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Forum > Goal Line Blitz 2 > This drive is everything I hate about GLB2
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Time Trial
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Originally posted by Galactic Empire
+15 to break run block and balance on a CB is not useless. CBs can't get break run block very high as it is.


Which is part of the reason that I thought it was stupid that you could build blocking WRs, but that there was no effective counter for them for the CBs. There isn't an effective counter without completely giving up on your CBs ability to run and stay with a WR in the passing game.

I mean, are you really going to build a 10 Strength Superstar CB just to have to deal with 100% running teams? Sure those players will have to ride the bench when you play a 100% passing team, but I'm sure that was the intention when they created this game.
 
Time Trial
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Originally posted by bhall43
It really should just be able to fire at any point in time on a run play as long as you are outside the hash marks. That would give it the opportunity to work more like the way GE thinks it currently works.


It does seem to help my players stay on their feet in STs.
 
bhall43
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Originally posted by Time Trial
Which is part of the reason that I thought it was stupid that you could build blocking WRs, but that there was no effective counter for them for the CBs. There isn't an effective counter without completely giving up on your CBs ability to run and stay with a WR in the passing game.

I mean, are you really going to build a 10 Strength Superstar CB just to have to deal with 100% running teams? Sure those players will have to ride the bench when you play a 100% passing team, but I'm sure that was the intention when they created this game.


10 Strength isn't the way to get high BRB.

I mean if your intention for making the Superstar CB was to snag

99 brb
86 balance
94 blitz awareness

while capping all your tackling skills and getting speed/quickness to optimal levels. Ya, that end build probably is going to be best served as a bench player against pass teams.
 
bhall43
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But you could drop brb down to 84, blitz awareness down to 50ish, and bring your coverage skills up to around 80ish (deflect to 60ish) and have a quality corner at CB2. If you have better corners than that move him to CB3 so that he gets extra help against all pass teams.
 
o The Boss x
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Originally posted by Time Trial
Which is part of the reason that I thought it was stupid that you could build blocking WRs, but that there was no effective counter for them for the CBs. There isn't an effective counter without completely giving up on your CBs ability to run and stay with a WR in the passing game.


Lol'd
 
Kayoh
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How Not To Defend Pure Running Teams: Exhibit A

vs. 2WR, do not use Cover 1.

Alternatives:

-5-2 Fire Zone 2
-5-2 Cat Blitz 2 Roll
-5-2 Cover 3
-4-3 Shallow Sam Blitz
-4-3 Cover 3

Or, if you're certain they won't be running weakside tosses:

-4-3 Strong Shift

Or, if you're certain they won't be running inside, in situations such as 3rd and long or the 2 minute drill:

-4-3 C1 Wide Dogs
-3-2-6 Edge 2 Buzz
-3-2-6 Edge 3 Seam
 
Kayoh
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Also, your K's Heart is way too low. Anything below 75 at Vet isn't cutting it
 
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Originally posted by Time Trial
Which is part of the reason that I thought it was stupid that you could build blocking WRs, but that there was no effective counter for them for the CBs. There isn't an effective counter without completely giving up on your CBs ability to run and stay with a WR in the passing game.

I mean, are you really going to build a 10 Strength Superstar CB just to have to deal with 100% running teams? Sure those players will have to ride the bench when you play a 100% passing team, but I'm sure that was the intention when they created this game.


That's one good thing about zone. CBs don't need high speed.
 
Kayoh
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Originally posted by Galactic Empire
That's one good thing about zone. CBs don't need high speed.

That's one good thing about man. The players actually cover the receivers.
 
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Originally posted by Kayoh

That's one good thing about man. The players actually cover the receivers.


Zone defenders "bait" the QB into throwing into their zone and then....POW! Knock Loose or Pick 6!
Edited by Galactic Empire on Apr 16, 2015 13:59:37
 
Kayoh
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Originally posted by Galactic Empire
Zone defenders "bait" the QB into throwing into their zone and then....POW! Knock Loose or Pick 6!

no they don't. They just don't cover receivers and then when the QB throws the ball they break on it.

Also, if you're building your zone defenders for KL and pick 6s you 100% need them to be fast. More speed = more force = more likely to knock the ball loose. More speed = better closing speed = more likely to get in front of the receiver before the ball arrives.
 
bhall43
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Originally posted by Kayoh
How Not To Defend Pure Running Teams: Exhibit A

vs. 2WR, do not use Cover 1.

Alternatives:

-5-2 Fire Zone 2
-5-2 Cat Blitz 2 Roll
-5-2 Cover 3
-4-3 Shallow Sam Blitz
-4-3 Cover 3

Or, if you're certain they won't be running weakside tosses:

-4-3 Strong Shift

Or, if you're certain they won't be running inside, in situations such as 3rd and long or the 2 minute drill:

-4-3 C1 Wide Dogs
-3-2-6 Edge 2 Buzz
-3-2-6 Edge 3 Seam


A lot of those defenses are good ways to get wrecked as well.
 
Kayoh
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Originally posted by bhall43
A lot of those defenses are good ways to get wrecked as well.


Not in my experience. The only way you're getting wrecked using those defenses is if you eat a bunch of pancakes or miss a bunch of tackles.
 
Time Trial
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Originally posted by Kayoh
Also, your K's Heart is way too low. Anything below 75 at Vet isn't cutting it


56 Heart + 20 Heart from Home Town Hero + 25 Heart for a high contract = 101 Heart.
 
bhall43
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4-3 Cover 3 gets blown up all over the place unless you luckily get off a block at the right time or all the opponent runs is counters. Shallow Blitz and Strong Shift gets eaten up weak too. Especially by the Weak I off tackle play. And to be particularly honest, they aren't all that great strong either.

5-2 Cat Blitz 2 Roll gets blown up by off tackles and weak side runs. Some teams can get away with using 5-2 though and do alright. Para's teams generally do well from 5-2 for instance.

C1 Wide Dogs is bad if there is no pull because you just surrendered everyone at the LOS and none of those guys are reaching the backfield. Plus you left the middle wide open so it was a bad choice all around.

This is the experience of Vet that I have had facing QCBC, Minnesota, WCW, and Ground Assault regularly in scrimmages over the last season or so. A lot of those plays work much better in the earlier stages of the game because there are a lot more failed blocks and made tackles at those stages.
Edited by bhall43 on Apr 16, 2015 14:39:21
 
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