Slowly, sure, but primetime/showboat can kill a defense/offense in two plays.
Forum > Goal Line Blitz 2 > Undefeated Countdown
Parab00n
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The 50% Morale base for everyone really counters the effectiveness of Trash Talk, Prime Time, and every other Morale reducing SA.
Absolut Zero
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I believe in hockey that a team is still "undefeated" if they lose in overtime, because they still get 1 point for it going to OT. OT is still semi-considered a tie there.
Cooks are definitely still undefeated. In soccer, its pretty clear you need something in the Loss column to not be undefeated. I don't see why Football would be any different.
Cooks are definitely still undefeated. In soccer, its pretty clear you need something in the Loss column to not be undefeated. I don't see why Football would be any different.
Absolut Zero
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Originally posted by Aeir
Football in general needs to get rid of ties...
Nooooo. Its hilarious when a tie happens in the NFL. And then you have everybody quoting Donovan McNabb for a week. Granted its never happened to my team that I can remember. But ties are funny. Maybe I have a weird sense of humor.
Football in general needs to get rid of ties...
Nooooo. Its hilarious when a tie happens in the NFL. And then you have everybody quoting Donovan McNabb for a week. Granted its never happened to my team that I can remember. But ties are funny. Maybe I have a weird sense of humor.
Galithor
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Originally posted by o The Boss x
Well right now rushing teams have no counter to what passing teams can do with prime time.
Just the opposite, actually, since showboat kills rushing offenses and passing teams don't get sacked past pro.
you're kidding right? Go rewatch the Air Raid vs Minnesota game.
We started the game with Prime Time TD, Fumble Recovery, Prime Time TD... Minnesota's morale was crushed. And then they weren't. They were basically entirely recovered before they even got the sack to end our third drive. Didn't even take a whole drive or the showboat sack at the end for them to pretty much be back safely around 50 on most defenders. Our defense proceeded to get devoured. We don't have high contracts piled on top of a decent heart investment, so we just stayed pummeled.
There's no question the morale changes were a massive buff to Minnesota's team construction. I've previously pointed this out. You know what a passing team can't sustain reliably throughout a game? Continous Prime Time morale damage. You know what a rushing team can sustain? Continuous run block intimidation damage and Power Through HB damage.
There's also what I think of the kicking game changes and how it favors the run heavy team build. I quit pointing it out 3 seasons ago because we just got rid of the kicking game for my pass blockers by punting or kicking everything through the endzone. Now that doesn't happen, so I watch my pass blockers get mauled by cornerbacks on returns and eat 5 morale damage per play if they're lucky and don't get revcaked, 10+ if they do get revcaked.
The way run blocking favors special teams is very, very, very relevant in the game again when it hadn't been because of the way KOS and Power Punter builds had been able to eliminate it from the game. Now it's returned as something that needs to be addressed IMO.
Well right now rushing teams have no counter to what passing teams can do with prime time.
Just the opposite, actually, since showboat kills rushing offenses and passing teams don't get sacked past pro.
you're kidding right? Go rewatch the Air Raid vs Minnesota game.
We started the game with Prime Time TD, Fumble Recovery, Prime Time TD... Minnesota's morale was crushed. And then they weren't. They were basically entirely recovered before they even got the sack to end our third drive. Didn't even take a whole drive or the showboat sack at the end for them to pretty much be back safely around 50 on most defenders. Our defense proceeded to get devoured. We don't have high contracts piled on top of a decent heart investment, so we just stayed pummeled.
There's no question the morale changes were a massive buff to Minnesota's team construction. I've previously pointed this out. You know what a passing team can't sustain reliably throughout a game? Continous Prime Time morale damage. You know what a rushing team can sustain? Continuous run block intimidation damage and Power Through HB damage.
There's also what I think of the kicking game changes and how it favors the run heavy team build. I quit pointing it out 3 seasons ago because we just got rid of the kicking game for my pass blockers by punting or kicking everything through the endzone. Now that doesn't happen, so I watch my pass blockers get mauled by cornerbacks on returns and eat 5 morale damage per play if they're lucky and don't get revcaked, 10+ if they do get revcaked.
The way run blocking favors special teams is very, very, very relevant in the game again when it hadn't been because of the way KOS and Power Punter builds had been able to eliminate it from the game. Now it's returned as something that needs to be addressed IMO.
o The Boss x
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Originally posted by Galithor
you're kidding right? Go rewatch the Air Raid vs Minnesota game.
You speak as if I have watched it in the first place.
There was literally no reason for me to watch that beatdown of a game.
Originally posted by Galithor
Continuous run block intimidation damage and Power Through HB damage.
Literally every one of your counterpoints aren't sim issues, they are build issues. If you can't handle the intimidation and power through then fix your tackling and durability issues, lol.
You can't stop a showboat from happening, it's 100% activation chance to demoralize your team, no counter. When activated, Primetime is the same.
I haven't watched enough games to say anything on how primetime effects a game though, so I retract my statement. I just know that in the past it was very easy to kill a defense by getting 2 or 3 primetimes in a drive.
you're kidding right? Go rewatch the Air Raid vs Minnesota game.
You speak as if I have watched it in the first place.
There was literally no reason for me to watch that beatdown of a game.
Originally posted by Galithor
Continuous run block intimidation damage and Power Through HB damage.
Literally every one of your counterpoints aren't sim issues, they are build issues. If you can't handle the intimidation and power through then fix your tackling and durability issues, lol.
You can't stop a showboat from happening, it's 100% activation chance to demoralize your team, no counter. When activated, Primetime is the same.
I haven't watched enough games to say anything on how primetime effects a game though, so I retract my statement. I just know that in the past it was very easy to kill a defense by getting 2 or 3 primetimes in a drive.
o The Boss x
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After the morale changes that is^
At least trash talk can be resisted with high QB toughness.
At least trash talk can be resisted with high QB toughness.
bhall43
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Showboat really isn't much of a concern when you build that morale right back up through continuously running the ball. And it certainly isn't easy to hold back the power back superstar at will.
Galithor
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Here's a breakdown of the most interesting bit of the Air Raid game against Minnesota:
First, this happens: http://glb2.warriorgeneral.com/game/replay/155768/766961
- Prime Time TD. Typically brutal way to start losing to Air Raid. Following this,
Minnesota defense average morale: 31
Air Raid offense average morale: 75
Then this happens:http://glb2.warriorgeneral.com/game/replay/155768/766997
- Minnesota hasn't even gotten to run an offensive play yet because of this fumble loss, which presumably would also harm Minnesota's defense. However, they did get the chance to maul my non-run blockers on the extra point attempt, so they start the next drive following this disastrous fumble actually slightly up on morale at an average of 33. Maybe the "pull to 50" thing in play here too. Same for Air Raid. Despite nothing but additional good news on the field since that PT TD, we're actually down to 73 average morale to start our second drive.
And we follow that up with this: http://glb2.warriorgeneral.com/game/replay/155768/767067
- Second Prime Time TD in as many drives. Following the TD,
Minnesota defense average morale: 26
Air Raid offense average morale: 76
Before this season, that's GG. We're about to violate your defense hard for the remainder of the game. Minnesota's team construction is genius in this sim though. +25 heart significantly across the defense from high contracts. I'm guessing that TxSteve's got some pretty solid investment into the heart skill on top of that too. probably the highest heart team in the game averaged out across the board when accounting for contracts and skill investment. Then there's of course the obvious massive advantage to having a run blocking/run stuffing built roster for special teams. Both of which are able to make rather impressive morale swings against my own roster, which pretty much needs to avoid all special teams interaction possible. We ain't built for that
Minnesota puts together a drive and scores. Defense got some time on the bench and heart directly affects the boost they got from their offense scoring a TD. Good deal. They come out for thier first play on the 3rd Air Raid drive of the game: http://glb2.warriorgeneral.com/game/replay/155768/767270
Minnesota Defense average morale: 45
Air Raid offense average morale: 63.8
The play before the showboat sack, we've marched down the field in 9 plays. As far as the Minnesota defense is concerned, they haven't done anything useful yet. This is the 9th play: http://glb2.warriorgeneral.com/game/replay/155768/767400
- Minnesota Defense average morale: 56
- Air Raid offense average morale: 71
Our morale increased how you'd expect on what is so far turning into a successful drive. The amazing thing is how Minnesota's morale has recovered despite the drive mostly being a failed effort to this point. Explanation? Much of it has to do with the end of the first quarter occuring here. They gained a ton of morale during the Quarter break.
Of course, this is followed up by the cataclysm that began the fail cascade through the second quarter. Minnesota gets the showboat sack, and we promptly miss the FG. Massive morale swing. One which they're much better built to capitalize upon, and one which we're much less capable of recovering from.
I think high contracts are just massive in this sim. Heart was always helping Minnesota build an advantage in games as they went along by preserving their own morale as they thrashed their opponents. This season it's impact is doubled from the first play. Crude example: When you started 100/100, they got you to 100/95 after the first play maybe. Now you start 50/50. They're getting you to 55/45 on the first play. Instead of a 5 point advantage, they've built up twice the advantage. Assuming things start out going there way, which is usually the case. As shown above though, even in the absolute worst case scenario to start a game, no big deal. They can recover from disasters basically instantly.
THAT is why the run-first meta is king of GLB2. THAT is why Minnesota's particular brand of the run-first meta is the absolute king of GLB2.
It was king last season. The offseason changes made it even more the king.
You can't assault morale/energy with a passing attack the same way. You're totally reliant on scoring and the very incosistent Prime Time SA. You can't pummel defenders with blocking. This extends to special teams in the most painful way. At best, you preserve your own morale on offense, and lose it miserably on special teams. Teams like Minnesota look forward to returns for the chance to further pummel you. Teams like Air Raid abhor return opportunities that don't go for touchbacks. Our pass blockers are going to get raped the entire play. Even just kicking extra points is brutal for a pass blocking team. If the other team has a 100 run defense bar, you're probably going to lose 5 morale per extra point attempt and their D-line is going to gain that much. That's assuming it's not worse, and you get revcaked, which is also likely.
Then there's the salary/roster composition issue. The all-pass team does absolutely require more S* players on offense. You will not have a 43 man roster to share damage. High contracts in particular are basically out of the question. Definitely out as a team wide strategy. You'll have fewer players with weaker morale skills to mitigate the damage that you're particularly vulnerable to from the counter all-rush meta because of the blocking disparities outlined above.
I understand my team is poorly built on defense to deal with Minnesota. We knew that going into Veteran, and it was too late to do much about it. We went for the Trash Talk thing, and that was really good the first season. Decent after the nerf in the second season. Now it's worthless in the third season after morale changes worked out to pretty much butcher the new version of Trash Talk.
That said, I've made suggestions in the past to balance the blocking situation on special teams. I've also made suggestions to overhaul blocking SAs in such a way as to better balance them. The blocking SAs are organized in an unbalanced and odd fashion that needs to be more orderly.
First, this happens: http://glb2.warriorgeneral.com/game/replay/155768/766961
- Prime Time TD. Typically brutal way to start losing to Air Raid. Following this,
Minnesota defense average morale: 31
Air Raid offense average morale: 75
Then this happens:http://glb2.warriorgeneral.com/game/replay/155768/766997
- Minnesota hasn't even gotten to run an offensive play yet because of this fumble loss, which presumably would also harm Minnesota's defense. However, they did get the chance to maul my non-run blockers on the extra point attempt, so they start the next drive following this disastrous fumble actually slightly up on morale at an average of 33. Maybe the "pull to 50" thing in play here too. Same for Air Raid. Despite nothing but additional good news on the field since that PT TD, we're actually down to 73 average morale to start our second drive.
And we follow that up with this: http://glb2.warriorgeneral.com/game/replay/155768/767067
- Second Prime Time TD in as many drives. Following the TD,
Minnesota defense average morale: 26
Air Raid offense average morale: 76
Before this season, that's GG. We're about to violate your defense hard for the remainder of the game. Minnesota's team construction is genius in this sim though. +25 heart significantly across the defense from high contracts. I'm guessing that TxSteve's got some pretty solid investment into the heart skill on top of that too. probably the highest heart team in the game averaged out across the board when accounting for contracts and skill investment. Then there's of course the obvious massive advantage to having a run blocking/run stuffing built roster for special teams. Both of which are able to make rather impressive morale swings against my own roster, which pretty much needs to avoid all special teams interaction possible. We ain't built for that

Minnesota puts together a drive and scores. Defense got some time on the bench and heart directly affects the boost they got from their offense scoring a TD. Good deal. They come out for thier first play on the 3rd Air Raid drive of the game: http://glb2.warriorgeneral.com/game/replay/155768/767270
Minnesota Defense average morale: 45
Air Raid offense average morale: 63.8
The play before the showboat sack, we've marched down the field in 9 plays. As far as the Minnesota defense is concerned, they haven't done anything useful yet. This is the 9th play: http://glb2.warriorgeneral.com/game/replay/155768/767400
- Minnesota Defense average morale: 56
- Air Raid offense average morale: 71
Our morale increased how you'd expect on what is so far turning into a successful drive. The amazing thing is how Minnesota's morale has recovered despite the drive mostly being a failed effort to this point. Explanation? Much of it has to do with the end of the first quarter occuring here. They gained a ton of morale during the Quarter break.
Of course, this is followed up by the cataclysm that began the fail cascade through the second quarter. Minnesota gets the showboat sack, and we promptly miss the FG. Massive morale swing. One which they're much better built to capitalize upon, and one which we're much less capable of recovering from.
I think high contracts are just massive in this sim. Heart was always helping Minnesota build an advantage in games as they went along by preserving their own morale as they thrashed their opponents. This season it's impact is doubled from the first play. Crude example: When you started 100/100, they got you to 100/95 after the first play maybe. Now you start 50/50. They're getting you to 55/45 on the first play. Instead of a 5 point advantage, they've built up twice the advantage. Assuming things start out going there way, which is usually the case. As shown above though, even in the absolute worst case scenario to start a game, no big deal. They can recover from disasters basically instantly.
THAT is why the run-first meta is king of GLB2. THAT is why Minnesota's particular brand of the run-first meta is the absolute king of GLB2.
It was king last season. The offseason changes made it even more the king.
You can't assault morale/energy with a passing attack the same way. You're totally reliant on scoring and the very incosistent Prime Time SA. You can't pummel defenders with blocking. This extends to special teams in the most painful way. At best, you preserve your own morale on offense, and lose it miserably on special teams. Teams like Minnesota look forward to returns for the chance to further pummel you. Teams like Air Raid abhor return opportunities that don't go for touchbacks. Our pass blockers are going to get raped the entire play. Even just kicking extra points is brutal for a pass blocking team. If the other team has a 100 run defense bar, you're probably going to lose 5 morale per extra point attempt and their D-line is going to gain that much. That's assuming it's not worse, and you get revcaked, which is also likely.
Then there's the salary/roster composition issue. The all-pass team does absolutely require more S* players on offense. You will not have a 43 man roster to share damage. High contracts in particular are basically out of the question. Definitely out as a team wide strategy. You'll have fewer players with weaker morale skills to mitigate the damage that you're particularly vulnerable to from the counter all-rush meta because of the blocking disparities outlined above.
I understand my team is poorly built on defense to deal with Minnesota. We knew that going into Veteran, and it was too late to do much about it. We went for the Trash Talk thing, and that was really good the first season. Decent after the nerf in the second season. Now it's worthless in the third season after morale changes worked out to pretty much butcher the new version of Trash Talk.
That said, I've made suggestions in the past to balance the blocking situation on special teams. I've also made suggestions to overhaul blocking SAs in such a way as to better balance them. The blocking SAs are organized in an unbalanced and odd fashion that needs to be more orderly.
Edited by Galithor on Feb 19, 2015 16:26:27
Edited by Galithor on Feb 19, 2015 16:24:58
peeti
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tl,dr
just trying to find another reason why running is sooooo much stronger than passing. Seems like your arguments are getting thinner
just trying to find another reason why running is sooooo much stronger than passing. Seems like your arguments are getting thinner
Galithor
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Originally posted by peeti
tl,dr
just trying to find another reason why running is sooooo much stronger than passing. Seems like your arguments are getting thinner
I really, really don't understand why you get so damn hostile. I feel like I've gone out of my way to be nice to you on here in general. Enjoyed having players on Erkner originally. If you want me to start being a dick to you though, that's fine. My post is a series of observations about the game. I like digging into specifics of the meta and/or theorycrafting. If you don't want to follow along down the rabbit hole, don't bother. You don't have to be a dick about it though.
Maybe you view my opinions as threats to the future of your Rush-Heavy Erkner rebuild. If that's the case, carry on hostile German guy, carry on
tl,dr
just trying to find another reason why running is sooooo much stronger than passing. Seems like your arguments are getting thinner
I really, really don't understand why you get so damn hostile. I feel like I've gone out of my way to be nice to you on here in general. Enjoyed having players on Erkner originally. If you want me to start being a dick to you though, that's fine. My post is a series of observations about the game. I like digging into specifics of the meta and/or theorycrafting. If you don't want to follow along down the rabbit hole, don't bother. You don't have to be a dick about it though.
Maybe you view my opinions as threats to the future of your Rush-Heavy Erkner rebuild. If that's the case, carry on hostile German guy, carry on

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