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Xars
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Sad truth is that Defensive play spamming is worse than Offensive.

Perhaps after seeing the data, Bort and CDog will finally implement the Defensive play tag changes I've suggested so Defenses can use a greater variety of plays.
 
Xars
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- Updated playbook design and added a checkbox to allow you to group plays by formation

To Bort and CDog:

It's obvious your trying and for Offense this could help some new people.

But on Defense, what's needed is to group plays by DISTANCE, not Formation.

I applaud the effort.

But Defensive Formations aren't the problem: the DISTANCE (lack there of) tagging is.
 
Xars
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Just realized:

Play Knowledge is a buff to Career Boosted players in Vet. Why would you want to lose those 7 seasons of experience?
 
USC_Trojans
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I am worried that these changes will force more elusive speedster. I just hope this doesn't turn out to be a big nerf to combo backs.
 
drewd21
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Originally posted by Xars
- Updated playbook design and added a checkbox to allow you to group plays by formation

To Bort and CDog:

It's obvious your trying and for Offense this could help some new people.

But on Defense, what's needed is to group plays by DISTANCE, not Formation.

I applaud the effort.

But Defensive Formations aren't the problem: the DISTANCE (lack there of) tagging is.


THIS!
 
Makntak
Earth Rocker
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Play Knowledge sounds like it could be good and is an original way to tackle the problem of spam and limited useful plays, but Xars is right, it's the DISTANCE tags that need changing. For example, there are only 4 Medium Man Blitzes in the game (I think). Nevetheless, I think this is a good Changelog.
 
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Originally posted by Cuivienen
So super power backs are probably dead...


Not really. I don't see many players taking the Brick Wall SA. It is very specific and only good vs power runners (useless vs speed HBs and the pass). I would say maybe 1 or 2 players on the defense would have this SA. Power Running will be slightly reduced in production but still be good.
Edited by Galactic Empire on May 13, 2016 05:54:31
 
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Originally posted by Cuivienen
Wow, Brick Wall is OP. New must have SA.



It isn't OP because it is so specific.
 
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Originally posted by Mysterio
I hope having a rushing QB and HB will help mitigate the play knowledge mechanic some. Being one of the only teams to have a rushing QB will help the plays become learned slower, unfortunately GE is doing one too so hopefully he doesn't spam the good QB runs too much


Skeletor will have 96 Conditioning and Power Running. You bet your arse he will be running.

That is interesting though. Teams in our league will have players that have "knowledge" of QB runs. Ladder opponents won't have that knowledge though.

Not that it matters to me, but this can effect recruiting players significantly. "My player has knowledge on how to stop QB roll outs!!!"
Edited by Galactic Empire on May 13, 2016 06:03:52
Edited by Galactic Empire on May 13, 2016 06:02:14
Edited by Galactic Empire on May 13, 2016 06:00:56
 
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Originally posted by Xars
- Increased effect of intimidation and toughness as far as increasing or decreasing morale gains and losses

Toughness keeps getting buffed.


Good thing I didn't remove toughness from my offensive blockers like this thread said to do. Be prepared to get "Morale drained"

http://glb2.warriorgeneral.com/game/forum/thread/5259367
Edited by Galactic Empire on May 13, 2016 06:08:18
 
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Originally posted by Xars
That moment when the META changes.

Yeah, that's now.


I'm still rolling with my all run, mainly power team. Even Bort's changes cannot stop Plan P!!!!
 
Absolut Zero
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Originally posted by Xars
Pinned Deep SA at Gold: Punt velocity increased by 10%. (Think it was 5% before.)

Entrapment SA at Gold: Entire punting team gains 10 energy and morale; Entire opposing team loses 15 morale. (Does this now effect players OFF the field?)



One of my punters hads both of these and I can't remember but I think like both of those SA's were right around there before hand. So minor buff. Stobie's could confirm.
 
Xars
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Originally posted by Galactic Empire
Good thing I didn't remove toughness from my offensive blockers like this thread said to do. Be prepared to get "Morale drained"

http://glb2.warriorgeneral.com/game/forum/thread/5259367


Nowhere in that thread was there a suggestion to reduce Toughness.

You meant Intimidation.

 
Xars
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Originally posted by Galactic Empire
I'm still rolling with my all run, mainly power team. Even Bort's changes cannot stop Plan P!!!!


Only you can, GE. Only you.

 
Absolut Zero
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I think, not positive, Inspire Fear's boost was to activation chance? I am positive the reduction in carry grip for the returner wasn't changed though. Minor buff here.

I think the activation chance needs to be upped even further, 75% is nice...but it's HARD to get intimidation up on Punters.
Edited by Absolut Zero on May 13, 2016 06:36:22
 
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