Yeah, not sure how the diversity bonus is going to make people want to be more diverse if we can't ever tell the difference. A little more information about the change would have been nice. As of now, I have no motivation to make major changes without knowing what kind of bonus I can get.
Forum > Goal Line Blitz 2 > Play Diversity Bonus
Galithor
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if there's been any improvement from the diversity bonus, I kinda feel like it's been outweighed by the pathing improvements for coverage and outside run containment. Defenses look better to me generally this season. It's still early though.
Edited by Galithor on May 19, 2015 11:31:32
Detroit Leos
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Originally posted by Galithor
That nerf should've only retroactively impacted players that'd already made investments. Erkner was a fresh rookie team iirc that season, so aside from their caps probably not being as high as they might've been, there shouldn't be any hidden debuff there for them like there is for a team in veteran right now.
Part of that nerf was raising the cost of the skills themselves. For one of my seasoned (same tier as Erkner) OTs to go from 59 to 60 pass block tech it costs nearly 1500 SP while the BRB counterpart is probably half or less than half of the cost which means that defenders could easily be near, at or even a ways above tech with BRB/PRT depending how they dumped they SPs.
That nerf should've only retroactively impacted players that'd already made investments. Erkner was a fresh rookie team iirc that season, so aside from their caps probably not being as high as they might've been, there shouldn't be any hidden debuff there for them like there is for a team in veteran right now.
Part of that nerf was raising the cost of the skills themselves. For one of my seasoned (same tier as Erkner) OTs to go from 59 to 60 pass block tech it costs nearly 1500 SP while the BRB counterpart is probably half or less than half of the cost which means that defenders could easily be near, at or even a ways above tech with BRB/PRT depending how they dumped they SPs.
Edited by Detroit Leos on May 19, 2015 11:34:11
Detroit Leos
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Originally posted by Galithor
if there's been any improvement from the diversity bonus, I kinda feel like it's been outweighed by the pathing improvements for coverage and outside run containment. Defenses look better to me generally this season. It's still early though.
Defenses definitely needed the boost. More work to be done there though.
if there's been any improvement from the diversity bonus, I kinda feel like it's been outweighed by the pathing improvements for coverage and outside run containment. Defenses look better to me generally this season. It's still early though.
Defenses definitely needed the boost. More work to be done there though.

Galithor
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Originally posted by Detroit Leos
Part of that nerf was raising the cost of the skills themselves. For one of my seasoned (same tier as Erkner) OTs to go from 59 to 60 pass block tech it costs nearly 1500 SP while the BRB counterpart is probably half or less than half of the cost which means that defenders could easily be near, at or even a ways above tech with BRB/PRT depending how they dumped they SPs.
Originally posted by Galithor
That nerf should've only retroactively impacted players that'd already made investments. Erkner was a fresh rookie team iirc that season, so aside from their caps probably not being as high as they might've been, there shouldn't be any hidden debuff there for them like there is for a team in veteran right now.
I mentioned that
Part of that nerf was raising the cost of the skills themselves. For one of my seasoned (same tier as Erkner) OTs to go from 59 to 60 pass block tech it costs nearly 1500 SP while the BRB counterpart is probably half or less than half of the cost which means that defenders could easily be near, at or even a ways above tech with BRB/PRT depending how they dumped they SPs.
Originally posted by Galithor
That nerf should've only retroactively impacted players that'd already made investments. Erkner was a fresh rookie team iirc that season, so aside from their caps probably not being as high as they might've been, there shouldn't be any hidden debuff there for them like there is for a team in veteran right now.
I mentioned that

Edited by Galithor on May 19, 2015 11:49:20
I'm not even sure how the diversity thing works....
the idea that the sim is tracking which plays get run...and when you hit X some kind of bonus kicks in...and when you hit Y - a bigger bonus kicks in seems unlikely.
Can't be tied to playbook I don't think as everyone has to have 5 plays in each section
I thought it might be tied to the tactics (total up all the columns as an indicator of diversity) - so if you're using run in / run out / run very short / pass vs / pass s / pass m / pass l / pass d that could be an indicator -- but that is too easily gamed.
I suppose it could keep simple track of runs and passes -- and when that ratio is within 65/35 one way or the other - the bonus kicks in....and if you get it to 50/50 it maxes....but I have trouble seeing the sim track that too...
the idea that the sim is tracking which plays get run...and when you hit X some kind of bonus kicks in...and when you hit Y - a bigger bonus kicks in seems unlikely.
Can't be tied to playbook I don't think as everyone has to have 5 plays in each section
I thought it might be tied to the tactics (total up all the columns as an indicator of diversity) - so if you're using run in / run out / run very short / pass vs / pass s / pass m / pass l / pass d that could be an indicator -- but that is too easily gamed.
I suppose it could keep simple track of runs and passes -- and when that ratio is within 65/35 one way or the other - the bonus kicks in....and if you get it to 50/50 it maxes....but I have trouble seeing the sim track that too...
Detroit Leos
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Maybe it is on streaks of different plays. So every time you run a play it gets tagged and if you run different plays after it the bonus grows until a repeat play is run and the series starts over again. There is really no way to know. I did do a couple of scrims with a very diverse PB with BSB and was able to notice what I believe could be a bonus but that could also just be a build issue somewhere by the defenders so I cannot even be certain on that. Would need further testing against known quality pass defenses and what not just to create more theories. LOL
TehKyou
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I think this is one of those "updates" they publicly announce but actually didn't do anything into the game, just let us think they did. That way we're happy they improved the game, then we spend the next season speculating whether or not the bonus actually does anything useful while they sit back and watch us bicker back and forth like puppets
bhall43
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Originally posted by TxSteve
I suppose it could keep simple track of runs and passes -- and when that ratio is within 65/35 one way or the other - the bonus kicks in....and if you get it to 50/50 it maxes....but I have trouble seeing the sim track that too...
Doubtful considering Corndog's refusal to balance out the running plays.
I suppose it could keep simple track of runs and passes -- and when that ratio is within 65/35 one way or the other - the bonus kicks in....and if you get it to 50/50 it maxes....but I have trouble seeing the sim track that too...
Doubtful considering Corndog's refusal to balance out the running plays.
peeti
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Originally posted by Galithor
That nerf should've only retroactively impacted players that'd already made investments. Erkner was a fresh rookie team iirc that season, so aside from their caps probably not being as high as they might've been, there shouldn't be any hidden debuff there for them like there is for a team in veteran right now.
Caps is sth different. AS leos pointed out, brb is less than half the cost than Run block Tech. And it only gets worse from here. Not complaining, but this could explain my probs
That nerf should've only retroactively impacted players that'd already made investments. Erkner was a fresh rookie team iirc that season, so aside from their caps probably not being as high as they might've been, there shouldn't be any hidden debuff there for them like there is for a team in veteran right now.
Caps is sth different. AS leos pointed out, brb is less than half the cost than Run block Tech. And it only gets worse from here. Not complaining, but this could explain my probs
Galactic Empire
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Maybe every play starts at 100% skills for the offense. Each time you run a play, the % drops. So on the 2nd time the play is run, all offensive players are at 99%...play 3 97%....play 4 94%....play 5 88% (I just doubled the % each time).
bhall43
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Originally posted by peeti
Caps is sth different. AS leos pointed out, brb is less than half the cost than Run block Tech. And it only gets worse from here. Not complaining, but this could explain my probs
Looking at Omaha playing a somewhat ok defense today the problems with your offense (much like mine) is mostly just gonna be players moving smoother towards the sidelines and the easier broken blocks out in space now. Plays like Cat 2 Blitz and Middle Overload that used to get beat for a likely TD from their biggest weaknesses now turn into mostly 5-10 yard plays. Plus if you can tackle well enough to get the first or second tackle on the play, the run is pretty much nothing.
Caps is sth different. AS leos pointed out, brb is less than half the cost than Run block Tech. And it only gets worse from here. Not complaining, but this could explain my probs
Looking at Omaha playing a somewhat ok defense today the problems with your offense (much like mine) is mostly just gonna be players moving smoother towards the sidelines and the easier broken blocks out in space now. Plays like Cat 2 Blitz and Middle Overload that used to get beat for a likely TD from their biggest weaknesses now turn into mostly 5-10 yard plays. Plus if you can tackle well enough to get the first or second tackle on the play, the run is pretty much nothing.
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