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Forum > FAQ's, Player Guides and Game Help > Fumble reduction SA debate: Mr. R or B4I
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Corndog
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Originally posted by Time Trial
I'm going to be the first one to say this in GLB2:

No one cares about the rookie sim enough to nerf something that works for one or two seasons and then stops working.


That's not entirely true.

I'd love to "nerf" blitzing in general in Rookie, but I'm not entirely sure of an elegant way to do that that doesn't completely kill off whatever pressure is left at higher levels.
 
Sean1995
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Originally posted by Corndog
That's not entirely true.

I'd love to "nerf" blitzing in general in Rookie, but I'm not entirely sure of an elegant way to do that that doesn't completely kill off whatever pressure is left at higher levels.


I know this won't completely solve the blitzing problems in rookie, but you can make it better by lowering the firing chance for showboat at bronze and silver. (50%, 70%, 100% i.e)
 
Galithor
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Originally posted by mrm708
I disagree about showboat being useless at higher levels. A single sack or TFL by a guy with gold showboat can have a huge effect on the game. First step is obviously very good as well for a blitzing LB, but it takes 2-3 seasons to get their quickness up high enough for it to really be worth it. I guess it all depends though. My blitzing LB is a superstar so he is able to have much higher physicals and get to the QB a lot faster without necessarily needing first step (I am still getting it as his 2nd SA). When it comes to non-S* then maybe showboat is more of a waste because you need your SAs to be decreasing how long it takes for him to get to the QB.


Cleveland Brown has been sacked 13 times on 1999 dropbacks this season. That's 0.65% of his plays. He's been sacked in only 5 different games this season (discounting scrims). He's currently on a 7 game sackless streak. I dunno how many of those defenders we've played in the last 7 games have showboat, but it's been 100% wasted effort against us.
 
Aeir
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(This primarilly pertains to rookie)

Doesn't matter if they even have showboat, when a team is getting sacked 20 times a game (in rookie), morale is non-existent anyways.

You'd have to do something with the QB, otherwise if you nerf the defense, the QB rollouts are likely going to be even stronger than they already are. (this coming from a QB rollout team owner)

If you buff the pass block skills it's not going to do much when the other team sends 6-7. You can't block them all anyways.


Would it be possible to somehow make it so a QB won't hold onto the ball for 10 seconds? I mean after 4-5 seconds most QB's I see are ready to taking off running, or have already gotten rid of the ball. That and the ability to check down on 3rd down, instead of waiting for the WRs to get to the 1st down line (or so I've been told). I've noticed that if you get a sack on 2nd down, there's about a 90% chance you'll get a sack on 3rd down....due to the distance needed for the 1st.
Edited by Aeir on Oct 2, 2014 13:51:53
Edited by Aeir on Oct 2, 2014 13:51:15
 
Galithor
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Originally posted by Aeir
Doesn't matter if they even have showboat, when a team is getting sacked 20 times a game, morale is non-existent anyways.

You have to do something with the QB, otherwise if you nerf the defense, the QB rollouts are likely going to be even stronger than they already are. (this coming from a QB rollout team owner)

If you buff the pass block skills it's not going to do much when the other team sends 6-7. You can't block them all anyways.


Would it be possible to somehow make it so a QB won't hold onto the ball for 10 seconds? I mean after 4-5 seconds most QB's I see are ready to taking off running, or have already gotten rid of the ball. That and the ability to check down on 3rd down, instead of waiting for the WRs to get to the 1st down line (or so I've been told). I've noticed that if you get a sack on 2nd down, there's about a 90% chance you'll get a sack on 3rd down....due to the distance needed for the 1st.


They don't necessarily wait till you cross the 1st down marker, but the QB does have to evaluate the target as having a reasonable chance of attaining a first down. Or, you hope your QB is set to at least scramble sometimes if nobody at the correct depth can get open. That way you can scramble into a LB for a monster hit fumble that devours your energy and morale.
 
Time Trial
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Originally posted by Corndog
That's not entirely true.

I'd love to "nerf" blitzing in general in Rookie, but I'm not entirely sure of an elegant way to do that that doesn't completely kill off whatever pressure is left at higher levels.


1) 3rd and long passing is an auto sack because the QB holds the ball too long, regardless of open targets;
2) Short passing is very difficult at low levels;
3) Part of it is that if you get the consistency and awareness high enough to make the pass, the technique and accuracy aren't there.

If you added a Pass Awareness and Consistency buff to Rookie, you'd see fewer 3rd and long auto sacks.
 
Time Trial
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Originally posted by mrm708
I disagree about showboat being useless at higher levels. A single sack or TFL by a guy with gold showboat can have a huge effect on the game. First step is obviously very good as well for a blitzing LB, but it takes 2-3 seasons to get their quickness up high enough for it to really be worth it. I guess it all depends though. My blitzing LB is a superstar so he is able to have much higher physicals and get to the QB a lot faster without necessarily needing first step (I am still getting it as his 2nd SA). When it comes to non-S* then maybe showboat is more of a waste because you need your SAs to be decreasing how long it takes for him to get to the QB.


You want to spend 6 AP on an ability that gives a slightly higher boost when your player makes a certain type of play? I'm going to spend those 6 AP getting to the QB or stuffing the run.
 
Time Trial
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Originally posted by Aeir
(This primarilly pertains to rookie)

Doesn't matter if they even have showboat, when a team is getting sacked 20 times a game (in rookie), morale is non-existent anyways.


Well, who knows if the other 19 sacks would have taken place if the morale spiral hadn't started from the first two?
 
Aeir
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Originally posted by Galithor
They don't necessarily wait till you cross the 1st down marker, but the QB does have to evaluate the target as having a reasonable chance of attaining a first down. Or, you hope your QB is set to at least scramble sometimes if nobody at the correct depth can get open. That way you can scramble into a LB for a monster hit fumble that devours your energy and morale.


I get that, but logic says if you have pressure on you, throw the ball (since there's no throwing it away) or run for your life (fight or flight). I also realize running into LBs/DEs is an issue when rolling outside... But why do they have to roll/scramble outside? Why can't they run it up the gut if it's open? I don't think QB's take off running enough... I know it's not the NFL, but most games I see, the QBs will scramble 3-4 times a game, sometimes they make it, sometimes they don't (granted they can slide...heh).

It also seems like all players try to get outside at all costs, when there is an easier, inside route to take. I blame that on pathing logic.
Edited by Aeir on Oct 2, 2014 14:19:40
Edited by Aeir on Oct 2, 2014 14:19:04
 
Time Trial
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Here's what I'd like to see to improve rookie:

1) Make the maximum run blocking caps for a WR much lower to prevent the pure blocking WR nonsense that has no place in a sim that limits roster size as much as this one does;
2) Make a bigger penalty for TEs blocking in a WR slot;
3) Make short throws easier to complete;
4) Make QBs have the option to throw it short of the 1st down marker when under pressure on 3rd down(checkbox or three selection dropdown);
5) Make blitzing LBers have to pass a tougher snap reaction roll.
 
Time Trial
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Originally posted by Aeir
I get that, but logic says if you have pressure on you, throw the ball (since there's no throwing it away) or run for your life (fight or flight). I also realize running into LBs/DEs is an issue when rolling outside... But why do they have to roll/scramble outside? Why can't they run it up the gut if it's open? I don't think QB's take off running enough... I know it's not the NFL, but most games I see, the QBs will scramble 3-4 times a game, sometimes they make it, sometimes they don't (granted they can slide...heh).

It also seems like all players try to get outside at all costs, when there is an easier, inside route to take. I blame that on pathing logic.


Yeah, the "I'll just take the sack" mentality is part of the problem.

Then again, OCs who adapt are running the ball up the gut on 3rd and long to avoid the sack... it isn't a good chance at a first down, but you probably aren't going to get a showboat sack either.
 
Galithor
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Originally posted by Aeir
I get that, but logic says if you have pressure on you, throw the ball (since there's no throwing it away) or run for your life (fight or flight). I also realize running into LBs/DEs is an issue when rolling outside... But why do they have to roll/scramble outside? Why can't they run it up the gut if it's open? I don't think QB's take off running enough... I know it's not the NFL, but most games I see, the QBs will scramble 3-4 times a game, sometimes they make it, sometimes they don't (granted they can slide...heh).

It also seems like all players try to get outside at all costs, when there is an easier, inside route to take. I blame that on pathing logic.


Well, most GLB2 QBs aren't even remotely fast enough for the interior scramble. You can set yourself to almost never on rollouts, and often on scrambles, and you will attempt interior scrambles a few times per game usually at least. More if the other team sits back in coverage with a 3 man rush. Even still, you're not going to escape a DE that's forced you to decide to scramble up the middle with sub 20's sprinting/quickness when he's built with 70/70 sprinting/quickness to make that evasive rush.

And, the fancy pass blocking line suddenly turns into a dreadful run blocking line, and those DTs that were perfectly blocked are now suddenly unblocked the moment you pull the ball down.
 
Aeir
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I can't remember a single time I've ever seen Tuck and Run fire. and only 2 times where I've seen a QB actually take off running in an open field before ~4 seconds had expired.

Maybe they just need to improve the pathing a little and make tuck and run based off pocket awareness instead of carry awareness.
Edited by Aeir on Oct 2, 2014 14:22:36
Edited by Aeir on Oct 2, 2014 14:22:17
 
Sean1995
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Originally posted by Time Trial
Here's what I'd like to see to improve rookie:

1) Make the maximum run blocking caps for a WR much lower to prevent the pure blocking WR nonsense that has no place in a sim that limits roster size as much as this one does;
2) Make a bigger penalty for TEs blocking in a WR slot;
3) Make short throws easier to complete;
4) Make QBs have the option to throw it short of the 1st down marker when under pressure on 3rd down(checkbox or three selection dropdown);
5) Make blitzing LBers have to pass a tougher snap reaction roll.


for number 3, you meant short wide open throws, right?
 
Time Trial
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Originally posted by Sean1995
for number 3, you meant short wide open throws, right?


No. I said "make short throws easier to complete". I didn't say automatic and I didn't say "regardless of whether or not the player is covered".
 
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