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treygreen13
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Originally posted by JokersChaos
So, is this the answer? We have to max out balance to be successful?


Just max everything, you should be good.
 
GSD
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So yeah, I went back and compared my yards per carry/tackle for loss % on outside runs up until the midseason balance hotfix, and afterwards. Obviously different opponents, different playcalling, etc etc, but the drop in production is VERY noticeable. I'm guessing the goal was to neuter how dynamic outside running could be, keep in mind this in Sophomore and our HB is at 90 sprinting, 50 balance, 25 footwork/quickness. The build obviously isn't done, but we started to boost up the balance after the hotfix to see if it would help at all (so far it hasn't). Anyones HB performing like it use to? Any suggestions on builds?

Some examples:

BI HB Sweep Right
Pre hotfix: 6.1 YPC, 23% TFL
Post hotfix: 4.1 YPC, 38% TFL

PS HB Sweep
Pre hotfix: 7.7 YPC, 23 % TFL
Post hotfix: 3.4 YPC, 20% TFL

SB TRIP HB Counter Strong
Pre hotfix: 13.4 YPC, 25% TFL
Post hotfix: 5.2 YPC, 36% TFL

SB TRIP HB Pitch Strong
Pre hotfix: 7.9 YPC, 23% TFL
Post hotfix: 3.1 YPC, 19% TFL

SB TRIP HB Pitch Weak
Pre hotfix: 4.5 YPC, 17% TFL
Post hotfix: 1.2 YPC, 40% TFL
 
BoDiddley
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When it comes to outside running, can't forget that we had a defensive pathing fix. That alone was going to have an impact(best change in the off-season). The balance "slowdown/fall" issue has destroyed explosiveness though. It's why games look and are slower than before. Both RBs and the OL can't get to the outside fast enough since defenses in football hava a natural angle advantage. And even when they get daylight, a cut or two will send their balance way out of wack, and they'll fall down. Last season you would see HBs do a cut, hit a hole...then do another cut. Doesn't happen much at all anymore. Maybe a simple buff to balance would fix things, at least to the point where a 50 balance player can run like he used to in good weather.
 
GSD
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Yeah, I know pathing was changed. I'm comparing the first half of this season (until the balance hotfix on January 4th) and after that hotfix, so all of those numbers include the pathing changes.
 
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Originally posted by GSD
Yeah, I know pathing was changed. I'm comparing the first half of this season (until the balance hotfix on January 4th) and after that hotfix, so all of those numbers include the pathing changes.


I haven't looked at the numbers specifically but I bet the RBs on Robots have had a similar decline in performance.
Edited by Danthesportsman on Jan 21, 2018 12:25:46
 
GSD
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So how the fuck can I fix stuff like this happening? Every nearby defender is engaged in a block, all the HB has to do is run to the edge and meet the last defender (the FS on this play) in the backfield. Instead, he fucking changes directions a bunch of times and loses all his speed (90 SPRINTING!). What could of been 5+ yard run is only 2 because why? This stuff didn't use to happen, at least not this drastically, so I have to assume it's the balance changes. How much balance is necessary to run in a STRAIGHT line? Also, I believe run tactic is set to combo, has the balance changes effected which running styles run the smoothest with the best pathing?

play in question: https://glb2.warriorgeneral.com/game/replay/526028/2325030
 
bhall43
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that cut back is because the defender beat him to the edge.
 
Bretto007
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The snow absolutely destroys sprinting and the defender had their ability of closing speed get activated. I think that's why the safety beat you to the edge and your HB cut back to the inside.
 
Detroit Leos
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I think that the balance lost needs to be tweaked a bit for HBs. One thing that I notice is that currently when in the open it is easier to pass the checks but I feel like the "nearby effect" should apply more to a cone in front of the player in question as opposed to everything in a 360 degree radius. If a defender is pursuing a HB from behind and the HB has nobody in front of him, the HB still decides to curl up in the fetal position. It is like HBs fear any kind of contact right now and even from those that are behind them and they should not be too concerned with due to the "nearby" requirement being that of a full 360 degree circle.
 
GSD
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Originally posted by bhall43
that cut back is because the defender beat him to the edge.


Yeah, I understand that. I was pointing out the HB's little stutter step/tap dance shit he was doing which allowed the safety to beat him there
 
bhall43
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Originally posted by GSD
Yeah, I understand that. I was pointing out the HB's little stutter step/tap dance shit he was doing which allowed the safety to beat him there


That is a change that came in the offseason before the real balance changes. Where the HB has the ability to cut in more often. The balance doesn't change doesn't help obviously but I think regardless you are caught for a 2 yard gain in that play.

But I get what you are saying. There are far more egregious plays out there like that where it makes a huge difference.
 
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Originally posted by Detroit Leos
I think that the balance lost needs to be tweaked a bit for HBs. One thing that I notice is that currently when in the open it is easier to pass the checks but I feel like the "nearby effect" should apply more to a cone in front of the player in question as opposed to everything in a 360 degree radius. If a defender is pursuing a HB from behind and the HB has nobody in front of him, the HB still decides to curl up in the fetal position. It is like HBs fear any kind of contact right now and even from those that are behind them and they should not be too concerned with due to the "nearby" requirement being that of a full 360 degree circle.


Great post.
 
dcarbo
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Part of the issue on outside runs might be the pre-drawn path the HB follows. It is a curve rather than a straight line. Makes me wonder if the shimmy I see is a balance check each time the runner makes a tiny adjustment to follow the curve.
 
Jagat0r
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Originally posted by dcarbo
Part of the issue on outside runs might be the pre-drawn path the HB follows. It is a curve rather than a straight line. Makes me wonder if the shimmy I see is a balance check each time the runner makes a tiny adjustment to follow the curve.


Next we need a stamina check every half second to make sure they remember to breathe out there.
 
Xars
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Originally posted by GSD
So yeah, I went back and compared my yards per carry/tackle for loss % on outside runs up until the midseason balance hotfix, and afterwards. Obviously different opponents, different playcalling, etc etc, but the drop in production is VERY noticeable. I'm guessing the goal was to neuter how dynamic outside running could be, keep in mind this in Sophomore and our HB is at 90 sprinting, 50 balance, 25 footwork/quickness. The build obviously isn't done, but we started to boost up the balance after the hotfix to see if it would help at all (so far it hasn't). Anyones HB performing like it use to? Any suggestions on builds?

Some examples:

BI HB Sweep Right
Pre hotfix: 6.1 YPC, 23% TFL
Post hotfix: 4.1 YPC, 38% TFL

PS HB Sweep
Pre hotfix: 7.7 YPC, 23 % TFL
Post hotfix: 3.4 YPC, 20% TFL

SB TRIP HB Counter Strong
Pre hotfix: 13.4 YPC, 25% TFL
Post hotfix: 5.2 YPC, 36% TFL

SB TRIP HB Pitch Strong
Pre hotfix: 7.9 YPC, 23% TFL
Post hotfix: 3.1 YPC, 19% TFL

SB TRIP HB Pitch Weak
Pre hotfix: 4.5 YPC, 17% TFL
Post hotfix: 1.2 YPC, 40% TFL


While the game play may suck, these stats don't when compared to regular football. If Passing could be nerfed, we might actually play football instead of basketball games.

 
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