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william78
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Originally posted by Stobie
Not complaining about the loss, because the sim is the sim, but....

Yah who said this season isn't the season of the blitz.... http://glb2.warriorgeneral.com/game/game/151090/box_score

24 hurries and 20 sacks

Previous games between these 2 teams?

14 hurries 8 sacks
5 hurries 2 sacks

Mind you this is against linemen that are built solely to pass block, but can't stop the rush. I will run stats at some point in the near future to prove/disprove the theory, but expect this season to be like the pre-hold TE/HB in season where sacks are easy to come by.


I think the all passing teams and all running teams will be just fine. Its the balanced teams that'll take the hit pushing more teams to more focus (and less realism). All NFL teams this past season went between 44-58% pass. Top teams tend to be ones who specialize. Maybe thats unavoidable in a game; but I still feel strongly there were some "non-Nerf" changes that could have been made to improve realism rather than simply changing the outcome of several roles.

 
tezed
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Originally posted by william78
I think the all passing teams and all running teams will be just fine. Its the balanced teams that'll take the hit pushing more teams to more focus (and less realism).


I've been saying this all offseason.
 
Parab00n
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Originally posted by william78
I think the all passing teams and all running teams will be just fine. Its the balanced teams that'll take the hit pushing more teams to more focus (and less realism). All NFL teams this past season went between 44-58% pass. Top teams tend to be ones who specialize. Maybe thats unavoidable in a game; but I still feel strongly there were some "non-Nerf" changes that could have been made to improve realism rather than simply changing the outcome of several roles.



 
TDiddy8701
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Originally posted by william78
I think the all passing teams and all running teams will be just fine. Its the balanced teams that'll take the hit pushing more teams to more focus (and less realism).

Top teams tend to be ones who specialize.


And Harrisonburg and Salty continue to go against the grain by being balanced, yet still elite

Doesn't it get boring for you guys that run or pass 100% of the time? yawn
 
TDiddy8701
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Originally posted by Stobie
Not complaining about the loss, because the sim is the sim, but....

Yah who said this season isn't the season of the blitz.... http://glb2.warriorgeneral.com/game/game/151090/box_score

24 hurries and 20 sacks

Previous games between these 2 teams?

14 hurries 8 sacks
5 hurries 2 sacks

Mind you this is against linemen that are built solely to pass block, but can't stop the rush. I will run stats at some point in the near future to prove/disprove the theory, but expect this season to be like the pre-hold TE/HB in season where sacks are easy to come by.


some build issues here I would guess...

I played a same-tier opponent today that used those exact same plays against me (a ton of ZEB/blitzing), and I only got sacked 3 times and completed 68.5% of my passes for 439 and 4 TDs
 
Stobie
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Originally posted by TDiddy8701
And Harrisonburg and Salty continue to go against the grain by being balanced, yet still elite

Doesn't it get boring for you guys that run or pass 100% of the time? yawn


Nah because I get to gameplan in much faster time and don't have to think at all When my scout tool is solid enough to where I am not adding so much I will go back to balanced, but as long as I am in dev mode, I will take the simplest route imo.
 
dawgfan01
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Originally posted by TDiddy8701
some build issues here I would guess...

I played a same-tier opponent today that used those exact same plays against me (a ton of ZEB/blitzing), and I only got sacked 3 times and completed 68.5% of my passes for 439 and 4 TDs


 
TDiddy8701
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haha, i wasn't trying to call you out, just saying blitzing isn't the be all, end all this season. You can win without it.

and trust me, I love blitzing... HBurg was the GLB2 king of blitzing S3 through about S6 (check the HoF)
Edited by TDiddy8701 on Feb 1, 2015 14:17:42
Edited by TDiddy8701 on Feb 1, 2015 14:16:09
 
dawgfan01
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Originally posted by TDiddy8701
haha, i wasn't trying to call you out, just saying blitzing isn't the be all, end all this season. You can win without it.

and trust me, I love blitzing... HBurg was the GLB2 king of blitzing S3 through about S5 (check the HoF)


haha I know. More of That ZEB spam worked for me against Default Name but sucked it up against you.
 
TDiddy8701
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Originally posted by william78
Its the balanced teams that'll take the hit pushing more teams to more focus (and less realism).


I do agree with you though... it's tougher and tougher as time goes on being a balanced team.

Blocking is meh for both the run and the pass instead of elite for one or the other, which can be a pretty big disadvantage. Just about everything else needs to be perfect (O and D gameplanning, defensive builds) to compete against other elite teams. The only advantage balanced teams have in GLB2 is the unpredictability. As Stobie said, you can absolutely be lazier game-planning/scouting with those 100% teams once things are set in motion.
Edited by TDiddy8701 on Feb 1, 2015 14:29:27
Edited by TDiddy8701 on Feb 1, 2015 14:26:59
Edited by TDiddy8701 on Feb 1, 2015 14:25:38
 
william78
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Originally posted by TDiddy8701
And Harrisonburg and Salty continue to go against the grain by being balanced, yet still elite

Doesn't it get boring for you guys that run or pass 100% of the time? yawn


All mine are balanced but in a different way. Example I run a lot of underneath shorter passing which is less effected than the longer game. On the other hand I can think of several teams and strategies built around establishing a run game and throwing play action deep.

I called it lazy because it's just adding hit points and difficulty to whats already going on.

The problem is the Cornerbacks are for lack of a better term "dumb". They have the same cushion whether its 1st and 10 or 3rd and 1. So it makes sense that , for example, slot deep across was always killing the DB, he's in the exact same spot when the WR3 turns. Thats true if its 2nd and 5 or 3rd and 35.

Backpedaling should effectively change the dynamic even further; the CBs in GLB2 is almost always playing the WR rather than watching the QB and throws while backpedaling. There is no timing and coming forward to break up the pass.

Also the CB's have no idea of the coverage shell behind them; an outside CB in Cover 1 should be slightly to the outside shoulder of the WR. In cover 2 they should be inside and underneath between the QB's throwing lane and the WR. Cover 3 even the inside guys should be between the QB and the WR.

Double coverage ignores even the most basic logic. They should be bracketing the WR more one defender under and the other over. This should result in a great deal many more interceptions than it did now or then.

Likewise the QB not responding to being hurried isn't a call to simply let them get "sacked more" or even to universally adjust accuracy on throws. The issue is the QB's in GLB2 have flawless mechanics. NFL QB's are the best in the world and don't have flawless mechanics. When hurried a strong arm QB can probably arm over a throw at 6 or 7 yards. Everyone else should be using footwork to reset and reload before making a throw.

I already mentioned leaving it long and letting the WR adjust against Cover 0 but thats a necessary balance.

Additionally, sacking a QB shouldn't be the only time he's contacted. Coverage of football is replete with graphics that'll show 2 or 3 sacks, 14 or 15 knockdowns, a mess of hurries and a big number of hits. Having the DL stop instantly once the ball is released is adverse to the regular course of the game. Coming close matters and over time causes the QB to not want to hold the ball.


..........Those are all hard changes and from what Corndog said previously the passing script is long already. It would have been harder to change, but had they changed a few of them I would have applauded heartily instead of seriously questioning whether the developers are seeking balance of play over realism.


Edited by william78 on Feb 1, 2015 14:30:30
 
TDiddy8701
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I think a simple defensive awareness bump as the game goes on (anything off of 50% pass/run) would have been a somewhat easy addition into the script that would fix a lot issues instead of adding all that stuff you listed above (which would be awesome, it's just not realistic)
Edited by TDiddy8701 on Feb 1, 2015 14:33:44
 
william78
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Originally posted by TDiddy8701
I think a simple defensive awareness bump as the game goes on (anything off of 50% pass/run) would have been a somewhat easy addition into the script that would fix a lot issues instead of adding all that stuff you listed above (which would be awesome, it's just not realistic)


I generally agree, but think this was the first shift in off-season game improvement I've seen from the developers. When outside running was killing teams they made defensive players contain better. Offered solutions including SA's. It's not perfect but they didn't suddenly nerf run blocking or make WR's pay a huge increased price to pick up minimal blocking skills.

To be clear I'm not calling the developers lazy they appear to have been consumed with other efforts. I'm just calling the solution that was chosen, perhaps because of time, a very lazy one. That happens when you try to do too many things you end up generally not doing all of them well.

Those changes could have been rolled out slowly along with some basic others; I guess I'm just hoping what a perceive as a mentality change is a one time deal. I really hope they are not going with just change the roll probability approach. That's part of what eventually made GLB1 boring to me. Fixes increased versatility and build types but didn't really change the realism in a positive way. Again, not really a gamer, just a football fan so my "wants" maybe in the minority with this game.
 
Galithor
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Let's Not forget about S* mismatches when discussing teams and outcomes. Yeah, what we do on Air Raid is brutal to defend, but we've got a pretty absurd S* overload in one direction to do it.

You're not gonna hold us to 7 points without a S* laden secondary. Nor should you. I'm paying a large % of salary for my offense to be able to do what it does.
Edited by Galithor on Feb 1, 2015 15:02:55
 
Galithor
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Also, let's stop pretending the glb2 is real football. Its not. The design says its not. If I lift weights in real football, I'm going to be stronger for pass and run blocking. In glb2, my player can train in a way that he's only strong doing one or the other.

If I'm really elusive in real life, I could be nasty carrying a football or running a route. That's not the case in glb2.

Without fundamentally altering the skill system, the pass/run schism isn't ever going away. The game was flat out designed for it.
 
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