the farther the teams progress the more advantage you can pay for. its starts off as a slight advantage and ends with a significant one.
Forum > Goal Line Blitz 2 > no offense but…
TyDavis315
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https://glb2.warriorgeneral.com/game/game/24055#
Our issue has never been with builds or playcalling quite frankly, I think a few guys touched on that in their YT video when we were running Atomic City CC. It’s always been the sim.
We’re a good team, but we don’t consistently play well. Like at all. We started the season off great quite frankly, but we’re never (and I mean like ever) good @ ladder & league play. If we’re decent at one, we play like trash in the other.
Prior to the crash, I won 9 (underdog) championships with one as an owner. Never used to change anything up between losing in the Semis (as an owner) and the finals matchup (as a coach) - the season we marched to finals we were good for two seasons solid, but couldn’t rise above the hunt. The following season we won either 21 or 22 games (which would sound like a good team right?) and won against really good comp.
Same team never hit above 15 wins the rest of its existence. Eventually added two really great stars, and still a total garbage fest. That’s when I started to get on about QBs being set back too far vs the rest of the offensive positions.
We ask about drops a lot I know, but I think it’s fascinating that we’re consistently separating enough space for the number of drops called to be called. There were things that we were doing that we realized wasn’t properly optimized in the game yet (pass blocking), so that became my build philosophy - make football players on a football team, not just approaching it from a make dot, build dot, check dot sim stats. It’s fun at times, but there are also so many myths that we believe about the game that simply aren’t true (I’m looking at you play importance tagging) which makes the need for experimentation imperative.
Our issue has never been with builds or playcalling quite frankly, I think a few guys touched on that in their YT video when we were running Atomic City CC. It’s always been the sim.
We’re a good team, but we don’t consistently play well. Like at all. We started the season off great quite frankly, but we’re never (and I mean like ever) good @ ladder & league play. If we’re decent at one, we play like trash in the other.
Prior to the crash, I won 9 (underdog) championships with one as an owner. Never used to change anything up between losing in the Semis (as an owner) and the finals matchup (as a coach) - the season we marched to finals we were good for two seasons solid, but couldn’t rise above the hunt. The following season we won either 21 or 22 games (which would sound like a good team right?) and won against really good comp.
Same team never hit above 15 wins the rest of its existence. Eventually added two really great stars, and still a total garbage fest. That’s when I started to get on about QBs being set back too far vs the rest of the offensive positions.
We ask about drops a lot I know, but I think it’s fascinating that we’re consistently separating enough space for the number of drops called to be called. There were things that we were doing that we realized wasn’t properly optimized in the game yet (pass blocking), so that became my build philosophy - make football players on a football team, not just approaching it from a make dot, build dot, check dot sim stats. It’s fun at times, but there are also so many myths that we believe about the game that simply aren’t true (I’m looking at you play importance tagging) which makes the need for experimentation imperative.
HayRow
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Originally posted by TyDavis315
https://glb2.warriorgeneral.com/game/game/24055#
Our issue has never been with builds or playcalling quite frankly, I think a few guys touched on that in their YT video when we were running Atomic City CC. It’s always been the sim.
if you opened builds we'd be able to look at them and tell you if that's actually an issue or not
https://glb2.warriorgeneral.com/game/game/24055#
Our issue has never been with builds or playcalling quite frankly, I think a few guys touched on that in their YT video when we were running Atomic City CC. It’s always been the sim.
if you opened builds we'd be able to look at them and tell you if that's actually an issue or not
Cyberninja
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Originally posted by HayRow
if you opened builds we'd be able to look at them and tell you if that's actually an issue or not
It's the TY script written into the game that is there to randomly make TY look bad......
if you opened builds we'd be able to look at them and tell you if that's actually an issue or not
It's the TY script written into the game that is there to randomly make TY look bad......
HayRow
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Originally posted by TyDavis315
https://glb2.warriorgeneral.com/game/game/24055#
Our issue has never been with builds or playcalling quite frankly, I think a few guys touched on that in their YT video when we were running Atomic City CC. It’s always been the sim.
We’re a good team, but we don’t consistently play well. Like at all. We started the season off great quite frankly, but we’re never (and I mean like ever) good @ ladder & league play. If we’re decent at one, we play like trash in the other.
Prior to the crash, I won 9 (underdog) championships with one as an owner. Never used to change anything up between losing in the Semis (as an owner) and the finals matchup (as a coach) - the season we marched to finals we were good for two seasons solid, but couldn’t rise above the hunt. The following season we won either 21 or 22 games (which would sound like a good team right?) and won against really good comp.
Same team never hit above 15 wins the rest of its existence. Eventually added two really great stars, and still a total garbage fest. That’s when I started to get on about QBs being set back too far vs the rest of the offensive positions.
We ask about drops a lot I know, but I think it’s fascinating that we’re consistently separating enough space for the number of drops called to be called. There were things that we were doing that we realized wasn’t properly optimized in the game yet (pass blocking), so that became my build philosophy - make football players on a football team, not just approaching it from a make dot, build dot, check dot sim stats. It’s fun at times, but there are also so many myths that we believe about the game that simply aren’t true (I’m looking at you play importance tagging) which makes the need for experimentation imperative.
You were calling quarters vs my pure run and screen team today. Thats a playcalling issue for sure
https://glb2.warriorgeneral.com/game/game/24055#
Our issue has never been with builds or playcalling quite frankly, I think a few guys touched on that in their YT video when we were running Atomic City CC. It’s always been the sim.
We’re a good team, but we don’t consistently play well. Like at all. We started the season off great quite frankly, but we’re never (and I mean like ever) good @ ladder & league play. If we’re decent at one, we play like trash in the other.
Prior to the crash, I won 9 (underdog) championships with one as an owner. Never used to change anything up between losing in the Semis (as an owner) and the finals matchup (as a coach) - the season we marched to finals we were good for two seasons solid, but couldn’t rise above the hunt. The following season we won either 21 or 22 games (which would sound like a good team right?) and won against really good comp.
Same team never hit above 15 wins the rest of its existence. Eventually added two really great stars, and still a total garbage fest. That’s when I started to get on about QBs being set back too far vs the rest of the offensive positions.
We ask about drops a lot I know, but I think it’s fascinating that we’re consistently separating enough space for the number of drops called to be called. There were things that we were doing that we realized wasn’t properly optimized in the game yet (pass blocking), so that became my build philosophy - make football players on a football team, not just approaching it from a make dot, build dot, check dot sim stats. It’s fun at times, but there are also so many myths that we believe about the game that simply aren’t true (I’m looking at you play importance tagging) which makes the need for experimentation imperative.
You were calling quarters vs my pure run and screen team today. Thats a playcalling issue for sure
eTHICCalBEEF
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Laugh all you want but we all know deep down that Bort is doing something sketchy behind the scenes to make Ty lose.
vipermaw82
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Originally posted by eTHICCalBEEF
Laugh all you want but we all know deep down that Bort is doing something sketchy behind the scenes to make Ty lose.
I thought this went without saying?
Laugh all you want but we all know deep down that Bort is doing something sketchy behind the scenes to make Ty lose.
I thought this went without saying?
SperrytheKid
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Originally posted by HayRow
You were calling quarters vs my pure run and screen team today. Thats a playcalling issue for sure
Yikes, that one was on me 💀 I thought getting spicy would prevent another 52 point showing on your end
You were calling quarters vs my pure run and screen team today. Thats a playcalling issue for sure
Yikes, that one was on me 💀 I thought getting spicy would prevent another 52 point showing on your end
SperrytheKid
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Originally posted by eTHICCalBEEF
Laugh all you want but we all know deep down that Bort is doing something sketchy behind the scenes to make Ty lose.
His QB’s consistently play us out of games yet have (relatively) good stats & QBr. Honestly, the last two are studs on paper, but they’re frustrating to watch.
I don’t think we’re bad, but definitely not consistent. We’ve put too much stock into the QB again instead of other weapons (I’m okay with 3 star offensive linemen though). Our defense is on the field way too often most of the time, and the offense is mostly streaky.
This isn’t the final team we plan on having for Vet though, so hopefully things shake out well.
Laugh all you want but we all know deep down that Bort is doing something sketchy behind the scenes to make Ty lose.
His QB’s consistently play us out of games yet have (relatively) good stats & QBr. Honestly, the last two are studs on paper, but they’re frustrating to watch.
I don’t think we’re bad, but definitely not consistent. We’ve put too much stock into the QB again instead of other weapons (I’m okay with 3 star offensive linemen though). Our defense is on the field way too often most of the time, and the offense is mostly streaky.
This isn’t the final team we plan on having for Vet though, so hopefully things shake out well.
eTHICCalBEEF
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Originally posted by SperrytheKid
This isn’t the final team we plan on having for Vet though, so hopefully things shake out well.
Indeed. Having that extra SP and AP from builds rounding out really makes a difference in a team's identity.
This isn’t the final team we plan on having for Vet though, so hopefully things shake out well.
Indeed. Having that extra SP and AP from builds rounding out really makes a difference in a team's identity.
Ghanima
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Ceaseless Impetus is currently ranked 1st in sophomore. I also won a ring in very strong league.
Ceaseless is unboosted ( only 2 rbs are ) and without stars.
U just need to have good idea for a team and fit builds into your idea. And gameplan real good.
Ceaseless is unboosted ( only 2 rbs are ) and without stars.
U just need to have good idea for a team and fit builds into your idea. And gameplan real good.
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