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Forum > Test Server Discussion > OAI pulldown WR selection (and pulling G) test
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JTD
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xxxxxx sounds like a dick that's trying to protect his own poorly built Olinemen

That being said, why not just modify this VA?

Originally posted by
Outside Blocker
This player blocks well on outside running plays. Each level of Outside Blocker gives a +2% to speed, agility, vision, and blocking when blocking more than 7 yards outside the initial ball spot on rushing plays.


This VA was nerfed out of existence a few seasons ago with the advent of the 7 yards tag. Simply change it to give the Olineman the boost up until he reaches the 7-10 yard spot outside the initial ball spot.

Make it only work when pulling left or right for both rush and pass plays. It goes inactive anytime the lineman is simply normally blocking. I would also remove the blocking boost part and just give the boost to speed/agil/vis.

This would give them the huge boost to the right attributes for long enough to get them outside the tackle box and make a seal block but it would quickly go inactive once they reached the threshhold of 7-10 yards from the ball spot.

Thoughts?
 
PP
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Originally posted by PP
http://test.goallineblitz.com/game/game.pl?game_id=1853

Both RGs on each team are identical in build, with 2 exceptions:
Jack's RG has 15 Pulling G
TCTF's RG doesn't, but has 10 1st Step
both have 65 speed and 82 agility

http://test.goallineblitz.com/game/replay.pl?game_id=1853&pbp_id=400358
http://test.goallineblitz.com/game/replay.pl?game_id=1853&pbp_id=400378

-Both work well, but both could also be improved through build enhancements to get out front better. Adding more speed or adding 1st step to Jack's RG would be an improvement. Adding 15 Pulling G to TCTF's RG would likely allow him to remove at least 5 from 1st Step and still be significantly better than he is with 10 1st step

Suggestion
-Add it. It looks like a beautiful addition to making pulling Gs usable, but still places enough responsibility on the agents to massage their builds to get the most from it.


 
ijg
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Originally posted by PP
Originally posted by PP

http://test.goallineblitz.com/game/game.pl?game_id=1853

Both RGs on each team are identical in build, with 2 exceptions:
Jack's RG has 15 Pulling G




So is pulling G the new VA? What exactly does it do?

What is interesting is Jack hits a higher top speed but the 1st step OG gets much better acceleration (look at 1st 5 ticks on script). I think I'd rather have the better acceleration.
 
PP
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Originally posted by ijg
So is pulling G the new VA? What exactly does it do?

What is interesting is Jack hits a higher top speed but the 1st step OG gets much better acceleration (look at 1st 5 ticks on script). I think I'd rather have the better acceleration.


Can't swear it will come out this ssn....It gives a 1% boost to speed & acceleration when the G is pulling, but just to the portion where he is paralleling the LOS. It helps him get to the edge. When using it with a 120 speed elusive, you really have to have over 60 speed to get him there though. Even at 65 speed with 82 agility, as you can see, it would be nice if he was out front a little more, but he serves a useful purpose more often than not. The idea that won in the end was that the VA should help a lot, but also leave room to be further improved by build adjustments.

Without either 10 1st step or 15 in "Pulling G" (I just suggested it was changed to Pulling O Lineman), the same RG only serves a purpose on those plays about 50% of the time, and that's almost always sealing the backside, not truly leading.
 
PP
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Here....can't swear the name, text or even the bonus won't change, and can't even promise it will come out this ssn, but here's the new VA description

Pulling Guard
This player really knows how to get out and block where it is needed. Each level of pulling Guard gives a 1% speed and acceleration increase to a G that is pulling on a run play. It only applies to the initial portion of the pull, while paralleling the LOS.

 
ijg
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Originally posted by PP
Here....can't swear the name, text or even the bonus won't change, and can't even promise it will come out this ssn, but here's the new VA description

Pulling Guard
This player really knows how to get out and block where it is needed. Each level of pulling Guard gives a 1% speed and acceleration increase to a G that is pulling on a run play. It only applies to the initial portion of the pull, while paralleling the LOS.



I like the idea, but what about if you stack it with 10 1st step? Does it become ridiculously overpowered then? That might be worth a test before bringing it live.

Also, could it really come this season? Won't there be a lot of complaints from people who already used their reset and can't choose it?
 
PP
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Originally posted by ijg
I like the idea, but what about if you stack it with 10 1st step? Does it become ridiculously overpowered then? That might be worth a test before bringing it live.

Also, could it really come this season? Won't there be a lot of complaints from people who already used their reset and can't choose it?


if it does, I'm sure the OLmen or at least Gs would get a 15 reset
 
tragula
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Originally posted by PP
Here....can't swear the name, text or even the bonus won't change, and can't even promise it will come out this ssn, but here's the new VA description

Pulling Guard
This player really knows how to get out and block where it is needed. Each level of pulling Guard gives a 1% speed and acceleration increase to a G that is pulling on a run play. It only applies to the initial portion of the pull, while paralleling the LOS.



I dislike the solution. The real problem is the play design. If the RG need to pull to the left for a sweep, it should come with a counter by the HB. The counter will slow the defense, and also give the RG the extra time he needs to get the block. It is just unreasonable that a HB and a OG makes a running competition and the OG wins.
 
mdkaden
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Originally posted by tragula
Originally posted by PP

Here....can't swear the name, text or even the bonus won't change, and can't even promise it will come out this ssn, but here's the new VA description

Pulling Guard
This player really knows how to get out and block where it is needed. Each level of pulling Guard gives a 1% speed and acceleration increase to a G that is pulling on a run play. It only applies to the initial portion of the pull, while paralleling the LOS.



I dislike the solution. The real problem is the play design. If the RG need to pull to the left for a sweep, it should come with a counter by the HB. The counter will slow the defense, and also give the RG the extra time he needs to get the block. It is just unreasonable that a HB and a OG makes a running competition and the OG wins.


You assume that a counter play will get the defenders to over play the opposite side of the field, I don't think this is possible with the current sim.
 
Adderfist
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Originally posted by tragula
I dislike the solution. The real problem is the play design. If the RG need to pull to the left for a sweep, it should come with a counter by the HB. The counter will slow the defense, and also give the RG the extra time he needs to get the block. It is just unreasonable that a HB and a OG makes a running competition and the OG wins.




This could be solved by doing the 'change hands' vision check, as well as the "Play sellout" check. If a vision check starts getting a bonus for the defense, plays like counters should give a negative vision check.
 
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It appears that this has been tested with RGs a lot. I was wondering if it would still be effective with LGs.

I counted 3 RG pulling plays and 2 LG pulling plays that we can choose from.
Edited by Ronnie Brown 23 on Feb 6, 2010 16:32:36
 
PP
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Originally posted by Ronnie Brown 23
It appears that this has been tested with RGs a lot. I was wondering if it would still be effective with LGs.

I counted 3 RG pulling plays and 2 LG pulling plays that we can choose from.

No. It hasn't been specifically tested on any LG plays. It should, but I have been more or less forced into testing whatever the massive problem of the day was and just didn't have the time. I'm REALLY hoping now that we have more testers that more testers will actually run tests and report on them, preferably on both the test server and here, but at least on the test server.
 
JTD
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Originally posted by PP

No. It hasn't been specifically tested on any LG plays. It should, but I have been more or less forced into testing whatever the massive problem of the day was and just didn't have the time. I'm REALLY hoping now that we have more testers that more testers will actually run tests and report on them, preferably on both the test server and here, but at least on the test server.


Crack the whip on Woods and W_A then
 
PP
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Originally posted by JTD
Crack the whip on Woods and W_A then


I don't think any of the new guys have teams yet. Outside of 3 of us older testers, none of the others really have done much. I believe Catch is clearing them out, though
 
mwoods07
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Originally posted by PP
I don't think any of the new guys have teams yet. Outside of 3 of us older testers, none of the others really have done much. I believe Catch is clearing them out, though


This is accurate...not much I can do right now
 
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