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underdog13
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Originally posted by GrowingVictory
I just made a four star rookie RB an unpredictable one


You should sign on to a cpu team
 
underdog13
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Originally posted by GrowingVictory
I just made a four star rookie RB an unpredictable one


Oh and I took the liberality of making a thread in the plft forum for your guy. Hope you don't mind
 
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I think that thread is a very good idea. If someone needs help send me a PM or post here.
 
fletch818
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Hey there guys i have just started playing GLB2 played GLB 1 but never really played for long and never really firgured out all the build stuff. So i took my flex and came here it looks cool and so far i like it i have bought a team and have my buddies playing on my team so far we stink on offense. Have worked with the playbook and messed with the tactics some but really not sure how they all work together. I know my team is a rookie one and i know some of it has to do with the players but i was wondering with out giving away too many secerts if there is some kind of method to the maddness that is the playbook and tactics that get called and how i really control them.

i know that seems like a broad question but i think i am missing something here with this part of the game and any help will help thanks.
 
underdog13
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Originally posted by fletch818
Hey there guys i have just started playing GLB2 played GLB 1 but never really played for long and never really firgured out all the build stuff. So i took my flex and came here it looks cool and so far i like it i have bought a team and have my buddies playing on my team so far we stink on offense. Have worked with the playbook and messed with the tactics some but really not sure how they all work together. I know my team is a rookie one and i know some of it has to do with the players but i was wondering with out giving away too many secerts if there is some kind of method to the maddness that is the playbook and tactics that get called and how i really control them.

i know that seems like a broad question but i think i am missing something here with this part of the game and any help will help thanks.


On my phone now so didn't go through the replays..but it is rookie, the chem for your players is all very low. The passing game is ok at best at rookie level. My rookie team also can't score.
 
fletch818
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i guessed as much it was my rookie players begin the biggest hurdle to over come. i just wasn't sure if it was more on them or on the play calling and the tactics we have set up for the team. i guess things later will balance out more as players improve.

just was wondering on how the computer picks the plays and the the tactics after you set them i know it is percent chance and which play has the highest amount of blue dots on it. so i am guessing the computer rolls the dice and and has a number which if the dice lands on it picks those tactics and that play.


thank you for the feedback just will keep trying things and see how they work out when i have a better idea what my team is good at.
 
Xars
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Good questions! More new owners should be asking them.

First, you need a philosophy. Are you a Running Team or Passing? or Balance? What is your Defensive Strategy?
Second, you then need players that have created builds (attributes, etc.) that match that strategy.
Third, you need active agents to log in often to spend SP in a manner that is consistent with what your game plan is.

Fourth, you need to build a playbook. Start with Offense. Initially, limit yourself to 5 plays of each type as that's the minimum. The default playbook has 15 or so. This way you'll call the same play very frequently during a game. You need to evaluate if the play is being run successfully. That means watching how the players move and interact. What you want to do is either play to your strength if you went all run or all pass, or give your team options if you want balance. Example: Out of the 2WR sets, you want to have running plays that go inside and outside. If you're a balanced team, then you also want passes out of the 2WR sets.

For Defense, again cut down the number of plays in the playbook. Have one or two blitzes for each WR set, a base man D and then some situational plays, like Inside Run Blitz which fires off of a different tactics setting than other blitzes. Again, you want a small playbook so that you'll run the same plays over and over. You need to evaluate your team and whether the play works for you or not.

Important: Change out the Defensive plays in the standard playbook. You'll get killed on outside runs with GL Gaps Fire crap. Play a Man Base D or investigate what else works, but get rid of those default plays fast.

The blue dots on the play indicate frequency. If you have 5 offensive plays with 5 blue dots each, then there is a 5/25 chance each play is called (or 1/5 obviously). If you have 5 offensive plays and one play has 5 dots and 4 plays have one dot, then there is a 5/9 chance that the first play is called and a 1/9 chance the other plays are called.

Fifth, tactics settings can be daunting but start off with a base setting and then review every game against those settings. Were you calling running plays when you wanted them or were passes called? Did you Blitz in the right situation or not? Etc. Once you've played a bunch of games with the same settings and understand them, start tweaking some settings and then see if it has the desired outcome.

Finally, if you have the Flex play scrims. Lots of scrims will quickly accelerate your learning curve.

This is just a start upon a long journey.

Have fun! (and bash Corndog over how Chemistry is implemented even though you have no idea what I'm talking about )
Edited by Xars on Sep 5, 2014 05:25:50
Edited by Xars on Sep 5, 2014 04:58:04
Edited by Xars on Sep 5, 2014 04:55:37
Edited by Xars on Sep 5, 2014 04:55:20
 
fletch818
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Thanks man that is all great information that i thank you very much for shareing i was kinda thinking along those lines but wanted to be sure that is how it all works to together in the game.

well the players are all guys from work so no problem there with tweeking the builds to fit what we want to do now it it is down too just doing as you suggested and learning from there.

thanks again for all the help.

can't wait to dive in and get the ball rolling.
 
Schauer
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Am I building correctly on my line? Part of the reason my scoring has been minimal is due to the fact that i will have a good drive that just gets stalled by 2-3 straight sacks and after awhile I'm assuming the confidence just destroys my QB

http://glb2.warriorgeneral.com/game/player/100869

http://glb2.warriorgeneral.com/game/player/100872

http://glb2.warriorgeneral.com/game/player/100876
 
Xars
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Originally posted by Schauer
Am I building correctly on my line? Part of the reason my scoring has been minimal is due to the fact that i will have a good drive that just gets stalled by 2-3 straight sacks and after awhile I'm assuming the confidence just destroys my QB

http://glb2.warriorgeneral.com/game/player/100869

http://glb2.warriorgeneral.com/game/player/100872

http://glb2.warriorgeneral.com/game/player/100876


Way too much Awareness. It's a common mistake because it's a cheap skill.

You need more Balance, Conditioning, Tech and Power. Eventually some Footwork, Quickenss and a bit of Sprinting.

Finally, you don't need 5 Speed as an Attribute. You should probably rebuild these players next season and start over again in Rookie.

 
Schauer
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Originally posted by Xars
Way too much Awareness. It's a common mistake because it's a cheap skill.

You need more Balance, Conditioning, Tech and Power. Eventually some Footwork, Quickenss and a bit of Sprinting.

Finally, you don't need 5 Speed as an Attribute. You should probably rebuild these players next season and start over again in Rookie.



Would you also drop speed down to 1 on the Defensive line as well?
 
Xars
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Originally posted by Schauer
Would you also drop speed down to 1 on the Defensive line as well?


Generally yes. DTs almost a total yes. A Passing Rushing DE maybe not, but there isn't much difference between 1 and 3 Speed and how it caps Sprinting on the skills page.

So unless you really want a fast DE with Speed 5 / Sprinting 50, I'd stick with a 1 Speed.

My DLineman on LogZilla Boys are all 818477. Strength, Speed, Agility, Stamina, Awareness, Confidence.

It works out to some very nice caps for your Tech, Power abilities. If you want pure Tech or Power, you can skew the 8-8 mix to what you want. The others are pretty solid no matter the build. Stam of 4 is enough. Awareness and Confidence of 7 allow your player to react quickly and have a high consistency number, which too many people undervalue, IMO.


 
Majestic Gent
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I agree with Xars about confidence. The big mistake I made on a lot of my earlier players was neglecting confidence.
 
big 68
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http://glb2.warriorgeneral.com/game/player_settings/102690

A Medium Power/ Decent Accurate QB

Can you coach me on my QB?

I prefer a PM but if not its ok.

Look at BIO, And Max Caps, as well as Early Point Distribution
 
Xars
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My Rookie S* QB Belgarath http://glb2.warriorgeneral.com/game/player/98747

Build is open.

Generally, because of S* his caps are 10 points higher than a non-S* so keep that in mind.

I think your Strength is slightly high and Confidence low for a QB, but overall it's workable. Let's look at what's good: Speed 1, yup. Agility 9 and Awareness 8, yup. Stamina 4, yup. Strength 7 and Confidence 6?? I'd like it reversed or even Strength 5 and Confidence 8.

You'd have to be on an Offense with Speed WRs to take advantage of your extra power in throwing the long ball. That's a style fit issue for you and the team you're on.

Consistency is an under valued skill IMO. To get a high cap you need a high Confidence attribute.

Edited by Xars on Sep 8, 2014 05:14:46
 
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