That and the player catching the ball falls over 75% of the time... heh
Forum > Goal Line Blitz 2 > #1 Reason why you should do an all run offense instead of a pass offense
bhall43
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Originally posted by Xars
Today, a question I had was affirmatively answered.
On a pass play, once the receiver catches the ball, run blocking goes into effect. I'll post the play where you can clearly see a Pass SA fire before the catch and a Run SA after it.
While I understand the rationale for this, I think this explains why Pass teams can't utilize WR screens well enough to counter inside blitzes. WRs make those catches in traffic a lot and if you're a pass blocking line that now needs run blocking skills to drive defenders, the play is going to fail. Which it does most of the time.
A fix is needed because utilizing screens is what a pass orientated team uses to simulate a running game. A good run blocking team doesn't need screens to attack all the running lanes, whereas a passing team does.
Run blocking is better on runs, better on ST and better on screens/ short passes. That's imbalance.
http://glb2.warriorgeneral.com/game/replay/79362/1431832
You can see Get Low clearly fire at the very end of the play. Leverage fires just a bit earlier
Yup works the same in glb1
Today, a question I had was affirmatively answered.
On a pass play, once the receiver catches the ball, run blocking goes into effect. I'll post the play where you can clearly see a Pass SA fire before the catch and a Run SA after it.
While I understand the rationale for this, I think this explains why Pass teams can't utilize WR screens well enough to counter inside blitzes. WRs make those catches in traffic a lot and if you're a pass blocking line that now needs run blocking skills to drive defenders, the play is going to fail. Which it does most of the time.
A fix is needed because utilizing screens is what a pass orientated team uses to simulate a running game. A good run blocking team doesn't need screens to attack all the running lanes, whereas a passing team does.
Run blocking is better on runs, better on ST and better on screens/ short passes. That's imbalance.
http://glb2.warriorgeneral.com/game/replay/79362/1431832
You can see Get Low clearly fire at the very end of the play. Leverage fires just a bit earlier
Yup works the same in glb1
Edited by bhall43 on Jul 25, 2014 13:55:29
Time Trial
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Originally posted by Xars
Today, a question I had was affirmatively answered.
On a pass play, once the receiver catches the ball, run blocking goes into effect. I'll post the play where you can clearly see a Pass SA fire before the catch and a Run SA after it.
While I understand the rationale for this, I think this explains why Pass teams can't utilize WR screens well enough to counter inside blitzes. WRs make those catches in traffic a lot and if you're a pass blocking line that now needs run blocking skills to drive defenders, the play is going to fail. Which it does most of the time.
A fix is needed because utilizing screens is what a pass orientated team uses to simulate a running game. A good run blocking team doesn't need screens to attack all the running lanes, whereas a passing team does.
Run blocking is better on runs, better on ST and better on screens/ short passes. That's imbalance.
http://glb2.warriorgeneral.com/game/replay/79362/1431832
You can see Get Low clearly fire at the very end of the play. Leverage fires just a bit earlier
Well yeah.
Pass blocking IS different from run blocking. IRL, the way you block before the pass and after the pass changes. The skill of holding a rusher back versus driving the defender back is very different.
Using a hybrid blocker for your pulling rush plays and screen passes would make a lot more sense than trying to use a pass blocker for blocking after the catch.
Today, a question I had was affirmatively answered.
On a pass play, once the receiver catches the ball, run blocking goes into effect. I'll post the play where you can clearly see a Pass SA fire before the catch and a Run SA after it.
While I understand the rationale for this, I think this explains why Pass teams can't utilize WR screens well enough to counter inside blitzes. WRs make those catches in traffic a lot and if you're a pass blocking line that now needs run blocking skills to drive defenders, the play is going to fail. Which it does most of the time.
A fix is needed because utilizing screens is what a pass orientated team uses to simulate a running game. A good run blocking team doesn't need screens to attack all the running lanes, whereas a passing team does.
Run blocking is better on runs, better on ST and better on screens/ short passes. That's imbalance.
http://glb2.warriorgeneral.com/game/replay/79362/1431832
You can see Get Low clearly fire at the very end of the play. Leverage fires just a bit earlier
Well yeah.
Pass blocking IS different from run blocking. IRL, the way you block before the pass and after the pass changes. The skill of holding a rusher back versus driving the defender back is very different.
Using a hybrid blocker for your pulling rush plays and screen passes would make a lot more sense than trying to use a pass blocker for blocking after the catch.
Xars
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So what about ST blocking? Isn't it more like Pass Blocking than Run Blocking IRL? That's my thought.
On Kick and Punt Returns, the blockers usually peddle back and wait for the kicking team players to reach them and then engage them. This is more of a get in position and brace yourself technique like pass blocking is. Run blocking is more aggressive. When Run Blocking, you are on your toes with your weight forward looking to initiate contact. When Pass Blocking, you are more upright awaiting contact.
ST blocking for returns is more like Pass Blocking than Run Blocking IMHO.
On Kick and Punt Returns, the blockers usually peddle back and wait for the kicking team players to reach them and then engage them. This is more of a get in position and brace yourself technique like pass blocking is. Run blocking is more aggressive. When Run Blocking, you are on your toes with your weight forward looking to initiate contact. When Pass Blocking, you are more upright awaiting contact.
ST blocking for returns is more like Pass Blocking than Run Blocking IMHO.
Originally posted by Xars
So what about ST blocking? Isn't it more like Pass Blocking than Run Blocking IRL? That's my thought.
On Kick and Punt Returns, the blockers usually peddle back and wait for the kicking team players to reach them and then engage them. This is more of a get in position and brace yourself technique like pass blocking is. Run blocking is more aggressive. When Run Blocking, you are on your toes with your weight forward looking to initiate contact. When Pass Blocking, you are more upright awaiting contact.
ST blocking for returns is more like Pass Blocking than Run Blocking IMHO.
+1
So what about ST blocking? Isn't it more like Pass Blocking than Run Blocking IRL? That's my thought.
On Kick and Punt Returns, the blockers usually peddle back and wait for the kicking team players to reach them and then engage them. This is more of a get in position and brace yourself technique like pass blocking is. Run blocking is more aggressive. When Run Blocking, you are on your toes with your weight forward looking to initiate contact. When Pass Blocking, you are more upright awaiting contact.
ST blocking for returns is more like Pass Blocking than Run Blocking IMHO.
+1
Originally posted by bhall43
St's is run blocking
How do you figure.... OLine doesn't drive forward to block for punt returns, they step back and prevent the opponent from breaking through. Kick Returns create a wedge and brace for impact, well I see some argument in a sense as the wedge does move forward a bit in most cases but KR and PR might have different interaction behaviors.
St's is run blocking
How do you figure.... OLine doesn't drive forward to block for punt returns, they step back and prevent the opponent from breaking through. Kick Returns create a wedge and brace for impact, well I see some argument in a sense as the wedge does move forward a bit in most cases but KR and PR might have different interaction behaviors.
Edited by Stobie on Jul 25, 2014 14:56:43
Xars
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Originally posted by bhall43
St's is run blocking
In the game now, yes, but perhaps that should change. Or allow the highest Tech/Power to be used (or the lowest, or the average, or something).
St's is run blocking
In the game now, yes, but perhaps that should change. Or allow the highest Tech/Power to be used (or the lowest, or the average, or something).
NiborRis
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Well you could fix the perceived "imbalance" problem by just making pass blocking skills a little cheaper than run blocking, that's how the other skills are balanced, right?
But it's too late in the game to go tweaking skill costs, I think. That's a major upheaval.
But it's too late in the game to go tweaking skill costs, I think. That's a major upheaval.
o The Boss x
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Originally posted by NiborRis
Well you could fix the perceived "imbalance" problem by just making pass blocking skills a little cheaper than run blocking, that's how the other skills are balanced, right?
But it's too late in the game to go tweaking skill costs, I think. That's a major upheaval.

Pass blocking already is cheaper than run blocking and they've got a whole other skill they need to invest in if they want to have any chance at making a block on a pitch.
Well you could fix the perceived "imbalance" problem by just making pass blocking skills a little cheaper than run blocking, that's how the other skills are balanced, right?
But it's too late in the game to go tweaking skill costs, I think. That's a major upheaval.

Pass blocking already is cheaper than run blocking and they've got a whole other skill they need to invest in if they want to have any chance at making a block on a pitch.
Galithor
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If pass blocking>run blocking, then ST blocking := pass blocking else ST blocking := run blocking.
That's pretty much all I want to see done on the skills end. Then just have the available SAs based on the type of blocking be used.
I've more or less scrapped my Air Raid 2.0 plan after heavy consideration of the current sim.
That's pretty much all I want to see done on the skills end. Then just have the available SAs based on the type of blocking be used.
I've more or less scrapped my Air Raid 2.0 plan after heavy consideration of the current sim.
o The Boss x
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You're complaining over something that literally has such a low effect on a game, and the return game is (if anything) too underpowered in producing actual TDs. If you don't want your STs on the field then don't let the other team score.
STs should take up energy, the interactions between two people running full speed and colliding with each other probably takes a toll on an NFL player too.
STs should take up energy, the interactions between two people running full speed and colliding with each other probably takes a toll on an NFL player too.
Xavori
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Originally posted by o The Boss x
STs should take up energy, the interactions between two people running full speed and colliding with each other probably takes a toll on an NFL player too.
Except in the NFL, you're throwing 7-10 guys on the field who don't play much at all the rest of the game.
I hate GLB2 special teams (and yet I do both LL and Cat Herder's depth charts). It's easily the ugliest looking part of the sim. Returners who look stupid. Kickers who have coin-flip accuracy on kicks that always have defenders running over the holder. And oh ya, the usual completely burned out stamina by the end of a play.
I use kickoff specialists not because I'm afraid of returners, but because a touchback on a kickoff doesn't leave whichever defenders have to be on coverage heaving their lungs out onto the field.
STs should take up energy, the interactions between two people running full speed and colliding with each other probably takes a toll on an NFL player too.
Except in the NFL, you're throwing 7-10 guys on the field who don't play much at all the rest of the game.
I hate GLB2 special teams (and yet I do both LL and Cat Herder's depth charts). It's easily the ugliest looking part of the sim. Returners who look stupid. Kickers who have coin-flip accuracy on kicks that always have defenders running over the holder. And oh ya, the usual completely burned out stamina by the end of a play.
I use kickoff specialists not because I'm afraid of returners, but because a touchback on a kickoff doesn't leave whichever defenders have to be on coverage heaving their lungs out onto the field.
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