I'll try to compile all the PUP ideas into a suggestions thread later today. This has a lot of potential so I don't want to see it go to waste.
Forum > Goal Line Blitz 2 > Pickup Player Experiments
Originally posted by Absolut Zero
Gotta be honest, I don't think Int's start happening for corners for another few tiers. You can get lucky with RNG in tight coverage, but the more likely Int's need quality physicals to set the corner up in a good position where he's coming towards and facing the ball.
What's his Int and Deflection levels? I think I saw a post a long time back suggesting that high deflection is needed for more reliable interceptions.
Late Sophomore
Man Aware 55
Cover Tech 54
Int 55
footwork 54
Sprint 54
Deflect 12
I thought deflect and Int worked against each other hence my low deflection
Gotta be honest, I don't think Int's start happening for corners for another few tiers. You can get lucky with RNG in tight coverage, but the more likely Int's need quality physicals to set the corner up in a good position where he's coming towards and facing the ball.
What's his Int and Deflection levels? I think I saw a post a long time back suggesting that high deflection is needed for more reliable interceptions.
Late Sophomore
Man Aware 55
Cover Tech 54
Int 55
footwork 54
Sprint 54
Deflect 12
I thought deflect and Int worked against each other hence my low deflection
Mordaloch
offline
offline
Originally posted by TxSteve
I do agree that a conversion option is really the only way this will generate any flex spending.
I would pitch: if a pick up player has purchased all available boosts....then he can be converted to a 'real' player for 200 flex (conversion fee non-refundable).
That way it can be done at any tier.
So far for me - it has been interesting. It has been fun to have a reason to log in every 30 minutes and click a few buttons - and check a box score -- but the
- same O/D
- competition against CPU
- questionable playbooks
- questionable QB play
- lack of stats
- lack of games showing on game tab
Are all just enough to make me think I probably won't build another PU player after this.
I do like my Corner enough - that if he could be converted to a real player - I would 100% be boosting him -- and would likely pay the 200 flex at vet to try and get picked up on a vet team when I get there.
As it is now - it isn't going to generate any flex spending from me.
It is a lot of dedication to level up a pick-up player fast, the incentive of being able to convert him to a regular player at the end when he is Vet would be a great reward, if this is done then you would free up your pick-up player slot again for a new player to start again if you wanted. I like this idea and makes boosting etc.. worthwhile along the way.
I do agree that a conversion option is really the only way this will generate any flex spending.
I would pitch: if a pick up player has purchased all available boosts....then he can be converted to a 'real' player for 200 flex (conversion fee non-refundable).
That way it can be done at any tier.
So far for me - it has been interesting. It has been fun to have a reason to log in every 30 minutes and click a few buttons - and check a box score -- but the
- same O/D
- competition against CPU
- questionable playbooks
- questionable QB play
- lack of stats
- lack of games showing on game tab
Are all just enough to make me think I probably won't build another PU player after this.
I do like my Corner enough - that if he could be converted to a real player - I would 100% be boosting him -- and would likely pay the 200 flex at vet to try and get picked up on a vet team when I get there.
As it is now - it isn't going to generate any flex spending from me.
It is a lot of dedication to level up a pick-up player fast, the incentive of being able to convert him to a regular player at the end when he is Vet would be a great reward, if this is done then you would free up your pick-up player slot again for a new player to start again if you wanted. I like this idea and makes boosting etc.. worthwhile along the way.
Nigerian Nightmare
offline
offline
7 games into Seasoned (67 games total) - 13 - 100yd games and 1 - 200 yd game.
Most carries in a game was 33. The 200 yd game I had 24 carries and six double digit runs (12, 15, 26, 27-TD, 30 and 34, so no one very long run.
And just to show the comparison of the worst:
I've had 19 games under 50 yds...with 2 games under 10 yds (12 car 5 yds and 8 car 7 yds) very bad games
Most carries in a game was 33. The 200 yd game I had 24 carries and six double digit runs (12, 15, 26, 27-TD, 30 and 34, so no one very long run.
And just to show the comparison of the worst:
I've had 19 games under 50 yds...with 2 games under 10 yds (12 car 5 yds and 8 car 7 yds) very bad games

Absolute Zero - just had a pickup game where my CB matched up with your WR.
Will you share how fast your WR is? My CB is really slow and your guy looked fast.
Even looking at the comparison is really difficult. Didn't really seem like any of the defensive plays we ran gave any over the top help -- which means my CB tended to try to stay a few yards ahead of you on some plays leaving you wide open for underthrown CPU QB balls.
I saw that we matched up on 8 passing plays. You were targeted 3 of those 8 - and you had 2 catches (24, 13) and one incomplete on a bad QB throw.
Will you share how fast your WR is? My CB is really slow and your guy looked fast.
Even looking at the comparison is really difficult. Didn't really seem like any of the defensive plays we ran gave any over the top help -- which means my CB tended to try to stay a few yards ahead of you on some plays leaving you wide open for underthrown CPU QB balls.
I saw that we matched up on 8 passing plays. You were targeted 3 of those 8 - and you had 2 catches (24, 13) and one incomplete on a bad QB throw.
Edited by TxSteve on Nov 10, 2015 07:43:40
Originally posted by Mordaloch
It is a lot of dedication to level up a pick-up player fast, the incentive of being able to convert him to a regular player at the end when he is Vet would be a great reward, if this is done then you would free up your pick-up player slot again for a new player to start again if you wanted. I like this idea and makes boosting etc.. worthwhile along the way.
I think being able to stop them at whatever level you want and convert them has a lot of potential also. People are cheating the system as it is with the rookie-seasoned trick and it would help people refill their roster when agents go inactive.
Also what's the harm in letting us build as many as we want?
It is a lot of dedication to level up a pick-up player fast, the incentive of being able to convert him to a regular player at the end when he is Vet would be a great reward, if this is done then you would free up your pick-up player slot again for a new player to start again if you wanted. I like this idea and makes boosting etc.. worthwhile along the way.
I think being able to stop them at whatever level you want and convert them has a lot of potential also. People are cheating the system as it is with the rookie-seasoned trick and it would help people refill their roster when agents go inactive.
Also what's the harm in letting us build as many as we want?
Edited by DeeVee8 on Nov 10, 2015 08:48:12
Originally posted by DeeVee8
Also what's the harm in letting us build as many as we want?
I agree.
If you added in the conversion option for fully boosted players....
I see absolutely no reason why this wouldn't still be potentially very profitable for bort....even if all pick up players were completely free to make.
So I build 10 free Pickup players.
- pickup games get a lot more interesting with a lot more human players in them
- even if I only end up converting 5 of them...that is 5 player boosts and 5 conversion costs I otherwise likely wouldn't do.
- would people potentially get a plan for 43 pickup players to move to their Vet team as a reload? Yes...probably. But that's not a bad thing
Also what's the harm in letting us build as many as we want?
I agree.
If you added in the conversion option for fully boosted players....
I see absolutely no reason why this wouldn't still be potentially very profitable for bort....even if all pick up players were completely free to make.
So I build 10 free Pickup players.
- pickup games get a lot more interesting with a lot more human players in them
- even if I only end up converting 5 of them...that is 5 player boosts and 5 conversion costs I otherwise likely wouldn't do.
- would people potentially get a plan for 43 pickup players to move to their Vet team as a reload? Yes...probably. But that's not a bad thing
Nigerian Nightmare
offline
offline
Originally posted by TxSteve
I agree.
If you added in the conversion option for fully boosted players....
I see absolutely no reason why this wouldn't still be potentially very profitable for bort....even if all pick up players were completely free to make.
So I build 10 free Pickup players.
- pickup games get a lot more interesting with a lot more human players in them
- even if I only end up converting 5 of them...that is 5 player boosts and 5 conversion costs I otherwise likely wouldn't do.
- would people potentially get a plan for 43 pickup players to move to their Vet team as a reload? Yes...probably. But that's not a bad thing
Thats big bucks for Bort!
I agree.
If you added in the conversion option for fully boosted players....
I see absolutely no reason why this wouldn't still be potentially very profitable for bort....even if all pick up players were completely free to make.
So I build 10 free Pickup players.
- pickup games get a lot more interesting with a lot more human players in them
- even if I only end up converting 5 of them...that is 5 player boosts and 5 conversion costs I otherwise likely wouldn't do.
- would people potentially get a plan for 43 pickup players to move to their Vet team as a reload? Yes...probably. But that's not a bad thing
Thats big bucks for Bort!

Majestic Gent
offline
offline
My next experiment will be a true gunslinger QB with a ton of heart to get over the many INTs and incompletions he will throw.
Absolut Zero
offline
offline
TxSteve, 84 speed. Nothing into quickness, curious how well he can run certain routes without quickness. Some double moves seem beyond him, could be why. But others he seems to do well enough without any into quick.
Also has 55 route tech and elusiveness, I'll look for that game and watch it, always curious about a human opponent.
Also has 55 route tech and elusiveness, I'll look for that game and watch it, always curious about a human opponent.
Absolut Zero
offline
offline
Originally posted by Majestic Gent
My next experiment will be a true gunslinger QB with a ton of heart to get over the many INTs and incompletions he will throw.
Pump accuracy up to max and you could have something. I swear QB's get more inaccurate the more power they have.
My next experiment will be a true gunslinger QB with a ton of heart to get over the many INTs and incompletions he will throw.
Pump accuracy up to max and you could have something. I swear QB's get more inaccurate the more power they have.
Originally posted by Absolut Zero
TxSteve, 84 speed. Nothing into quickness, curious how well he can run certain routes without quickness. Some double moves seem beyond him, could be why. But others he seems to do well enough without any into quick.
Also has 55 route tech and elusiveness, I'll look for that game and watch it, always curious about a human opponent.
Thanks - that is interesting
http://glb2.warriorgeneral.com/game/replay/237361/1390221?player_id=189525
Pretty interesting - as an example here:
http://glb2.warriorgeneral.com/game/replay/237361/1390773
Your guy has 84 speed.
My guy has 9 speed (not a typo)
TxSteve, 84 speed. Nothing into quickness, curious how well he can run certain routes without quickness. Some double moves seem beyond him, could be why. But others he seems to do well enough without any into quick.
Also has 55 route tech and elusiveness, I'll look for that game and watch it, always curious about a human opponent.
Thanks - that is interesting
http://glb2.warriorgeneral.com/game/replay/237361/1390221?player_id=189525
Pretty interesting - as an example here:
http://glb2.warriorgeneral.com/game/replay/237361/1390773
Your guy has 84 speed.
My guy has 9 speed (not a typo)
Absolut Zero
offline
offline
Originally posted by TxSteve
Thanks - that is interesting
http://glb2.warriorgeneral.com/game/replay/237361/1390221?player_id=189525
Pretty interesting - as an example here:
http://glb2.warriorgeneral.com/game/replay/237361/1390773
Your guy has 84 speed.
My guy has 9 speed (not a typo)
Seems like your guy is abandoning the back pedal really early on. His quickness is helping him turn and run while not losing much ground. If I have Head Fake fire on that second play, that could get ugly.
For now, the 9 speed doesn't seem to be hurting much. But I still believe physicals to get into position for an Interception helps a lot.
Thanks - that is interesting
http://glb2.warriorgeneral.com/game/replay/237361/1390221?player_id=189525
Pretty interesting - as an example here:
http://glb2.warriorgeneral.com/game/replay/237361/1390773
Your guy has 84 speed.
My guy has 9 speed (not a typo)
Seems like your guy is abandoning the back pedal really early on. His quickness is helping him turn and run while not losing much ground. If I have Head Fake fire on that second play, that could get ugly.
For now, the 9 speed doesn't seem to be hurting much. But I still believe physicals to get into position for an Interception helps a lot.
You are not logged in. Please log in if you want to post a reply.




























