerf? It certainly didn't seem so at the seasoned level last season. I hope this wasn't an attempt at fixing Middle Overload by reducing the effectiveness of all blitzes when the real problem was people spamming one specific broken play over and over.

My main question: is there a negative effect on the QB from being "rattled" like reduced pocket awareness, pass accuracy, anything at all?

I guess I can see rattling certain QBs in certain offenses as beneficial to the defense when you luck into them randomly holding their receiving TEs in to block. However, as it stands now it's a "win" about 90% of the time for defenses when you force a check down to a HB or FB that's running a route because they either flat out drop the pass, catch it for a yard and fall over, or get tackled immediately after the catch.
 
Galithor
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Originally posted by bhall43
Interesting. Does the rattle hold random guys? Like will it call the te in even if he isn't checked by the oc?


That'd suck.
 
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