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Forum > Suggestions > Both passing and rush defense needs a buff
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Originally posted by Galithor
Well, I do get sticks, and I assume my KL ratio is higher than normal. But if the KLs are higher, it's not like they've made the CBs demonstrably better on the target/rec allowed ratio. That's going to be a difficult thing for you to judge too with zones since a zone defender doesn't get credited with targets or receptions allowed.


Yeah...but I invite the WR to catch a pass and then get crushed. I want their morale to get destroyed.

My MO on defense is demoralize and destroy. Darth Vader will end up with 90 Power Tackling, 70 Intimidation and Gold Monster Hit....Boom!
Edited by Galactic Empire on Sep 15, 2014 14:49:26
 
Parab00n
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Originally posted by Galactic Empire
Yeah...but I invite the WR to catch a pass and then get crushed. I want their morale to get destroyed.

My MO on defense is demoralize and destroy. Darth Vader will end up with 90 Power Tackling, 70 Intimidation and Gold Monster Hit....Boom!


Thats great and all, but what happens when you don't have the SPs to get to the RB or the WR in time to make the play?
 
Zaranthuul
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If KL was a trackable stat like in Classic at least then you could start to see how effective those builds are without chicken scratch tracking through every game. (if KL is tracked somewhere my apologies as I dont see it in box score or on player sheets)
 
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KL is tracked in league leaders stats.
 
Zaranthuul
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Had not looked there so , nm then
 
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Originally posted by Parab00n
Thats great and all, but what happens when you don't have the SPs to get to the RB or the WR in time to make the play?


Oh...my guys will make the play. Without giving away all my "keys to success", let's just say I won't be wasting tons of SPs on sprinting.
Edited by Galactic Empire on Sep 15, 2014 18:08:57
 
mrm708
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Originally posted by Galactic Empire
KL is tracked in league leaders stats.


It should really be added to player stat pages and game box scores. There's really no way to track them in ladder games from what I can tell.
 
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Originally posted by mrm708
It should really be added to player stat pages and game box scores. There's really no way to track them in ladder games from what I can tell.


Yeah...not sure why they added it only to league stats.
 
Parab00n
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Originally posted by Galactic Empire
Oh...my guys will make the play. Without giving away all my "keys to success", let's just say I won't be wasting tons of SPs on sprinting.


If those keys lead to a 7-4-1 record you can keep them.
 
Xars
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Originally posted by Galactic Empire
Yeah...but I invite the WR to catch a pass and then get crushed. I want their morale to get destroyed.

My MO on defense is demoralize and destroy. Darth Vader will end up with 90 Power Tackling, 70 Intimidation and Gold Monster Hit....Boom!


Won't matter as the Godslayer can't be covered by a zone.
 
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Originally posted by Xars
Won't matter as the Godslayer can't be covered by a zone.


In a couple of years, Rebelslayer will be feeling the BOOM!
 
TJ Spikes
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I realize I'm about 2 weeks late to the party but...

to me it seems like an obvious design flaw that offenses can specialize in the types of players they want, and the play selection they can use --while defenses have to specifically be built to be prepared for everything i.e. cannot afford to specialize.

there has to be some kind of over arching buff to the defense, that helps compensate for the lack of specialization that defensive builds must have.

idea #1 - have some kind of repeat play buff, where the number of consecutive plays of the same type give a bonus to the defense to shutting them down somehow -- maybe make it similar to the effect of stamina and or morale that it effects all of the defenses' attributes. Or maybe make it a targeted boost to specific skills. 3 running plays in a row? maybe the d-line gets a small boost to BRB. 15 Passes in a row? maybe the d-line gets a large boost to PRT, and the LBs and secondary get bonuses to coverage awareness.

idea #2 - let the defensive play call give some kind of buff to the defense that is consistent with the play call and helps compensate for lack of specialization
-- random example: http://glb2.warriorgeneral.com/images/tactics/defense_plays/93.jpg
Man DE Flat Strong: Short 1-2WR Outside Run Man Defense
would give a buff to the LDE Zone Awareness, the DTs and RDE would get a buff to BRB, the LBs and Secondary would get a buff to Man Awareness. Maybe go a step further, and since everyone is expecting a run play, they get a bonus to Tackling Tech. Maybe if it was more of a pass defense play, then they'd get a bonus to Coverage Tech



Edited by TJ Spikes on Sep 16, 2014 06:07:00
 
DeeVee8
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Originally posted by TJ Spikes

idea #1 - have some kind of repeat play buff, where the number of consecutive plays of the same type give a bonus to the defense to shutting them down somehow -- maybe make it similar to the effect of stamina and or morale that it effects all of the defenses' attributes. Or maybe make it a targeted boost to specific skills. 3 running plays in a row? maybe the d-line gets a small boost to BRB. 15 Passes in a row? maybe the d-line gets a large boost to PRT, and the LBs and secondary get bonuses to coverage awareness.


This sounds perfect! As long as the max boost is +10% to +15% for the spammiest of games I think this would work.

Edited by DeeVee8 on Sep 16, 2014 06:37:10
 
Galithor
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Originally posted by Xars
Won't matter as the Godslayer can't be covered by a zone.


you do realize that the first down morale bonus for the offense, and debuff for the defense happens after tackle right?

so your crushing tackle will typically get overwritten by good offensive plays.
 
Makntak
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While we're at it, giving DCs the same tactics options as OCs would help, eg as a DC I can't differentiate a RZ defense. A repeat play buff to defenders is a great idea and I like this general notion of 'making the right call' awards some sort of temporary buff. It really hacks me off when my playcalling is spot on but opposing Offenses piss on it anyway - repeatedly. Obviously, this comes down to builds not being able to do the job that is being asked of them, but a "DC's Bonus" that buffs Heart would go some way to preventing the morale spirals that kill the game as a contest.
 
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