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Forum > Goal Line Blitz 2 > Which Formations Need Work?
TxSteve
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I'm hoping the "broken running plays" discussion about counters won't spill over here.

What formations need work? Let's just talk about the offense (I know plenty need work on D).


Big I:
Outside rushes are strong in my opinion
needs a couple more decent pass plays besides TE Crosses

Add a few pass plays that are decent and this formation will be strong imo.


2WR:
A few good passing play options
Lots of good inside running options
several decent outside running options to the strong side
several counters and QB rollouts that work

Seems to me there is still something wrong with weak side sweeps. I haven't looked this season but in seasons past they just seemed to require more speed from the pullers than the strong side needed.


3WR:
several very strong passing options
strong outside rushing with counter / hb pitch / qb rollout (my problem is even all passing teams can run counter/qb rollout decently and qb rollout can crush rookie).
good inside runs.

Most difficult formation to defend imo. Since the runs are 'naked' it doesn't require run blocking skills like most other formations do


4WR:
Inside run / off tackle options are strong
Outside runs - 2 options - tough to rely on blocking WRs so strongly
a few passing options but because the blitz gets there so fast - mostly unused in rookie by most (do people start using it in soph +?)

I'd love to see a new 4WR formation where 3WR are bunched on 1 side and one is lone on other to open up some more outside rushing options. Would also love to see some check down orders changed so the QB could/would get the ball out of his hands quicker and make this a usable passing formation in rookie


5WR:
Needs work in my opinion


What do you think needs to be done to balance out the formations?
 
Aeir
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Originally posted by TxSteve

4WR:
Inside run / off tackle options are strong
Outside runs - 2 options - tough to rely on blocking WRs so strongly
a few passing options but because the blitz gets there so fast - mostly unused in rookie by most (do people start using it in soph +?)

I'm rerolling my Beers with an all 4WR Playbook in mind. I used it in one game so far and it was killer. Though I'm well aware of it's issues with the blitz. Figure they might get a sack or two, but if they do nothing but blitz, the middle is open for huge gains on the ground (especially using a high speed HB with surge).

Here was it's first attempt (in rookie!)
http://glb2.warriorgeneral.com/game/game/227016

Edited by Aeir on Oct 15, 2015 06:24:30
Edited by Aeir on Oct 15, 2015 06:24:20
Edited by Aeir on Oct 15, 2015 06:22:52
 
Absolut Zero
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Originally posted by Aeir

I'm rerolling my Beers with an all 4WR Playbook in mind. I used it in one game so far and it was killer. Though I'm well aware of it's issues with the blitz. Figure they might get a sack or two, but if they do nothing but blitz, the middle is open for huge gains on the ground (especially using a high speed HB with surge).

Here was it's first attempt (in rookie!)
http://glb2.warriorgeneral.com/game/game/227016



Check out my team HAHA, it's exclusively 4WR offense in JMan. My RB's aren't fast enough to really make it shine imo, I thought it would excel with 100 power running as their'd be so many coverage focused builds. But they don't shed tackles fast enough to make up for it. It's possible a better o-line would make it function. I would re-do HAHA's o-line with what I know now about how things function in 4WR offenses.

The RB does not stay inside to block nearly enough, this makes some plays disastrous against pressure as the QB seems to immediately try and check it down towards the RB.

There are a few passing plays that are decent. So that's good, unfortunately half of them are slow developing, which becomes very problematic against a blitz. My QB can generally get it off in time, but since there's pressure in his face and he's moving (has Gold OTR too), it leads to a fair amount of incomplete passes. Some of the shorter routes are sack city, 4WR Outs and 4WR Ins/Outs for whatever reason cause the QB to just hold onto the ball even if WR's have done their breaks and are open. 4WR Drags however seems decent in short yardage situations, that's not a sacktacular play.

The passing playbook is pretty damn barren, most of the routes are just vertical lines and then have their breaks 15 yards down the field. In those cases, the QB will never throw to them as they haven't hit the point in the route where the QB will start looking for them. It needs a ton more plays to function. It seriously lacks basic football concepts, such as Cover 2 beaters. There are no traditional corner routes, the likes you'd see in the 3WR offense with plays like WR3 in TE Post. There's only 1 real "post" route in the offense and that's 4WR slants, that's a solid play, but I wish it was WR3 that was running it instead of WR1. Travel time for the football takes too long.

Unlike 2TE and 3WR offenses with the TE so close to the QB, the travel distance for the football when the QB throws it in 4WR sets is a lot longer. This I think means passing power is a must to get there before safety help. I'm trying to increase it, but surprisingly my completion % has been steadily declining the more I increase passing power.

4WR could be a lot better, and it should create a crap ton of schematic mismatches that create hell for defenses. In the NFL, spread offenses are common place. Teams will throw in a few more things, but generally it's 4 wide with a "TE" that played basketball split out to the slot. So why does it not work here? But at it is, defensive playbooks need two plays to slow it down. Dime Cover Lurk and Dime 2 Man Under. Replace the latter with Over Will if you don't have all 4 DL with Gold Spin Cycle.

Aeir, if you want I'll add you as a GM on HAHA, and open up my offensive builds so you can have a frame of reference.
 
Aeir
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Originally posted by Absolut Zero

Aeir, if you want I'll add you as a GM on HAHA, and open up my offensive builds so you can have a frame of reference.


Sure, would love that.


 


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