User Pass
Home Sign Up Contact Log In
Forum > Goal Line Blitz 2 > #1 Reason why you should do an all run offense instead of a pass offense
Page:
 
jamz
offline
Link
 
Originally posted by bhall43
Well except it's way too easy to build.


You all about her, and she all about hers.
 
dredgar
offline
Link
 
Originally posted by Mysterio
Pass Block Power and Run Block Power should have been consolidated into one stat "Block Power"

really makes no sense to have them split, and rewards balanced linemen


That isn't right though. If you even think about it in actual football you have lineman that can run block pancake with power all day but can't do it pass blocking because the power is completely different. One is pushing forward the other is going backwards or aideways
 
peeti
offline
Link
 
Originally posted by dredgar
That isn't right though. If you even think about it in actual football you have lineman that can run block pancake with power all day but can't do it pass blocking because the power is completely different. One is pushing forward the other is going backwards or aideways


We had that Argument back in S1 ^^ Same with FG and KO power
 
Galithor
offline
Link
 
Originally posted by Time Trial


Too bad they didn't think of anything for the pass blocking arch. I hate both of the obvious pass blocking SAs...



I do wish Corndog would add an SA similar to pull specialist for pass blocking. Call it "Peel Back"

Based on pass blocking awarness, when not engaged in a pass blocking interaction.
It can fire any tick you're not currently engaged in a block (thus when searching/chasing a blocking target)
Have it give quickness/footwork and pass block tech or somesuch.

I'd totally consider such an SA, and it'd make the pass block lineman's decision tree on SAs a whole lot more interesting than "take Leverage, Strong Arm, and Wide Load. Gold two of them and silver the other one.
Edited by Galithor on Jul 24, 2014 06:44:34
 
Time Trial
offline
Link
 
Originally posted by Mysterio
Pass Block Power and Run Block Power should have been consolidated into one stat "Block Power"

really makes no sense to have them split, and rewards balanced linemen


Should just have one skill called "lineman". When you get SP you put points into that one skill.

When you've got D-linemen getting three different pass rush tactics and the option to add points to power and technique, would it really make sense to have O-linemen not have to counter that?
 
Time Trial
offline
Link
 
Originally posted by Galithor
I do wish Corndog would add an SA similar to pull specialist for pass blocking. Call it "Peel Back"

Based on pass blocking awarness, when not engaged in a pass blocking interaction.
It can fire any tick you're not currently engaged in a block (thus when searching/chasing a blocking target)
Have it give quickness/footwork and pass block tech or somesuch.

I'd totally consider such an SA, and it'd make the pass block lineman's decision tree on SAs a whole lot more interesting than "take Leverage, Strong Arm, and Wide Load. Gold two of them and silver the other one.


Which is why I'm taking some pancake skills. I'm pretty sure I've seen beat down fire on pass blocking when you get the cake. It isn't the uber PC/BD/GL combo like for running, but it is something else to try.

Might not work as well against the technical blitzers with the spin cycles, but I think you'll knock some of those "direct line" type pass rushers on their asses, as well as some DTs (especially the run stuffers).

Wearing down the morale of the pass rushers instead of them wearing yours down is the plan.
 
Laggo
offline
Link
 
Originally posted by Time Trial

Wearing down the morale of the pass rushers instead of them wearing yours down is the plan.


And then one LB gets a 3 star showboat sack after 20 good plays of defense and it all goes to shit regardless.

 
Time Trial
offline
Link
 
Originally posted by Laggo
And then one LB gets a 3 star showboat sack after 20 good plays of defense and it all goes to shit regardless.



LBs with gold level showboat aren't going to be getting sacks against my team tbh.
 
Laggo
offline
Link
 


Originally posted by Time Trial
LBs with gold level showboat aren't going to be getting sacks against my team tbh.




Honestly though by the time that new roster is hitting gold SA's I expect the Blitz LB standard to be more braindead than it is now (90 sprint, 90 quickness, first step, showboat)

You really don't need much of anything to run down the gut at the QB every play if that's what your job is, and if the DE's are content with pulling guards instead of getting sacks then I dunno if there is much you can do at that point regardless.
Edited by Laggo on Jul 24, 2014 10:37:03
 
NiborRis
offline
Link
 
Even at gold Showboat doesn't gain that much morale, does it?
Mostly it just hammers the offense's morale.

I haven't really watched the interior line much but it feels like getting DEs morale to hell isn't really that hard. But perhaps that's only against poorly built DEs?
 
Laggo
offline
Link
 
Most DE's don't have any heart or toughness and so they lose a bunch every time they get blocked, and more if you're tech and are getting revcaked a lot

It really doesn't seem to matter a whole lot though, Spin Cycle will fire whether you have 40 morale or 80, and at Vet I think good passrush DE's won't even be engaging a block 60% of the time anyway.

Do you run any slower when you are low morale? Legit question.
Edited by Laggo on Jul 24, 2014 11:09:02
 
Time Trial
offline
Link
 
Originally posted by NiborRis
Even at gold Showboat doesn't gain that much morale, does it?
Mostly it just hammers the offense's morale.

I haven't really watched the interior line much but it feels like getting DEs morale to hell isn't really that hard. But perhaps that's only against poorly built DEs?


The gains are decent, but I've never been a fan of going gold Showboat because I'd rather use those SA points to improve my ability to get to the QB, such as First Step/Tunnel Vision with bronze or silver showboat.

Good teams have been keeping the LBs off the QB, especially with the rattled mechanic in place. Those Sprinting/Quickness LBs run into a pass blocker, they get caked. They don't run into the pass blocker, you've got a great read on the first S* passing target (who by that point has 90/90 and gold first step if the LB can get there), so it isn't as though the D is going to have the advantages that Laggo is concerned about.

But I suppose you can prove me wrong.
 
Time Trial
offline
Link
 
Originally posted by Laggo
Most DE's don't have any heart or toughness and so they lose a bunch every time they get blocked, and more if you're tech and are getting revcaked a lot

It really doesn't seem to matter a whole lot though, Spin Cycle will fire whether you have 40 morale or 80, and at Vet I think good passrush DE's won't even be engaging a block 60% of the time anyway.

Do you run any slower when you are low morale? Legit question.


I'd be a lot more worried about the DE than the LB tbh. If the DE was rolling Gold Spin Cycle and Gold Showboat, that might cause problems more so than the LBs.
 
Laggo
offline
Link
 
Originally posted by Time Trial

Good teams have been keeping the LBs off the QB, especially with the rattled mechanic in place. Those Sprinting/Quickness LBs run into a pass blocker, they get caked. They don't run into the pass blocker, you've got a great read on the first S* passing target (who by that point has 90/90 and gold first step if the LB can get there), so it isn't as though the D is going to have the advantages that Laggo is concerned about.

But I suppose you can prove me wrong.


I think you really underestimate how easy it is to run through a gap at 90 sprinting with an 80% acceleration boost. I think people will start seeing nanoblitz's in GLB just like we do in Madden for the same reasons in Vet once better builds are leveled up. I can almost do it in Journey with 70~ sprinting and no first step as a DE if I get lucky on the initial blocker pickup.

You don't need technique or power or any of that bullshit to blitz as an LB, you just need to get to Point A to Point B. The Blitzbacker is not lined up in man coverage with that S* passing target so that point is moot, the QB is not going to make that insta-read every time.

The top sackers in this game have always been linebackers, that's not an accident. The top 3 in both Journey and Pro right now are linebackers.
Edited by Laggo on Jul 24, 2014 11:15:45
 
Time Trial
offline
Link
 
Originally posted by Laggo
I think you really underestimate how easy it is to run through a gap at 90 sprinting with an 80% acceleration boost. I think people will start seeing nanoblitz's in GLB just like we do in Madden for the same reasons in Vet once better builds are leveled up. I can almost do it in Journey with 70~ sprinting and no first step as a DE if I get lucky on the initial blocker pickup.

You don't need technique or power or any of that bullshit to blitz as an LB, you just need to get to Point A to Point B. The Blitzbacker is not lined up in man coverage with that S* passing target so that point is moot, the QB is not going to make that insta-read every time.


http://glb2.warriorgeneral.com/game/player/15161

Dropped back to pass 950 times, sacked 5 times.

http://glb2.warriorgeneral.com/game/player/43779

Dropped back to pass 477 times, sacked 6 times.

I'm just saying it is possible.

I'm rolling a S* QB and 4 S* WRs... bring it.

And when I see you sending those inside blitzes in 4WR, I've got some nice pulling linemen. When you send the outside blitzes 100% of the time, I'm not afraid to throw and let the HB handle the pickup (or run the HB dive).
Edited by Time Trial on Jul 24, 2014 11:28:58
 
Page:
 


You are not logged in. Please log in if you want to post a reply.