Forum > Goal Line Blitz 2 > The Pass Power Conundrum
underdog13
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Parab00n
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Originally posted by underdog13
http://glb2.warriorgeneral.com/game/replay/57770/1170564?player_id=6964
Love it when my QB throws those lasers like that, sadly doesn't happen very often. Slowly been pumping my Pass Power this season.
http://glb2.warriorgeneral.com/game/replay/57770/1170564?player_id=6964
Love it when my QB throws those lasers like that, sadly doesn't happen very often. Slowly been pumping my Pass Power this season.
peeti
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Originally posted by Parab00n
Love it when my QB throws those lasers like that, sadly doesn't happen very often. Slowly been pumping my Pass Power this season.
i am just really scared that this causes drops as well
Love it when my QB throws those lasers like that, sadly doesn't happen very often. Slowly been pumping my Pass Power this season.
i am just really scared that this causes drops as well
Parab00n
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Originally posted by peeti
i am just really scared that this causes drops as well
I would guess that you have to have more Awareness on your WRs maybe to see it coming faster, I think I've got all my guys to at least 50 by now.
i am just really scared that this causes drops as well
I would guess that you have to have more Awareness on your WRs maybe to see it coming faster, I think I've got all my guys to at least 50 by now.
Laggo
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More pass power really should be increasing the pass quality, not causing drops but I doubt it does the former
and even in that play example I feel like with 15-20 pass power that ball is hanging in the air an extra dozen ticks and that WR gets more time to turn and try to catch the ball standing. Look at the approach vector the CB takes once the ball is in the air.
On one hand, I am hard pressed to think the only value in an attribute is "make the ball fly faster in the more or less meaningless graphical representation" but we already have Snap Reaction as a skill so.... lol
and even in that play example I feel like with 15-20 pass power that ball is hanging in the air an extra dozen ticks and that WR gets more time to turn and try to catch the ball standing. Look at the approach vector the CB takes once the ball is in the air.
On one hand, I am hard pressed to think the only value in an attribute is "make the ball fly faster in the more or less meaningless graphical representation" but we already have Snap Reaction as a skill so.... lol
Galithor
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Originally posted by Laggo
More pass power really should be increasing the pass quality, not causing drops but I doubt it does the former
and even in that play example I feel like with 15-20 pass power that ball is hanging in the air an extra dozen ticks and that WR gets more time to turn and try to catch the ball standing. Look at the approach vector the CB takes once the ball is in the air.
On one hand, I am hard pressed to think the only value in an attribute is "make the ball fly faster in the more or less meaningless graphical representation" but we already have Snap Reaction as a skill so.... lol
In GLB1, didn't pass power indirectly reduce the difficulty of short passes by increasing your range, thereby lowering the difficulty of all passes below the max range? Doesn't feel like it works this way in GLB2, or at least, the ability for a receiver to react with the time given on a throw seems to be more important. Throwing a short pass is a tougher catch from what I've seen. Throwing it harder might make it even tougher despite it's obvious benefits for getting the ball in the receivers hands before the coverage can recover to inflict a deflection, KL, or "nearby defense" aura on the target.
It definitely looks good on those Corner Threat type plays where you get the separation at the cut, and you've got a window of time to get the pass into the receivers hands before the receiver gets to the sideline and the CB or Safety closes the gap created by the cut.
More pass power really should be increasing the pass quality, not causing drops but I doubt it does the former
and even in that play example I feel like with 15-20 pass power that ball is hanging in the air an extra dozen ticks and that WR gets more time to turn and try to catch the ball standing. Look at the approach vector the CB takes once the ball is in the air.
On one hand, I am hard pressed to think the only value in an attribute is "make the ball fly faster in the more or less meaningless graphical representation" but we already have Snap Reaction as a skill so.... lol
In GLB1, didn't pass power indirectly reduce the difficulty of short passes by increasing your range, thereby lowering the difficulty of all passes below the max range? Doesn't feel like it works this way in GLB2, or at least, the ability for a receiver to react with the time given on a throw seems to be more important. Throwing a short pass is a tougher catch from what I've seen. Throwing it harder might make it even tougher despite it's obvious benefits for getting the ball in the receivers hands before the coverage can recover to inflict a deflection, KL, or "nearby defense" aura on the target.
It definitely looks good on those Corner Threat type plays where you get the separation at the cut, and you've got a window of time to get the pass into the receivers hands before the receiver gets to the sideline and the CB or Safety closes the gap created by the cut.
Galithor
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Originally posted by Laggo
http://glb2.warriorgeneral.com/game/replay/68373/1783253
lol less than 30 pass power
you've never needed power to throw those passes. Head Fake is pretty useful.
It helps a whole lot more hitting those corner routes before the CB can catch back up to the throw to the sideline for the KL or deflection though. Same deal on hook routes, gets the ball there sooner, reducing the chance defender impacting the play.
http://glb2.warriorgeneral.com/game/replay/68373/1783253
lol less than 30 pass power
you've never needed power to throw those passes. Head Fake is pretty useful.
It helps a whole lot more hitting those corner routes before the CB can catch back up to the throw to the sideline for the KL or deflection though. Same deal on hook routes, gets the ball there sooner, reducing the chance defender impacting the play.
underdog13
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New sim change - QB Pass Power has a larger role in pass quality for longer passes.
Laggo
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I don't think that news is enough to make me jump on the "Pass Power as a 3rd or even 4th primary stat" for Pocket QB's.
Even with a larger role I still doubt Pass Power affects Pass Quality more than Technique, especially on 5-15 yarders which is a majority of the offense for many QB's. Accuracy it feels like is also an independent roll (that additionally may or may not affect quality) which automatically boosts it above Pass Power.
Consistency has always been 'Eh' for me but I feel like "pressure situations" is a big umbrella that covers 3rd downs, being hurried, 4th quarter when behind, etc. which doesn't make it ignorable
And many people (especially coordinators) seem like Pocket Awareness as a new 4th (with the assumption it helps you get rid of the ball and not just pull in blockers) which makes sense but many people I imagine are on the fence about.
So IMO it still goes:
Accuracy > Technique > Awareness > Consistency > Pass Power / Pocket Awareness > Conditioning > Leadership > Heart > Everything Else
But we'll really have to see how peoples completion percentages change. I don't see it passing awareness ever though which ultimately means you're investment wouldn't change much.
Even with a larger role I still doubt Pass Power affects Pass Quality more than Technique, especially on 5-15 yarders which is a majority of the offense for many QB's. Accuracy it feels like is also an independent roll (that additionally may or may not affect quality) which automatically boosts it above Pass Power.
Consistency has always been 'Eh' for me but I feel like "pressure situations" is a big umbrella that covers 3rd downs, being hurried, 4th quarter when behind, etc. which doesn't make it ignorable
And many people (especially coordinators) seem like Pocket Awareness as a new 4th (with the assumption it helps you get rid of the ball and not just pull in blockers) which makes sense but many people I imagine are on the fence about.
So IMO it still goes:
Accuracy > Technique > Awareness > Consistency > Pass Power / Pocket Awareness > Conditioning > Leadership > Heart > Everything Else
But we'll really have to see how peoples completion percentages change. I don't see it passing awareness ever though which ultimately means you're investment wouldn't change much.
Edited by Laggo on Jul 3, 2014 13:20:50
Time Trial
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Tech/Accuracy/Consistency/Leadership/Awareness/Pass Power/Pocket Awareness/Heart/Conditioning
imo
imo
Laggo
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I feel like Leadership is too cheap and affects too many players for it to be impactful enough to put it above a real passing stat (aka everything that is not power)
if Leadership from 1-100 was a straight 1-10% conditioning/morale buff for the entire offense it would maybe be right up there with consistency but if it really was that strong I feel like it would be more expensive than it is
SP scaling cost seems to be a pretty good indicator of what is showing up in rolls in the sim most often / they don't want people to have a lot of. Leadership is about as costly as Snap Reaction and we've already done more of the homework there revealing how little of an impact it has.
if Leadership from 1-100 was a straight 1-10% conditioning/morale buff for the entire offense it would maybe be right up there with consistency but if it really was that strong I feel like it would be more expensive than it is
SP scaling cost seems to be a pretty good indicator of what is showing up in rolls in the sim most often / they don't want people to have a lot of. Leadership is about as costly as Snap Reaction and we've already done more of the homework there revealing how little of an impact it has.
USC_Trojans
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I think pass power is going to be decently important, you have to consider not only does it effect deep ball accuracy but also ball velocity. Your gunna see some gunslingers fit the ball into tighter windows compared to some of these lame duck passer who I think will get picked off or deflected more this season.
Time Trial
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Originally posted by bhall43
Could be as high as first and it could be as low as 5th on the totem poll in terms of usefulness.
This.
Especially for a team that runs the ball a lot. Laggo seems to be reading it as a boost... it isn't a boost it helps reduce the losses, which I think is very important in preventing morale spirals. I noticed huge differences in maintaining morale with high leadership.
Could be as high as first and it could be as low as 5th on the totem poll in terms of usefulness.
This.
Especially for a team that runs the ball a lot. Laggo seems to be reading it as a boost... it isn't a boost it helps reduce the losses, which I think is very important in preventing morale spirals. I noticed huge differences in maintaining morale with high leadership.
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