User Pass
Home Sign Up Contact Log In
Forum > Goal Line Blitz 2 > Undefeated Countdown
Page:
 
Xars
offline
Link
 
Peeti,

Since you're so smart and I'm so stupid, please help me and answer this question:

Originally posted by Xars
Please show me the Passing O that's as effective as the Stunners using only 41.286% of the cap on O players. Gameplanning or not.


I need to join Gal in making thin arguments.

Please help.
 
bhall43
offline
Link
 
It all makes sense now that I see Peeti's rookie team.
 
Galithor
offline
Link
 
Originally posted by o The Boss x
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.


I disagree with this. I consider the Special Teams disparity of run vs pass blocking as a sim issue. I also view the way blocking SAs, pancake chef and Get Low/Strong Arm in particular, are a sim issue. I can't add Pancake chef to my pass blocking builds and get more pancakes. Have you watched a Gold Strong Arm fire compared to a Gold Get Low? Once Strong arm drives back the pass rusher for a tick, the Olineman just disengages and maintains his position. The pass rusher gets off easy. He just resets, re-engages, and carry on. Loses some ticks of progress, but basically no harm done. Get Low just brutalizes a defender in contrast. Drives them back and keeps driving. Then there's Beat Down, which is obviously less valuable on a pass blocker than a run blocker due to the pancake disparity partly driven by the above issues. Same with You're next, lower value because lower chance of pancaking while pass blocking. Finally there's pull specialist, in which the pass blocker gets no equivalent "help you get to the guy you want to block" SA when you're not currently engaged. Would be nice for those overload blitzes that can get nice pressure. That leaves us with wide load, which technically also works for a rushing team to delay run blitzes. It doesn't get used by rushing teams though because the other SAs above are clearly more valuable. And then we get leverage, which I admit is probably better than it's counterpart Immoveable Object. But we take it because we don't have anything better to take, and Run first teams totally ignore Immoveable Object for the same reasons they ignore Wide Load, and that's because it's relative garbage. Goalline Blocker is a bit of an equal opportunity SA too that's pretty good. But it's still better for an all rushing team.
 
TxSteve
Not A Mod
offline
Link
 
honest question because I don't know.

What is the breakdown at each tier top 10:

- pass only
- run only
- pass mostly
- run mostly
- balanced (60/40 or 40/60)

Since running is so easy - I expect we'll see run only teams really dominating with most of the spaces in the top 10's of each tier?



Galithor - you made a lot of mistakes with your team. I believe your base model is flawed (total waste of salary on unnecessary / wasted superstars and ignoring defense which is why you struggled so much with Hawaii -- man - being in Hawaii's league for multiple seasons...you should have one of the best run defense builds out there...what the heck happened?)

I made a lot of mistakes as well - but I'm pleased with the decision to have high contracts instead of more than 3 superstars. Maybe that was supposed to be a viable option in the programming.

Your point about special teams is somewhat valid - but surely Bort/Corndog do not think it is.
 
peeti
offline
Link
 
Originally posted by Galithor
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


lol, you caught meDude, this isnt about sympahtie or anything but all this cry is just stupid. I made my points several times even in this thread and yet you still think about new possibilities of trying to show how weak passing is.

Im just sick of it...If I wouldnt be too lazy I would actually look for the threads in which you openly stated that you Offense simply Cannot be stopped and the only chance beating you was to score as much as well...simce then, this is the first time they nerfed passing (which you said was necessary) and now you lobby for passing teams like crazy.

i do agree with you STs shouldn't favor run teams. the rest is just stupid picking in the dark.

As for Erkner, think what you want. I can get pretty happy with the Cobras as well. Erkner is dominant on D, as long as this doesnt change idc. Things will change anyway so i am not gonna go and demand any nerfs or changes touching the o balance like you guys even tho there is tons of stuff I could come up with. I like you as a player agent, but you have been trying to tell everyone for seasons that only your passing philosophy is the right (i remember VS team forum for example), yet you are getiing passed by better ones and now all of the sudden the system sucks?

sorry, not buying it. whether or not that leads you to breaking up a good relationship with me or not.
 
TxSteve
Not A Mod
offline
Link
 
Just looking at vet which I know some of (but will still get some wrong):

#1 Stunners: All run
#2 Air Raid: All pass
#3 Salty: Balanced (344/219 pass in league play)
#4 Bulldogs: Balanced
#5 Ronin: mostly run
#6 Stark: balanced (349 pass / 228 run)
#7 MMA: mostly pass (447 pass / 131 rush)
#8 Nightmare: mostly pass (357 pass / 218 rush)
#9 Rhode Island: pass only
#10 Legacy: balanced (234 pass / 205 rush)

Up and comers:
#15 Queen City - run only - questionable whether they are really up and comers or not imo
#16 virgins - run only
#19 assassins - pass only
#20 run glb - run mostly
#21 DD2.0 - balanced 216 passes / 330 run


If the sim is so broken - and the SAs are so out of whack - why aren't there more pure run teams on this list? the way you talk it is a simple way to the top
 
bhall43
offline
Link
 
Would be nice if blocking was melted down into 3 categories instead of 4 actually.

Power Pass/Run Block
Tech Pass/Run Block
Special Teams Blocking

Then add a ST's Blocking Awareness in.

Probably wouldn't be much sense currently the way kickers and punters work but if something was done with Kickers and Punters to make them logical at all levels it could be a nice boost to the game all around.
 
peeti
offline
Link
 
Originally posted by bhall43
It all makes sense now that I see Peeti's rookie team.


really? i brag about it for weeks now.

btw...check last seasons threads. i said exactly the same thing even tho i was all on with the cobras. heck, i still love the team^^ i never tried to get things changed and i wont start. if you now go and nerf running into oblivion, i restart the boobs pass heavy. i play a game, not football. i play it how the coders build it and ofc im trying to play it at its best possible way.

you all can think what you want. at the end of the day you know what you guys are trying to accomplish
 
peeti
offline
Link
 
Originally posted by bhall43
Would be nice if blocking was melted down into 3 categories instead of 4 actually.

Power Pass/Run Block
Tech Pass/Run Block
Special Teams Blocking

Then add a ST's Blocking Awareness in.

Probably wouldn't be much sense currently the way kickers and punters work but if something was done with Kickers and Punters to make them logical at all levels it could be a nice boost to the game all around.


agree on this one. even tho it would be done on the expense of returners
 
bhall43
offline
Link
 
Originally posted by peeti

you all can think what you want. at the end of the day you know what you guys are trying to accomplish


What am I trying to accomplish exactly?
 
Parab00n
offline
Link
 
Sorry Steve, I should be able to spend 60% of my salary on 16 players on offense, not gameplan, play against smarter coordinators and better defenses than ever before, and field a shitty defense and still dominate. Anything less and it's the sims fault.
 
Rob.
offline
Link
 
Pro:
#1 Rich - Run Heavy
#2 DD - Pass Heavy
#3 .ninja - Balanced
#4 WCW - Run Only
#5 Long Island - Run Heavy

Journeyman:
#1 Kiwis - Run Only
#2 Beers - Run Only
#3 Logzilla - Pass Only
#4 Inner City - Run Only
#5 Ground Assault - Run Only

Seasoned:
#1 Hub City - Run Only
#2 Village - Balanced
#3 Seattle - Run Heavy
#4 SoA - Run Only
#5 MeM - Run Heavy

15 teams total
11 Run only or run heavy
2 Passing
2 balanced
 
bhall43
offline
Link
 
Originally posted by peeti
agree on this one. even tho it would be done on the expense of returners


How would it be done on the expense of returners? Currently returners are getting a serious shaft in this game both with having 2 kickers and the lack of equal value blocking on ST's. Not even getting into the logistics of the actual sim itself. If I had it my way the Kickers and Punters would be CPU manually at all levels and Kickers would actually make a logical amount of FG's rather than missing a crazy amount despite paying through veteran for a damn superstar. They would also not boot it out of the endzone regularly. Giving more chances for ST's to actually play into the game and giving returners an actual spot in this game to thrive.
 
TxSteve
Not A Mod
offline
Link
 
Originally posted by Rob.
Pro:
#1 Rich - Run Heavy
#2 DD - Pass Heavy
#3 .ninja - Balanced
#4 WCW - Run Only
#5 Long Island - Run Heavy

Journeyman:
#1 Kiwis - Run Only
#2 Beers - Run Only
#3 Logzilla - Pass Only
#4 Inner City - Run Only
#5 Ground Assault - Run Only

Seasoned:
#1 Hub City - Run Only
#2 Village - Balanced
#3 Seattle - Run Heavy
#4 SoA - Run Only
#5 MeM - Run Heavy

15 teams total
11 Run only or run heavy
2 Passing
2 balanced


Thanks Rob - so what is your analysis? Since you and the MMA boys got serious over the course of Pro spending on whatever run stopping skills you thought were important -- MMA (s* @ WR/TE/DE/CB) has now gone 2-2 in its last 4 with the Stunners (including knocking us out of the playoffs).

 
Rob.
offline
Link
 
Originally posted by TxSteve
Thanks Rob - so what is your analysis? Since you and the MMA boys got serious over the course of Pro spending on whatever run stopping skills you thought were important -- MMA (s* @ WR/TE/DE/CB) has now gone 2-2 in its last 4 with the Stunners (including knocking us out of the playoffs).



I'm familiar with pretty much every tier in this game. I've noticed ever since I began playing this game that run teams generally dominate the top of the ladder. I thought things had shifted to a more even balance lately, but after looking at the teams at the top I am mistaken.

The changes have made it pretty easy to pass the ball from rookie ball and onwards. When looking strictly at an offensive perspective, a well ran pass offense almost never has an off day. Rush teams certainly do though, particularly when going up against a stout run defense. But the rush only teams seem to be more rounded, which I think is a result of the cost of running a pass offense vs running a rush offense. Plus special teams plays a small role.
 
Page:
 


You are not logged in. Please log in if you want to post a reply.