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Forum > FAQ's, Player Guides and Newbie Help > Bort Stalker (Out of Date) - Approx Last Update: April 12th 2010
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InRomoWeTrust
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Bort Quotes

Physical Attributes
Strength: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=1#35045726
Speed: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=1#35045733
Agility: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=1#35045740
Jumping: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=1#35045742
Stamina: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=1#35045745
Vision: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=1#35045750
Confidence: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=1#35045756

Football Skills
Blocking: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=1#35045758
Tackling: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=1#35045759
Throwing: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=1#35045762
Catching: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=1#35045769
Carrying: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=1#35045772
Kicking: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=2#35045775
Punting: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=2#35045777

Special Abilities/Veteran Abilities
Special Abilities: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=2#35045782
Veteran Abilities: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=2#35045784

Game Mechanics
Breaking Tackles: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=2#35045824
Catching Passes: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=2#35046013
Defending/Intercepting Passes: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=2#35046016
Energy Usage: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=3#35046026
Faking a Defender: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=2#35045826
Forcing Fumbles: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=2#35045818
Making/Holding Blocks: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=2#35046004
Making Tackles: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=2#35045820
Pass Rushing: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=2#35046008
Passing the Ball: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=2#35046021
Shedding/Breaking Blocks: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=2#35046002

Miscellaneous
Height/Weight: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=2#35045815
Master Log of Quotes - Post #1: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=1#35045710
Master Log of Quotes - Post #2: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=1#35045715
Other: http://goallineblitz.com/game/forum_thread.pl?thread_id=3938152&page=3#35046029
Edited by Mat McBriar on Jul 27, 2011 11:36:24
Edited by Mat McBriar on Jul 27, 2011 11:32:57 (Putting these oldies to more open use)
Edited by Mat McBriar on Feb 9, 2011 07:42:55
Edited by Mat McBriar on Apr 12, 2010 04:25:10
Edited by Mat McBriar on Apr 12, 2010 04:14:51
 
InRomoWeTrust
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Master Log - Post #1

Originally posted by Bort
Originally posted by TyrannyVaunt

Bort... Does Outside Blocker VA activate for a Pulling Guard? Would Outside Blocker VA stack with this Pulling Lineman VA?


It is basically the extension of Pulling Lineman. Essentially, where Pulling Lineman ends, Outside Blocker takes over. Of course, it's only on run plays, but helpful nonetheless.

I am serious about the First Step thing, too, BTW. PP tested giving his guard 10 first step, and it's night and day on how well he pulled and got to the edge. There should be some discussion of it in the test blog if you go look. That's why we added this VA. G's needed a way to get moving out of the gap faster and headed to the outside, as long as it's a choice as to whether he's built to do that, and you are rewarded for doing so.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3751963&page=1#33154852

Originally posted by Bort
Originally posted by TyrannyVaunt

Bort, one other question... Can you explain where Pulling Lineman 'ends'? Is it outside the tackle box? Or further out?


When the player reaches the end of the line and starts lead blocking upwards (or sometimes up/out I suppose). The entire point of the skill is to ensure your guard gets into position to make the block in time.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3751963&page=2#33154927

Originally posted by Bort
Yeah, spin requires winning an agility battle, power rush requires winning a strength battle. You have to win the initial block roll first of course.

By reducing the bounciness of the pass rush as it was, pressure ended up going down more than I wanted in the end. Giving each type of player some sort of move to get around his blocker makes sense to get some sacks/hurries, and makes watching your defender's replays a little more satisfying IMO. When he does a sweet spin move or shoves the blocker back and goes in for the kill, it's a bit more exciting than just sorta drifting into the QB or something, LOL.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3744283&page=1#33069280

Originally posted by Bort
Originally posted by JBStar23

ok but one question for my cap 30 casual i already have a center is there any penalty for playing a center at guard?


Minor penalty, not much.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3729812&page=20#32932635

Originally posted by Bort
Originally posted by tautology
Follow up on jumping:

I occasionally see O-line seeming to "reach" for blocks (often failing and falling down), and we often see WRs "shooting forward" to make downfield blocks (which usulayy result in just pushing a CB significantly closer to the runner fwiw).

So...does jumping play a role *at all* in these sorts of blocks?
No, but blocking does.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=4#32781985

Originally posted by Bort
Originally posted by Longhornfan1024

I've seen the quote, what I'm concerned about is that it could be interpreted to mean either: (1) jumping plays directly into the swat score, or (2) jumping helps to get the CB into position, thereby causing less of a penalty to the CBs swat score. I'd just like to get it clarified.


Directly into the swat score (and determines how much over the player's head he can reach)


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=5#32782042

Originally posted by Bort
Originally posted by z0s022

Does carrying help SAs fire? Is it a bonus of sorts to all the other "rushing" related attributes? That is speed/agility/strength, etc. Obviously it helps protect against fumbles...but I wonder how else it factors in the equation.


Yes, it helps you make cuts better, and helps improve chances on things like Head Fake & Juke. If you run with the ball a lot (like a HB), it should be a pretty primary concern.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=5#32782099

Originally posted by Bort
Originally posted by Longhornfan1024

Since Bort is on, I'll ask and see if he responds. In a response to a question last week you implied that strength only plays into the PD roll during a jump ball? Did you mean to make that implication, and, if so, does that mean that there are two different PD scores for jump balls and non-jump balls?


Yeah, strength really only helps you when you have to fight with the receiver to get the ball. If you're standing all alone, you're not going to need a lot of strength to catch the ball.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=7#32782356

Originally posted by Bort
Originally posted by Longhornfan1024

Interesting. So I guess that means on the infamous jump the route plays that CBs always bitch about when not getting intercepted, that means vision, jumping, and catching probably play a large roll and strength plays little to none? I'd of thought there was some strength requirement needed to counteract ball velocity or pass quality.


You need at least some if the ball is going fast, but not a huge amount.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=9#32782647

Originally posted by Bort
Originally posted by StinkCheese

how exactly does agility factor into running with or without the ball i know if helps changing direction without losing as much speed but exactly how big is it on running just a streak route for instance?


Not quite so big after the first little while. Agility plays a part in acceleration and deceleration. If you're just running in a straight line and not stopping, it doesn't help you much.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=10#32782750

Originally posted by Bort
Originally posted by Robbnva

agility has been known as the was to increase acceleration but is it coded as a ratio with speed?

meaning does a guy with 80 speed and 60 agility have a faster acceleration time than a guy with 80 agility and 60 speed


Speed is part of acceleration too. I would have to do the math for the exact values, but I think those guys would probably accelerate about the same.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=11#32783042

Originally posted by Bort
Originally posted by StinkCheese

what exactly factors into a break block role? for instance obviously most OT's have significantly higher strength then speed rushing DE's, so is break block % adv eq over-rated to a speed DE?


Agi, Str, Weight mainly. There's actually several rolls that go on during the blocking process, and multiple ways to break a block. Str will help you not get pancaked and do reverse pancakes. Agility will help you spin & rip around the blocker, though that is moe useful when pass rushing than vs the run (str is more important there). A lot of what happens depends on your pass rush tactics as well.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=14#32783490

Originally posted by Bort
Originally posted by Bayemon

Does acceleration at the snap help dlineman shed the inital block at all or give advantage in the engagement? IE, if Im a DT with 68 visiion and pass my check and hit the OL first, is there any advantage?


Yes, the initial pushback effect will be greater, because the blocker has no momentum to work with.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=15

Originally posted by Bort
Originally posted by StinkCheese

so would break block % adveq be calculated into every role?


Not in the roll to avoid pancakes. Just for when you're trying to break a block, however that might happen.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=16#32783725

Originally posted by Bort
Originally posted by z0s022

Since we stated that carrying helps in ways outside of the "obvious"...does catching help WRs in a similar fashion? Obviously it affects the area in which a WR can catch pass(along with jumping apparently). Does it help SAs fire? Does it help with route running(speed, agility, etc).


No, but it helps you maintain speed when catching the ball.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=16#32783773

Originally posted by Bort
Originally posted by z0s022

Related question...do the rate in which the WR SAs fire depend in part on the carrying of said WR? That could explain why you see WAY less spins for a WR than a RB(even more disproportionate than the touches they have IMO).


After the catch, yes, just like a HB.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=16#32783773

Originally posted by Bort
Originally posted by kalkmanc

Does hold block AEQ help win a pancake roll? or is it primarily used to prevent being reverse pancaked?


Doesn't help with the pancake roll directly, no. It's the counter to the break block skills of the defender.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=16#32783800

Originally posted by Bort
Originally posted by alindyl

Question that i asked back on page 12 that was missed, hope you don't mind me re-asking. Tautology early on asked about players blocking opposing players in the back giving them greater than normal speed (a speed boost). I had a question of whether there is anything else that occurs to the shoved player or should occur. it would seem to me that getting shoved from behind is going to potentially throw the player off balance. Shouldn't there be some negative effects from it? If not it seems like the players should know better than to reach out and shove someone when it always gives them a speed increase.

Unless this is intended but it seems to me that a player cannot block someone facing away so there could never be a block.


Yes, they are thrown off balance, less likely to make a tackle. Often they are just knocked down, though.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=18#32784017

Originally posted by Bort
Originally posted by z0s022

Final question, stems from this question in the free flex winner post by Catch:

#11 - How exactly does weight and height affect players?

Weight makes players move more slowly, but makes them more powerful blockers, tacklers, and rushers. Tall players are more likely to bat down or catch high passes, but shorter players have a lower center of gravity and are harder to knock over.


What confuses me is that one of the best powerbacks (if not the best) weighed 181 pounds in Jedi knight. The WPL MVP in season 13 was Project Marcie. Is there some factor that helps these SMALL power backs break tackles? Obviously their size is counter intuitive to what one would project to be a successful powerback. Might it have something to do with their more rapid acceleration due to their small stature? Perhaps they can simply get back up to full speed quicker due to an acceleration boost due to small size.


I think you answered your own question.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=19#32784074

Originally posted by Bort
Originally posted by timthorn

Do FF% AEQ, Wrap-Up, Power Tackle, and similar VA's, SA's, and AEQ affect Knocked Loose rolls?


Yep, just like the tactics settings do. Anything that can make you hit harder can pop the ball loose.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=19#32784179

Originally posted by Bort
Originally posted by BlueWave

To follow up on my other question, what do you think the 4th most important attribute for a CB is behind Speed, Agility, and Vision? Would it be Jumping or Catching or possibly something else?


Jumping IMO


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=22#32784498

Originally posted by Bort
Originally posted by lukin83

Is player weight a factor in Spin rolls?


No


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=23#32784511

Originally posted by Bort
Originally posted by Drs

since Longhornfan1024 and CMON used their 3 Qs, can I ask the following?

Is a CB's INT roll modified by his PD roll, or are they two completely independent rolls?
Sub-question: Do the rolls take place simultaneously or is there a progression? In a previous post you said that it goes INT-->Swat/Anti-swat-->Catch-->Knocked Loose (tackle roll), but recent posts by you seem to imply that it's much more complicated than that.


It is fairly complicated as there are lots of situations, but the general gist is (if I'm the CB):

- I have to see the ball is coming in the first place (vision check)
- I have to get into position near enough the the ball to interact with it (speed/agility etc)
- I have to check if I am even going to get a chance to interact with the ball (Int check? No? Swat check instead?)
- If I'm near the WR, I have to fight with him to see who gets a chance at the ball (my roll vs his roll)
- If I win, I get to intercept or swat the ball. (depends on first roll type that succeeded, and if the WR gives me trouble catching it)
- If I lose, the receiver gets to try and catch the ball. It's all up to him now, though my being close by makes it harder on him.
- If the receiver fails to catch the ball, I get once more chance to try and intercept it if I am close enough.
- If the receiver catches it, now I've got to tackle him. Here's my chance to knock it loose with a good hit.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=26#32784854

Originally posted by Bort
Originally posted by timthorn

QB's pre-snap reads, are these reads looking at the Defense's previous tendencies during similar plays/downs/etc (like auto-adjust), the actual Defensive Play (as in the DPC) the sim loaded for that play, the defender's position in relationship to the LOS or receiver, or some combination of all of these?


QB looks to see who's most covered based on players starting out near a receiver. Receivers with no coverage men can become the "hot read" and get the first look.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=27#32785044

Originally posted by Bort
Originally posted by timthorn

How does the QB know if a blitz in coming? 3+ Blitzers may be coming every play, so would the chance to audible for extra protection change if it is just 3 blitzers vs 5 blitzers (when Fearsome kicks in) during a pass rush? I hope this makes sense.


He can count, and he can count overloads.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=28#32785172

Originally posted by Bort
Originally posted by griffin8r

There was much discussion in the first Q&A about SB being a flat bonus to the actual break block roll, while BB% is a percentage bonus to your chance of succeeding the roll (my guess would be lowering the target number to succeed by X%)

My question is, since this is an opposed roll, in a double team situation (as DT's experience constantly) wouldn't the SB be far more beneficial, since your percentage chance of breaking the block is pretty low against two opponents? Or am I misunderstanding the interaction in a double team?


Hm, yes Shed Block would probably be more beneficial. Break Thru would be better, but Shed Block would probably work better than a % item for you.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=29#32785245

Originally posted by Bort
Originally posted by griffin8r

Oh - one more thing...

If you have both SB and a % BB item, how do they interact with one another?


%BB on your base value, Add SB bonus on top.
Originally posted by Bort
Actually, I take that back. Just checked and it's percentage on top of everything. Had to check


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=32#32785583
http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=33#32785707

Originally posted by Bort
Originally posted by TxSteve

Bort - any comment on the current pass/run/no focus settings for players?

is that setting still meaningful even at higher levels?

is that feature and its effect on the field about where you want it to be?

is it pretty much a vision bonus/penalty?


Yeah, it's mainly a reaction time bonus. Pass block focus does help pass blocking scores, and run block does help run blocking scores, though.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=32#32785651

Originally posted by Bort
Originally posted by Saris

I guess I was unclear, by anti-PD I meant on the receiver side of the roll to prevent PD's from occurring, thanks for the reply nevertheless.


Ah, ok.

We're mostly comparing the same attributes between the receiver and defender. Jumping, vision, and catching + SA's & VA's. The receiver is naturally going to have a bit of an advantage in the vision department, since he knows the play (assuming a good pass), but the physical skills needed to bat the ball are the same for both sides. The receiver is just focused a bit more on catching, since that's his primary goal.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=3#32436234

Originally posted by Bort in reference of pass deflection roll
Sticky hands affecting it: no. That's what "Swat Ball" is for.

Focus is mainly on jumping and vision, and the ability to get in position (so your speed/agility/vision for that). More catching will help turn PD's to INT's. Strength helps if the receiver you're competing with is strong, if it's a jump ball.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=2#32436096

Originally posted by Bort
Originally posted by odg62

A lot of people swear to god that Blitz SA dosent work well, if at all. My question is do speed/agility bonus SA's like Blitz, Shutdown coverage, Closing Speed, Route Running, etc, etc all give the same bonus to attributes, or does each one boost a different amount?

ie - does SDC give a +1% while blitz gives a .05%


They are all different. They also do not just give bonuses to attibutes. They often give flat bonuses to final scores. For instance, say your "running speed" score is 35. Closing speed might simply give +1 per level to the score, or a flat bonus if you pass a roll vs its level.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=4#32436381

Originally posted by Bort
Originally posted by cosmoxl

hasn't been answered so I'll rephrase: what's the difference between, for example, shed blocks SA vs + break block %?

thanks!


They are very similar, those shed block is one of those "flat rate" type SA's, as opposed to a % boost. Depending on your existing score, break block % might be better or worse.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=7#32436881

Originally posted by Bort
Originally posted by Saris

I'd assume that confidence affects rolls to prevent demoralizing effects from SA's etc. But could you give an example of confidence affecting a non QB/K/P roll that isn't related to preventing a demoralizing effect?


It can help you take a hit better, possibly avoiding a fumble. Think of "cringing" as a scary defender is about to hit you.

The main thing it is for, however, it morale-related things. There are far more morale-related uses for confidence than non-morale related.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=8#32436956

Originally posted by Bort
Originally posted by LionsLover

Speaking of morale, what about the LBer SAs? Are they still "working as intended"? I know a lot of players who haven't seen an effect (including myself).

Also Aura of Intimidation, is it just a temporary penalty to morale? A group of us actually started discussing that today, so I'm just curious.


Yeah, they still affect morale, though a lot of QB's have very high conf, and several are directed at QB's in particular. Aura is a permanent drain.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=9#32437314

Originally posted by Bort
Originally posted by cosmoxl

does the run block SA help a blocker obtain better blocking position? and maintain it?


It won't speed him up, but it will help his blocking rolls once he's engaged, so in a way, yes.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=10#32437448

Originally posted by Bort
Originally posted by Saris

Since there are a lot of morale related questions I'll add one more.

The "General" skills (Line General, Field General etc), are they permanent or do they only effect the energy and morale on the play where they're triggered? Also at one time two seperate energy bars were described, one being a more fluid in-game energy bar that could deviate by quite a bit during a play; and another max energy that determines substitutions, and at one time was visible at the end of games. Are there seperate in-game and max morale bars as well? And if so which is affected by the General skills. Thanks in advance!


Permanent gains.

The max energy bar is still visible at the end of games until rollover. The morale maximum is always 100%. It doesn't work the same way as energy in that regard.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=12#32437672

Originally posted by Bort
Originally posted by Robbnva

also we have all see the post from bort about strength for qbs isn;t cut in half when rushing, however his comment originally was something like "I don't think it does " or something like that. I personally have run tests with my rushing QB to nothing but fail, yet none of the testers will actually run a test to find out if it really is 100% true.

can we please get a confirmation 100% that QBs with strength is not halved on planned QB rushes?


I looked last time it was asked and it is not.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=18#32438649

Originally posted by Bort
Originally posted by Staz

Any response to the idea of making players remember the way certain things happen within a play. My main idea was QBs and the target receiver, but this could go for defenders and tackling a player who faked them out earlier. Maybe they're less likely to fall for it again because they 'expect it', or a LDE remembering that last time the O came out in Strong I, they ran a screen, so he's a little less aggressive against the pass, etc.


There is some of that already in play, actually. If a player keeps getting hit with passes, his risk value increases, and defenders will cover him closer, etc. It's not really applied in a ton of areas, though.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3662645&page=5#32300985

Originally posted by Bort
Originally posted by jdbolick

Separate issue, but a good one to bring up. I'm convinced that CBs either get a bonus to tackling or have a lower make tackle threshold. I think Bort did it to prevent them from missing most of their tackle attempts, not unlike buffing low level passing.


Nope.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3629679&page=27#31916677

Originally posted by Bort
Originally posted by jrry32

Also Bort, does spin's success rate have to do with running style? I have seen my more powerful backs have a lot more success with spin and use spin more often than my elusive despite them being on power running style? Shouldn't spin if it uses agility be more effective on elusive style?


It just depends on if you're running into the guy...so power guys are gonna run into more people.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3629679&page=19#31915930

Originally posted by Bort
Originally posted by Bukowski

But it is a break tackle, which is what Bort just posted.

You will never see Spin in the play-by-play, unless you're able to break the tackle.

Agility makes it activate, but you need other things to make it successful.


That is true. However, you might still see the start of the spin animation as you are tackled.

It's special, however, in that agility is the main modifier, as opposed to strength (like Power Thru)


http://goallineblitz.com/game/forum_thread.pl?thread_id=3629679&page=17#31915770

Originally posted by Bort

Originally posted by jrry32
Well you already answered the question and basically ended the thread. However, I will ask does BTK Chance or Fake Chance work with Spin? I would think BTK Chance since spin is a BTK SA but it is on the elusive Tree so it could be Fake Chance...


BTK


http://goallineblitz.com/game/forum_thread.pl?thread_id=3629679&page=17#31915704

Originally posted by Bort
Originally posted by Danny7185

Do Pocket Crusher and Technique Man both work if you use Combo as your Pass Rush Style?


They can. Combo makes you randomly switch between evasive and power. Depending on what randomly comes up, you could use one or the other.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3541391&page=2#31018522

Originally posted by Bort
Originally posted by Jiddy78

I'll bother Yella one more time...Quick one: True/False

Stonewall sounds a lot like Foundation SA and seems more passing oriented for offensive blockers.


True, but it works for BOTH sides of the ball.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3541391&page=2#31018504

Originally posted by Bort
Originally posted by StoutOne

Oh, and when will Fearsome work?

I don't see many bad throws when using Fearsome (like 1 this past season), but when I see hurries register in the text, there's a lot of bad throws.


It works, though yeah it doesn't show as a sometimes. Sometimes another player can actually get credit for a hurry due to fearsome, actually. If there's a player whose broken free and overall pressure is high enough, the QB will feel hurried and it will just attribute it to the closest unblocked guy.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3541391&page=2#31018229

Originally posted by Bort
Originally posted by BengalDuck

Bort, can you clarify what bull rusher is saying? Is that a % bonus to Strength or simply that the equation to break a block is altered.

For the latter, meaning that:

break block roll = 20% strength, agility, vision, tackle, blocking (lolhypothetical)

With maxed VA against a pass rush, new equation is 35% strength, 16.25% for the other four? 23% strength, 19.25% the other four?


Equation to break a block is altered. Strength's importance becomes higher. So if you had great strength but not so hot agility, you could use the VA to enhance block breaking to focus on your strength and get a better roll.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3541391&page=1#31017990

Originally posted by Bort
Originally posted by StoutOne

If you have Sure Tackler, and David vs. Goliath misses the first roll, Sure Tackler gives you another and you succeed, will you still take a double energy hit because you missed the first one....or will the code know not to deduct it?


No, it'll only do based on the final value. If it deducts the DvG percentage and still wins, no penalty. Sure Tackler basically rolls twice and compares both.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3541391&page=1#31017952

Originally posted by Bort
Originally posted by sunshineduck

Also, just out of curiosity, are the FG replays actually accurate as to where the ball is going or is it just a "FG made, random FG made replay / FG missed, random FG missed replay"?


It's using the same formulas as before to figure out if you missed or not, so percentages should be the same as they always have been. Then it decides based on your rolls if it was wide or short, or both. Then it chooses a random left/right direction to kick it to, if it's wide. However, the amount of wideness depends on how bad the roll was missed, so it does give some feedback.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3402875&page=7#29644734

Originally posted by Bort
I answer this question at least 10 times per season...perhaps it should be in the FAQ?

Global rank is sorted by your raw MVP score, which adds up all your stats and assigns you a "quality" score.

Conference rank is a combination of your raw score, your percentage of your team's total output, and your score in comparison to other players at your position in the conference. Therefore, it is entirely possible for the global to be different than conference rank.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3248952&page=1#28199462

Originally posted by Bort
Originally posted by ImTheScientist

Do SA's give diminishing returns above 10 or is that just a myth?


That is not a myth at all. Points above 10 are treated as "fractional" points.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3214072&page=59#27858469

Originally posted by Bort
Originally posted by BengalDuck

Bort, are there hidden attributes or optimal ratios that may explain why having greater values at every single skill may not suggest greater performance?



(Has anyone ever asked when Bort was in a thread?)


There are so many factors that go into a play that it can be hard to sort them all out in the end to say "this is what's going on here."

There are definitely ratios of skills that tend to work better than others, though, and a good player will not pump one skill and forgo all others. You need a certain amount of supporting skills to make your other skills work at top potential. That's generally pretty well known, though - you need enough agility to use your speed, etc.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3214072&page=60#27858675

Originally posted by Bort in reference to running on elusive vs power
Originally posted by the man of doom

no it just changes the # of ticks u look for a new path


+1

Also how big of a radius you try to take around defenders.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3207031&page=1#27746240

Originally posted by Bort
Originally posted by Deathblade

I thought Quick Release just decreased "wind up" of a pass, giving zone defenses less time to react. Bullet passing would also be a counter, rather than lofty passes all day.


Yes.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3204340&page=15#27722930

Originally posted by GMathiasf
"This player turns it on when in the red zone. Each level of Red Zone Freak gives a +5% chance to gain +5% to all attributes when inside the 20 yard line..."

Ok, so I've always assumed that this VA triggered when the line of scrimmage was inside the 20, but the way it's written, it's almost like it's based on where the player is. Am I right and this is just another example of unclear description? Or is it possible that a player can gain a +5% boost in the middle of a play as he crosses the 20 yard line? It always seemed to me like this was a VA that would be based on the line of scrimmage at the start of the play and that it would keep the entire play if rolled. Anyone know?
Originally posted by Bort
uses the LOS, and no it doesn't work inside your own 20 on offense, LOL.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3206435&page=2#27745986

Originally posted by chronoaug
Again, it's something i really want to know. When a player in zone picks a guy to go cover does he enter "man coverage" mode where SDC would activate or is it only when you are designated man coverage in the play creator?

It seems SDC helps you fight for the ball so just curious

Wondering if a FS playing a deep zone had a WR enter his area and starts to cover him would be in "man coverage" mode or covering him but still in "zone" mode and if SDC would activate.
Originally posted by Bort
No, as long as the ball has not been caught yet, he is technically still in zone coverage, so only zone abilities apply.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3191366&page=1#27594680

Originally posted by Gott
Other than Aura, do morale-reducing SAs lower morale on a failed tackle roll?

I have a feeling that, even though the defender is missing the tackle, the SAs are still lowering morale.
Originally posted by Bort
Yes, they can.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3152828&page=1#27230958

Originally posted by Bort
Originally posted by jdros13

Serious question: If you have the same play call in multiple inputs, will its success or failure in one input adjust its frequency in another input?


No, just that situation. It's adjusting the output's percentage, not the play.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3150499&page=1#27227817

Originally posted by Bort
Zero won't ever get a chance to move up, because it will never get called.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3150499&page=1#27227797

Originally posted by Bort
Originally posted by AngryDragon

I do not know but this is how I assumed it has been working.

Plays get called as your percents define them. As each play happens a positive or negative score is applied to the play depending on the results of that play. I think the auto adjust begins to play the plays with the highest positive scores more frequent. The frequency probably depends on how high you turned up the auto adjust very quick being the highest setting.

Keep in mind, I could be way off.


Yep, as a play does better, it's percentage of calls rises. As it does poorly, its percentage decreases.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3150499&page=1#27212781

Originally posted by Bort
Originally posted by TheGreatAus

Another clarification point: Juke works in the pre-catch phase of the play while running the route right??


It can, yes, assuming your player is making cuts during his route.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3149594&page=1#27202750

Originally posted by Bort
Originally posted by Binestar

Does that include if a player has Creative running set?


Yes, it does.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3149594&page=1#27203148

Originally posted by Bort
Originally posted by TheGreatAus

And does it mean that a cut has to be built into the play itself? For example, a player wouldnt cut on a streak route, right? Or would he juke to get behind the CB after the CB opens his hips?

Or would cutting on the route fall onto the creative running option?


On a streak route, it doesn't apply unless you're on creative.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3149594&page=1#27203163

Originally posted by Bort
Originally posted by kingofgod

Safe to assume HF works during routes then also?


Yes, though it's not as effective of course.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3149594&page=2#27204098

Originally posted by Bort
Originally posted by Robbnva

since we are clarifying things.

route run work for creative route running?

I assume yes but some people think no


Yes, it works as long as the player is running a route of some sort.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3149594&page=2#27204114

Originally posted by Bort
Originally posted by RobertRJS

bort, does sticky hands help the anti-PD roll as well?


No, it just helps you not drop the ball on your own accord.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=2#27002929

Originally posted by Bort
Originally posted by RobertRJS

interesting. god am i glad i didn't invest in it, then. don't need to save myself from 2 drops.

i was hoping it was an anti-swat ball SA sorta like shutdown is anti route run. guess not.


Ah, on that accord, yes it can help. I thought you meant "can it help combat knocked loose passes?"


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=2#27003113

Originally posted by Bort
Originally posted by RobertRJS

wait, what.

so sticky hands helps you not have the CB PD the ball? by help, i mean increase your anti-PD roll

And I did ask that too. Was asking both.


The CB has to fight you for the ball. Stick hands gives you a better catching roll. Therefore sticky hands helps you fight the CB for the ball. Make-a-sense now?


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=2#27003419

Originally posted by Bort
Originally posted by steellithium

Are they two separate rolls. I mean does it go:

1. Catch Ball vs whatever
then
2. Knocked Loose roll vs whatever

I guess I'm asking, if some one already has enough carrying, will this matter to the initial catch?


Once you've caught the ball (PD vs catch), the defender, if he can react in time, has a chance to smack you and try to knock it loose. That's a separate roll.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=3#27003624

Originally posted by Bort
Originally posted by Iron Maiden

The CBs have Sticky Hand SA, too. So it attributes to PD rolls as well as anti-PD rolls?

Then I guess catching attributes to PD rolls as well?


Sticky hands for CB's helps with interception catching roll. If you win vs the receiver, you can possibly intercept the ball instead of just batting it down.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=3#27003684

Originally posted by Bort
Originally posted by WiSeIVIaN

Bort, if your still in this thread can we get a clearification of the possession receiver re-work?

Is the bonus to stopping knocked loose passes online within 8 yards, or is it regardless of route length?


Regardless.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=3#27003707

Originally posted by Bort
Originally posted by steellithium

Does tackling work the same way.

Is it?

1. Tackle vs Break Tackle

then

2. Force Fumble vs Cover Up


Pretty much, yep.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=4#27003764

Originally posted by Bort
Originally posted by RobertRJS

one more thing

When the replay says "caught and knocked loose" does "caught" actually mean physically completely caught (as in cupped in the hands) or can it also mean "being bobbled" and/or "touching the hands."

From the replays sometimes it seems a knocked loose is more of a CB swatting the actual ball out from the hands or pushing the receiver right after the ball touches his hands.


It means they have gotten their hands on the ball in some respect. It takes a couple ticks to have "possession" though. That's where your carrying starts to come into play, if you get smacked before fully reeling it in.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=4#27003831

Originally posted by Bort
Originally posted by steellithium

Cool. Are there carry overs from winning the first roll by a lot? Do you get a bonus to the next roll?


Yes.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=4#27003969

Originally posted by Bort
Originally posted by blln4lyf

Hey Bort, when using Nerves of Steel, would the reroll account Mr. Reliable and the Possession VA into it, or would they only work for the first roll in which the knocked loose occured?


It rerolls the whole thing, including any bonuses, etc.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=5#27004071

Originally posted by Bort
Originally posted by RobertRJS

how come mr reliable got no boost to anti-knocked loose!?


It already had it?


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=5#27004093

Originally posted by Bort
Originally posted by AngryDragon

I wondered if more confidence would help WRs when it comes to knocked loose passes. I mean they are bound to happen at some point. Do knocked loose passes hur moral like dropped passes? Would more confidence help at all?


Yes on both.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=6#27004139

Originally posted by Bort
Originally posted by kalkmanc

Bort, does catch ball chance aeq work for defensive players to help intercept the ball? just like intercept ball chance aeq...


Yeah, it helps intercept rolls. I will not help you beat the WR, however.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=7#27004537

Originally posted by Bort
Originally posted by blankspace

What do you mean by beat Bort? Like, if the WR wins the roll, your CB can't have a roll over it and catch the ball instead?


No, it won't help you in your PD vs Catch roll. It will help you catch the ball if you are in a position to do so, however.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=7#27004630

Originally posted by Bort
Originally posted by kalkmanc

so is intercept chance aeq better for a db?does that help in the roll?or is it the same.


They're p much the same, but intercept doesn't work for offense.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=7#27005077

Originally posted by Bort
Originally posted by Iron Maiden

I thought interception roll comes first o_O==> failed==> PD roll ==> failed ==> knock loose roll


knock loose is separate from the catching system; it's more part of the tackling system.

Also, There's another intercept opportunity at the end if the WR fails the catch.

Defenders can also intercept the ball on their own, just by being in the right spot at the right time.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=8#27005155

Originally posted by Bort
Originally posted by Sik Wit It

Bort how far away does a defender have to be from the ballcarrier for "Closing Speed" to kick in? Can we at least get a ball-park number here? >_>

I know it has nothing to do with the topic but you're a hard man to reach.


5yds IIRC


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=8#27005184

Originally posted by Hanz
Ok it says it give a +2% to making catches less than 8 yards.

It now also says it +2% to resist having the ball Knocked loose.

Does the resist percent only apply to catches less than 8 yards or does it apply to every catch no matter how long?
Originally posted by Bort
Every catch.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3130084&page=1#27004307

Originally posted by Bort
Originally posted by Joe Buck

Bort -

Let's talk Clutch VA. Is *every* play in the playoffs considered "clutchable" not just 3rd and 4th downs? We all know what the description says, but I have a hunch, the playoffs play under a different set of rules.


LOL, no. Same rules for playoffs as any other game (except for HOAC of course)


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=6#27004285

Originally posted by TribesJunkie
I need to ask this question with an example:

If I set up a package for say 20% each for 5 different short passing plays(20/20/20/20/20)
-for a total of 100%- I import this package to my AI for first down. I then give this package a 30% chance of firing using the AI.

Which is true?

A) Do I wind up with 30% chance of any of these short passes from this package (with a 1:5 chance for each play being called). And.... can I make the other 70% chance for this down whatever I want......

B) Does the package being 5 plays at 20% each use up the full 100 % of anything I call in the AI because it overrides the rest?

C) Do I create a conflict in the AI or something else happens... If so does anyone know what?

I'll take my answer off the air ... thanks. Hope it makes sense.
Originally posted by Bort
A.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3126836&page=1#26979774

Originally posted by Bort
Actually, the default non shifted 4-3 alignment is much more like this now:

--------ROLB------MLB------LOLB-------
----RDE---------DT-------NT----LDE-----
------LOT---LG---C---RG---ROT---TE----


It used to be the other way, shifted with the tackles more to the weak site, but we switched it up a couple seasons ago, and added the weak/strong shifts to go with. Go make a custom D play and you can see what I mean - the 4-3 defaults all use the unshifted base setup. Also, you can move them left and right to line up over wherever gap you want, really (within exploit reason).

So the main issue is really that the DT and NT position labels are reversed from what you're talking about, which, while possibly more correct, is still just a label for the position. Changing the label should be easy enough, I suppose, but what are the other implications of the update? There are an awful lot of custom D plays out there that would have to be updated if we were to swap the DT's, player builds might run into issues as discussed earlier, etc. Are those things going to cause big issues?


http://goallineblitz.com/game/forum_thread.pl?thread_id=2979793&page=10#26860910

Originally posted by Bort
Originally posted by HULK

So, is the "vision cone system" the same for everyone, or do players with higher vision have a bigger cone?

Thanks.


Players with higher vision have more of a chance to see players within the cone, but it is the same size for all players.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3112573&page=1#26852074

Originally posted by Bort
SB and SDC's pd abilities do pretty much the same thing (+bonus to PD roll score) though at different values. They can stack as well.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3111584&page=1#26833855

Originally posted by Bort
Originally posted by Longhornfan1024

Just to be clear, this means they do the same thing as % AEQ? If so, can you give us an idea of how the base score is determined? Thanks for the reply.


Base score = based on your attributes. Let's say for argument your attributes give you a score of 50. Then your SB and SDC SAs give you a flat bonus of +10. Now your score is 60. We then do a roll off of your player vs the opponent's, higher score wins.

AEQ or a VA with "+deflect%" will give you a percentage bonus, which would take your 50 and multiply it by X%, so a +10% would give you a score of 55.

These are all made up numbers of course, but that's the general concept.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3111584&page=1#26847058

Originally posted by Ronnie Brown 23
Bort (or through Tpat) stated that pass blocking and run blocking use different blocking equations. Which set of equations is used on special teams? I'm assuming it's run blocking, but there's the possibility that it might be a completely new set of equations.
Originally posted by Bort
Run.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3111122&page=1#26830596

Originally posted by Bort
Originally posted by BLeonard

So, would this mean that the run blocking tree for O Linemen would help on Special Teams as well?

-Bill


Skills that talk about run blocking, yes. Stuff like Line General or whatever, no.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3111122&page=1#26831339

Originally posted by Zeke1976
Does a center's line general SA activate when playing long snapper?
Originally posted by Bort
Originally posted by Kevin71

Says it only works if playing the C position and LS is a different position.

__________________________
Maria Sharapova Slammers IMO




http://goallineblitz.com/game/forum_thread.pl?thread_id=3105871&page=2#26798302

Originally posted by jimbcnu
Okay, If I want to have multiple OAI package inputs for a single output with the auto adjust on, will it adjust to the best working plays within each package or just to each package (in it's entirety) that is working the best. For example if I have inside rushing package with different plays, a short pass package, an outside rush package... etc. Will the auto adjust for those plays in each particular package or to the package that is working best (maybe my inside running game is working better than the other packages in that ouput, would it favor the "inside rush package" without adjusting to the plays in it?????)

I hope you can understand my poorly worded question!
Originally posted by Bort
Per OUTPUT only. The whole package will be adjusted up/down.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3104861&page=1#26778129

Originally posted by Bort
More catching, more vision, with higher amounts needed the faster you are.

Failing rolls against your catching score will make you slow down when you catch the ball, while succeeding will keep you going.

This is assuming the QB leads you well, of course.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3092901&page=3#26676209

Originally posted by Bort
Originally posted by j10er

Total speed score, as I read it. Which makes complete sense, considering what we've seen from the sim.


No, it's current velocity actually. If you're already running slow or stopped, it should be easier to catch the ball IMO.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3092901&page=3#26677153

Originally posted by Bort
Originally posted by PackAttack785

Doesn't carrying effect how you bring the ball in?


Yes, but more as it relates to holding on to it and not bobbling, or dropping it because you got hit.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3092901&page=3#26677224

Originally posted by vrshah
Does it only work when going up against stronger blockers or is it an "always on" type of deal?
Originally posted by Bort
It lessens the morale/stamina hit when losing blocking rolls, every time you lose the roll. "Stronger defenders" refers to guys who are probably beating you more often.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3081276&page=2#26615491

Originally posted by Bort
Originally posted by Nuge20

How quickly, I dont want my 50% pass play to get knocked down to 20% due to 2 incompletes. Can you explain 100% v. 50% v. 10%?


Depends on your setting for speed of change. You'll probably have to play around a bit with it to get the feeling of how it works for you. Put it on "Very Quickly" and your 2 incompletes will knock your percentage down by ~25%, but put it at very slowly, and it'll go down by 2 or 3%.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3086980&page=5#26614221

Originally posted by tautology
So:
1) Does the mentor have to be at a specific position in the depth chart in order to provide the bonus?

2) Do the "mentees" need to be on a specific depth chart slot to receive the bonus?
Originally posted by Bort
1) No
2) No


http://goallineblitz.com/game/forum_thread.pl?thread_id=3073045&page=1#26502868

Originally posted by Bort
Originally posted by Ronnie Brown 23

Originally posted by PLAYMAKERS


why would it be the same?

I'm making the assumption that the game does not do calculations in-between "ticks". So having recalculations every 3 ticks would be the same as having recalculations every 3.1 ticks (until tick #30 when it would recalculate at #31 instead of #30 and then go back to normal).


This is true, there are cutoffs where the number of ticks per recalculate changes (I do not recall exactly where they are, but it's based on dividing the max ticks by your slider position and rounding).

However, the slider also affects the size of avoidance vectors used to try and go around defenders, as well as the size of the vector that pushes the player forward (which, when smaller, allows him more side to side movement potential). That setting is very granular.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3011301&page=1#25900948

Originally posted by Joe Buck
Please provide some clarification on the Dump Pass SA?
Originally posted by Bort
+Pass Quality for short passes, less likely to throw an errant pass.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3010926&page=1#25899300

Originally posted by Iron Maiden
Super Vision
This player has a great football sense. He is far less likely to be faked out by pump fakes, head fakes, and jukes. He is also able to see a play developing earlier and may get the jump on an interception or tackle. This skill is far more effective when used by players with higher vision.
Additional Levels: Increases the bonus toward avoiding fakes and noticing developing plays.

Sounds like what Vision is doing to me. So it is there on every play?
Originally posted by Bort
It is not a flat bonus to vision. It only applies in specific situations, and gives a bigger bonus than a couple points of vision ever would. It is also sometimes used as an "insurance policy" for when you fail your vision check. With Super Vision, you sometimes get second chance to succeed, with a roll against Super Vision's level.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3002388&page=1#25810531

Originally posted by Bort
Originally posted by chronoaug

Bort, does supervision work on offense? Just curious for if an offensive player finds a AeQ piece with it


No, it only applies on D.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3002388&page=1#25811918

Originally posted by Bort
Yes, you can juke & hf during a route, though they happen right as you make a cut (or through creative route running). It's kinda hard to juke somebody on a streak route.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2990738&page=2#25705632

Originally posted by Bort
Originally posted by PP
Could you look into how much this is happening, pls Bort? I don't ever see it. I'll grant that my WR could use some points in a few places for it to kick off better. He started down this road late in life, but damn...10 HF, 11 Juke, 88 agility and over 50 in vision, carrying & confidence (not great on the 50s, but not pathetic enough to stop it from ever happening either)


I believe it is a lower "chance" roll than when running with the ball, and super vision gives a bit better bonus, but I know it happens. Some of those plays where the WR makes a cut and the CB gets left behind standing with his thumb up his butt? Juke or HF. Sometimes it's Pump Fake, but that usually happens right before the throw.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2990738&page=2#25705867

Originally posted by Bort
Update we've been working on with hf/juke in general: vision cone based, instead of just a general radius, where it's easier to fake a guy in front of you (actually at a higher rate than the general fake rate now) than to the sides. That will allow a removal of the one-per-tick update, and it tends to look more realistic too.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2990738&page=2#25706307

Originally posted by Bort
Originally posted by jdbolick

Originally posted by 5STAR


this exploit happens on both running plays and passing plays

It's not quite the same. There are occasions in run blocking when a defender goes completely unblocked because of D-line positioning and mindless blocking programming, but while that also happens sometimes in pass blocking, most of the penetration occurs because DLs quickly ping-pong between offensive linemen until the threshold where they're no longer allowed to be blocked.


This. It's mostly stacking speed boosts from multiple break blocks in a row. My once-per-tick update earlier in the season curbed it some when it's done via tunnel vision, but I might need to extend it to all speed boosts from blocking, or put a lower cap on the velocity at which the defender can move.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2992173&page=3#25705698

Originally posted by Bort
Originally posted by Deathblade

Is it just a speed boost or speed and agility boost? If it's both, wouldn't it cause an escalating effect? Broken block -> Higher chance of broken block +speed -> broken block -> even higher chance, with higher speed, etc etc


It just extends their velocity vector. Doesn't affect the attributes.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2992173&page=3#25705909

Originally posted by Bort
Originally posted by Adderfist
Is carrying part of the equasion on fakes when running routes?


No.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2990738&page=2#25705886

Originally posted by Bort
Originally posted by ryan_grant-25
wait, you are saying the faster your guy is, the more energy he wastes?

he gets to run around a lot more, and make more cuts and stuff, so yeah. Especially at 300 speed...the guy's going to be doing all the cuts for his route really fast, and completing it.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2963972&page=64#25487710

Originally posted by Bort
There is NO max speed limiter for routes or certain positions running routes, etc. I even just went and looked to make sure, because there are other times when speed is limited (such as qb handoffs). Speed and acceleration work on a linear progression towards a value calculated by speed, agility, weight, and other factors (speed and weight being by far most important for max speed). SA's, VA's, etc. of course factor in.

However, WR's often have to slow down catch the ball when it is underthrown, or when doing moves on creative route running, or when changing direction, or when doing comebacks.

Also, you CAN lose speed in the middle of a play by getting tired. Energy and morale are a constantly updating factor; they do not just get applied at the beginning of the play. Otherwise, skills like snarl wouldn't affect the other player, etc.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2963972&page=43#25480689

Originally posted by Bort
Originally posted by steellithium
Ok, then could you push someone's energy and morale low enough, to cause a ball carrier with 90+ carrying to become a fumbling machine?

If they were both in the absolute toilet it would help cause more fumbles from them. With 90 carrying, you wouldn't get down to where you had the equivalent of 10 or something, but probably somewhere around chopped in half or so. Chemistry affects too!


http://goallineblitz.com/game/forum_thread.pl?thread_id=2959791&page=7#25366212

Originally posted by Bloodfart
Does the order of AI outputs affect the chance of a play being called?
Originally posted by Bort
No. In fact, the order of the outputs is shuffled each time they are looked at by the sim to make sure it's more random.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2957199&page=1#25366077

Originally posted by Bort
Originally posted by coach

The "range" is determined by the HB's vision, correct?

So a HB with higher vision is more likely to waste his fake on a player who is too far away to make the play anyway, right?


No, it's based on the defender's tackle ability, actually. It's more like the QB vision checks, where you get a vision check for each guy who's coming into tackle range, to see if you can "see" him.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2953545&page=8#25301762

Originally posted by Bort
Originally posted by Deathblade

Originally posted by Bort


How did you get that?

If he's a better tackler, he has a bigger range of tackling you, and thus becomes a threat sooner.


So...a player with zero tackling is invisible?

Isn't that counter-productive?

Also, LOL @ the people who were saying tackling helps against elusives.


There's a min radius, d00d. The range of allowed tackling distances is also fairly small, but it does vary a bit between a min and max range.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2953545&page=9#25302323

Originally posted by Bort
Players who are blocked or just coming off of a block actually do get a chance at the tackle, at a penalty. However, if they miss, they don't fall down as usual (so it doesn't report "missed tackle").


http://goallineblitz.com/game/forum_thread.pl?thread_id=2941228&page=1#25184730

Originally posted by Bort
Originally posted by Muraske

Originally posted by Bort


A tick is a tenth of a second in the sim. If you think you need to be able to fake out more than 10 guys per second, then hmm...I guess football rules must have changed to allow 20 per side or something. Doing only 1 fake per tick ensures there isn't a whole field of spasming players over and over as they all get faked infinite times every tick.


These are things that need to be clarified before you make any kind of adjustment to avoid having said issues in the future..... Nothing gamebreaking is going to come from us knowing that a tick is 1/10th of a second.


I've been using the word "tick" for quite some time, and you are all familiar with them whether you know it or not. Go watch a replay and hit "forward." One "tick" or frame of animation.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2939773&page=7#25184187

Originally posted by Bort
The players can move during the first tick of the play, which is what you're seeing. It does not show tick 0, which is where they all are come set in their starting spots. The "bug" would not be the lining up, but maybe the move he made (pretty fast wow)


http://goallineblitz.com/game/forum_thread.pl?thread_id=2883199&page=2#24651966

Originally posted by Bort
The run blocking bar is a combination of several abilities, kinda averaged out (the ability to engage/hold, the ability to push him around, the ability to get to your man). STR is more important in pushing your guy around, blocking more important in holding onto the block. In the bar, they're about equal I suppose.

Don't use the bar as your end-all of building your player. It's supposed to be a general idea of how good a player probably is at doing something.

In other words, the formulas in game haven't changed. The output for the bars have.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2867667&page=10#24561839

Originally posted by Duo
Does clutch really cause SAs and other VAs to activate more often?
Originally posted by Bort
On 3rd/4th down and late game situations, yes!


http://goallineblitz.com/game/forum_thread.pl?thread_id=2870952&page=1#24534688

Originally posted by Bort
Originally posted by drakeborn

Originally posted by Duo


oh wow

so wait is that all sas/vas or just a random one?


It adds a small positive modifier to nearly all rolls on 3rd/4th down.

Bort once said something along the lines that if he put in a visual indicator for Clutch it would be flashing constantly on 3/4th down.


Pretty much. Most rolls have a +clutch modifier for if you have the skill and it works for you. It can help you avoid being faked out, make a tackle, use your stiff arm skill, force or avoid a fumble, get an int or swat the ball down, etc. Bonus points to lots of different things.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2870952&page=2#24535566

Originally posted by Bort
It affects a lot of things, so it can definitely be a good skill to have. It tends to give your guy that little edge that might put him over the top in key moments. It's not like it boosts your skills by 30% or something though.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2870952&page=2#24537015

Originally posted by Bort
Originally posted by jrry32

Originally posted by Bort


Originally posted by jrry32



Bort, does higher catching or confidence lead to a QB to look your WR's way more times?


It can; if you're better than your defender you tend to get more looks.


Yea but lets say you have 2 WRs that are getting about equal seperation and one has higher confidence and catching, is the QB going to look his way first because of the higher catching or confidence? I am wondering if catching or confidence kind of works like go to guy, the WR with the highest of it will get the first look.


It's pretty uncommon for them to be EXACTLY the same risk value based on separation, but if it happened, then yes the guy with better abilities would get the target.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2864701&page=6#24509256

Originally posted by Bort
Originally posted by Doc

Originally posted by Bort


Originally posted by jamz



Also have to consider that often times after a catch, dots stop to make the catch, then have to accelerate from 0 again


Or slow down to catch the ball because it's not led far enough or poorly thrown.


First Step only activates from a dead stop. Or is the tool tip wrong?




Yes, it's from a dead stop or close to it (there's a little leeway for having a very tiny movement vector). I'm referring to the fact that that SPEED SPEED SPEED doesn't necessarily give you as much when your QB can't lead you properly, or you have to slow down to make cuts. While you're waiting for the ball to get there, the defender has a chance to catch up.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2864701&page=5#24508062

Originally posted by Bort
Originally posted by fallingmercury

Originally posted by steellithium


Why is no one bringing up confidence and stamina? If a OT gives up a sack, he is going to get a morale penalty. If he gives up a couple more, it will snowball. Actually there should probably be a moral setting, where the team can bench a player when his morale drops below a certain level.

Also stamina is a big part of this. If these sacks are coming later in the game it kind of makes sense. The team is probably passing more when they trail, which is giving an energy penalty to the OT. Added together with the morale penalty, this is probably enough to kill players with low confidence and stamina.


I'll go out on a limb and say it's not true that if a OT gives up a sack that he takes a morale hit. My reasoning is because Bort can't find a way to have an O-line player stat that tracks sacks allowed. That suggests to us that game mechanics are unable to pin a sack allowed on any particular player.

That being said, I think it's probable that the entire O-line takes a morale hit when a sack is allowed.


Good call.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2861875&page=8#24471616
 
InRomoWeTrust
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Master Log - Post #2

Originally posted by Bort
Originally posted by Jose Bagg

What is a lead block? Can a pulling guard benefit from the lead block SA or must a lead block come from the back field?


Pulling guard counts as lead block. Any time a player is heading downfield with the RB following him, it's a lead block.


http://goallineblitz.com/game/forum_thread.pl?thread_id=1068932&page=2#8307440

Originally posted by Bort
Originally posted by AngryDragon

So if we rotate our O line each play does their moral refill like energy?


Depends on if you have motivational speaker and if your team keeps losing or winning. Big play like a TD? Whole team gets a morale boost. Big let down like an opponent TD? Whole team feels it.

Morale refills VERY slowly on its own; it's mostly based on the team doing stuff.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2861875&page=8#24471799

Originally posted by Bort
Originally posted by DrunkenCowboy

Basically it says..

"Each level of goal line blocker gives a 2% to strength, agility, and blocking on rushing plays inside the 5 yard line when this player is blocking on the line"

Technically, TEs are on the line as well..


It should work for the TE - it's based on the player's starting line up position and action (set to block or not). If he's set to go out and lead block or something, it won't work. He's gotta be normal line blocking.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2858552&page=1#24423284

Originally posted by Bort
Over 100 on attributes works fine. SA's have diminishing returns past 10, however.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2834625&page=4#24208856

Originally posted by Bort
Tunnel Vision now gives the ability to get a speed boost after stunning a blocker, so it's gained some value IMO. Blitz just gives you a flat bonus when blitzing (not as big as TV)


http://goallineblitz.com/game/forum_thread.pl?thread_id=2828292&page=3#24178162

Originally posted by Bort
Originally posted by TyrannyVaunt

So everyone feel comfortable that -100 = stick to your man like glue (the old close) and -33 = medium and +66 = far...

If this is the case then we are able to deduce that...

Slide | Coverage Distance
-100 = 0yd
-66 = 1yd
-33 = 2yds
0 = 3yds
+33 = 4yds
+66 = 5yds
+100 = 6yds

Agree?


BOOM HEADSHOT!

Yeah, -100 is the old close, -33 is the old medium, and +66 is the old far. I don't know who will actually want to use +100, but I figured might as well go one more yard if I'm adding options.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2812706&page=6#24093743

Originally posted by DONKEIDIC
Second wind VA. How can it be working?
Originally posted by Bort
It definitely goes off. I have tested it on my dev box where it prints some debug info when it fires, and there's a big output at the start of the 4th quarter. Perhaps the issue isn't that it doesn't go off, but that it doesn't give a big enough energy boost to be noticeable by the end of the game's energy review. Also, how much stamina do the players who are using it have? If they have like 20 or 30, it's not going to do as much good since they just tire out quickly after the boost anyway.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2801372&page=3#23953768

Originally posted by Bort
Originally posted by BengalDuck
Bort, what are your thoughts on CB speed versus WR speed? Is Route Run SA an ample defense versus Shutdown Coverage SA? Does Ballhawk tilt the balance?


Hey, as long as you're in the thread and all...


Yeah, Run Route is basically the opposite of Shutdown Coverage. Ballhawk seems to work best for zone guys, IMO.

That's all sorta stuff for debate amongst the players - build strategies, etc.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2756271&page=7#23581558

Originally posted by Bort
Originally posted by RobertRJS

Bort, I remember you earlier saying higher vision increases the likelihood of certain SAs going off like Juke and head Fake (for like a receiver). Is this correct or did I remember incorrectly?


Yes, and carrying is important, too!


http://goallineblitz.com/game/forum_thread.pl?thread_id=2756271&page=21#23582666

Originally posted by Bhall43
Red Zone Freak - Does this VA apply when the offense isn't in the red zone? Like say for example...the offense is at my 35 yard line, but I have lined my safety in a deep zone 15 yards down field. When he goes back into his zone 20 yards back and inside the 20, does Red Zone Freak have the potential to fire? Or even better yet. When my offense starts at the 21, does the WR get the boost the second he hits the 20 even tho we started outside of the red zone?
Originally posted by Bort
No, RZF is based on ball spot.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Bhall43
Aura of Intimidation - Does this apply to any opposing player near you at any time or just the ball carrier?
Originally posted by Bort
Any player.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Longhornfan1024
Do different positions have different base scores for separate roll or are the scores determined entirely by attributes plus SAs? i.e. CBs have a based PD score of 10 and a base catching score of 2, but WRs have a base catching score of 10 and a base PD score of 2.
Originally posted by Bort
Same rolls for the most part (a few exceptions) but height and weight can make some differences based on position.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by David Stern
Does qb get a bonus to pq when favoring a wr? Is there any boost to anything attribute wise. throwing wise, or anything from a % stand point when having a favorite wr in the qb tactics?. I.E. When players tactics set at hard give 10% to all attributes.
Originally posted by Bort
No


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by David Stern
Does ff% AEQ apply the exact same % to the KL roll?
Originally posted by Bort
Yes


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by David Stern
Does CB's tackling tactics increase his % to the pd KL roll?
Originally posted by Bort
Yes


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by maddoggy71
What fakes (if any) help WR's to create separation before the ball is thrown?
Originally posted by Bort
Head Fake, Juke, also just having good agility at a cut. We are also adding a new "catch fake" skill with the archetypes.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by liamm1986
What effect does confidence have for a player WITH morale reducing SA's? Will a player with high confidence have a better chance of the SA firing or will higher confidence increase morale reduction?
Originally posted by Bort
None; the morale reducers work on the SA's level.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by maddoggy71
Must you have a "Fake SA" for Fake % AEQ to do anything?

Originally posted by Bort
Yes.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Bengalduck
Can you expand on the fake process/rolls relative to Power Thru/LTS?
Originally posted by Bort
Power Thru/LTS are not fakes. They are applied as bonuses to the tackle breaking roll as a tackle occurs. Better strength/SA level, etc makes them more likely to happen, and makes them give bigger bonuses. Not all that complicated.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Hammertime15
What is the progression for a power back breaking tackles? Does aeq % activate first or do SA's fire first, and as a follow up which SA's give you the best opportunity for success.
Originally posted by Bort
total score + % bonuses. The best SAs for you are up to you to discover.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by LordEvil
Also do SAs work at such low levels like level 8 through level 13? I keep believing they do but you never can really tell. I hate to be wasting points on something that doesn't activate until level 25 or so.
Originally posted by Bort
Sure they do. Ones that work better with an attribute being high won't work as well, but ones that work completely off level will work. Those that work better with an attribute will say so in the description.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by liamm1986
Do Blitz and Tunnel Vision work in the same way?
Originally posted by Bort
No. Blitz is always active when blitzing. Tunnel Vision has to activate and has a bigger bonus.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by liamm1986
How do the Big/Monster Hit SA's apply to the force fumble roll? Simlar to Shed Blocks and the break block roll?
Originally posted by Bort
Yes. They apply a bonus to the FF score when they work.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Djinnt
Does strength play any role in catching the ball? If so, is it only a bonus that occurs when covered and fighting for the ball or is it a general bonus?
Originally posted by Bort
A small part in general. Helps more when fighting a defender.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Gongadan
I have heard that confidence is more important during the playoffs than during the regular season. Is that true? Are there other differences between the regular season and the playoffs?
Originally posted by Bort
Nope, same sim. Same rules. You tend to face better teams overall, though, so confidence can only help!


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Djinnt
What stats does the QB consider to be valuable on a WR in his checkdown? Or is this evaluation based on something like level, effective level, etc in comparison to their opponent?
Originally posted by Bort
Catching score and speed in comparison to opponent's deflecting score and speed. It's mostly dependent on defender count nearby, though.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by BengalDuck
Previously, you had written that a Powerback has a chance at a Power Thru roll, and if that fails, he may still get a Lower the Shoulder roll (or perhaps even a Stiff Arm roll).

Is there a similar process for fakes? A Juke attempted, followed by a Head Fake attempt? Can you clarify the rolling process between a ball carrier and a potential tackler in the open field?
Originally posted by Bort
Yes, he will try the Juke roll, and if failed a Head Fake roll can happen as well.

Once a tackler reaches a fakeable distance, the options open up for a fake to happen each tick.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by ShowTyme
also does what you train on when getting a shopping token effect what you get when you refresh the store ?
Originally posted by Bort
No.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by maddoggy71
Can you explain the Avoid Fake process a bit in terms of the best ways to avoid fakes? vision/agility/etc
Originally posted by Bort
Guy gets a fake roll (head fake/juke/whatever). Defender rolls his vision and supervision skills (and perhaps agility for some fakes) against them. Higher roll wins. If the defender wins, the fake doesn't happen. If he loses, he gets faked.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by dagwood13
Does Slot WR work for WR#4 and WR#5
Originally posted by Catch22
No, it only works when you are at WR3.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Doug_Plank
Does AGI factor into the Pass Qual roll?
Originally posted by Bort
Yes.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by topdawg88
Which break tackle SAs work for rushing QBs and which ones do not work for rushing QBs? I'm talking about Spin, Power Through, Stiff Arm, and Lower the Shoulder.
Originally posted by Bort
They would all work.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by maddoggy71
Does Scrambler VA work on QB runs?
Originally posted by Catch22
No, it works when passing - it says "get away from Sacks" in the description.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Maddoggy71
Does First Step work for all positions? I dumped 2 pieces on my TE as it didn't seem to do anything for me.
Originally posted by Catch22
First Step works for all positions.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by w_alloy
I have some questions about pass deflection mechanics in double coverage. There seems to be a bonus for double teaming as was indirectly mentioned in the change log recently.Is "a bonus to PD rolls" a correct way to charchterize all the "extra" benefits of double teaming ("extra" meaning not directly observable or behind the scenes)?Does the bonus depend at all on who the other player is? Is it possible for two players to make a play on the ball but no bonus applied? Is it possible for only one player to make a play on the ball and the bonus be applied? If one player makes a deflection, does this make it easier for the next player to make a deflection (assuming distance to the ball is constant)?
Originally posted by Bort
The WR gets a penalty to catching the ball depending on how many defenders are close by. Doesn't matter who they are or what they are doing. This is indirectly a bonus to all involved opposing PD rolls when fighting with him. Defenders off by themselves don't get any bonus from others nearby.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Dragon82
How does pass distance aeq work? Is there a max distance a qb can throw that is increased by the aeq?
or Does it increase the distance a qb can throw before pass quality starts to degrade?
Originally posted by Bort
Both!


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by RMiller517
When it was said that "Speed plays a role in giving a bonus to breaking tackles", is that a constant bonus that you get for going a certain speed? or, does the bonus vary depending on how fast your going?
Originally posted by Bort
Depends on how fast you are going.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by NibBoris
Super vision has been described as it only applies when playing defense - not offense or special teams. Yet, it's strangely absent from all the exclusion SA lists, unlike things like blitzing SAs that are clearly defense only and only available to defensive positions.
Is this an oversight on the exclusion list, or is it going to do something on offense/STs now? Can it either be added to the exclusion list or can we get a description of how it affects offensive positions?
Originally posted by Bort
Special teams tacklers can still use superior vision to avoid fakes.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by timthorn
What gives a greater boost to speed and acceleration following breaking a block, First Step or Tunnel Vision?
Originally posted by Bort
Probably Tunnel Vision, since you're likely not stopped to get First Step bonus.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by djinnt
Sorry for the convoluted question but: What factors are considered in the catching score? Are SAs and VAs that do not alter attributes considered?
Originally posted by Bort
Catching, jumping, vision, strength, speed you are traveling, agility, whether the pass is high or low, defenders nearby + SAs like sticky hands or VAs that give bonuses. There can be multiple things that going on during a catch, though, such as bobbles, knocked loose tackles, or deflections.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Bort
It is specifically tied to doing the "lead block" method of blocking. Standing around blocking a player on the line doesn't count. You've gotta be actively heading downfield, seeking out players to block. A C wouldn't find himself in that situation very often, since he's usually just eating up defenders on the line. It's much more valuable for a FB or TE or pulling G.

And, no, that situation does NOT apply on ST's.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2653023&page=1#22578651
Edited by Mat McBriar on Jul 20, 2010 12:20:30
Edited by Mat McBriar on May 5, 2010 12:56:47
 
InRomoWeTrust
Lead Mod
offline
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Strength

Originally posted by Bort
Yeah, spin requires winning an agility battle, power rush requires winning a strength battle. You have to win the initial block roll first of course.

By reducing the bounciness of the pass rush as it was, pressure ended up going down more than I wanted in the end. Giving each type of player some sort of move to get around his blocker makes sense to get some sacks/hurries, and makes watching your defender's replays a little more satisfying IMO. When he does a sweet spin move or shoves the blocker back and goes in for the kill, it's a bit more exciting than just sorta drifting into the QB or something, LOL.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3744283&page=1#33069280

Originally posted by Bort
Originally posted by Longhornfan1024

Since Bort is on, I'll ask and see if he responds. In a response to a question last week you implied that strength only plays into the PD roll during a jump ball? Did you mean to make that implication, and, if so, does that mean that there are two different PD scores for jump balls and non-jump balls?


Yeah, strength really only helps you when you have to fight with the receiver to get the ball. If you're standing all alone, you're not going to need a lot of strength to catch the ball.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=7#32782356

Originally posted by Bengalduck
Can you expand on the fake process/rolls relative to Power Thru/LTS?
Originally posted by Bort
Power Thru/LTS are not fakes. They are applied as bonuses to the tackle breaking roll as a tackle occurs. Better strength/SA level, etc makes them more likely to happen, and makes them give bigger bonuses. Not all that complicated.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Djinnt
Does strength play any role in catching the ball? If so, is it only a bonus that occurs when covered and fighting for the ball or is it a general bonus?
Originally posted by Bort
A small part in general. Helps more when fighting a defender.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by djinnt
Sorry for the convoluted question but: What factors are considered in the catching score? Are SAs and VAs that do not alter attributes considered?
Originally posted by Bort
Catching, jumping, vision, strength, speed you are traveling, agility, whether the pass is high or low, defenders nearby + SAs like sticky hands or VAs that give bonuses. There can be multiple things that going on during a catch, though, such as bobbles, knocked loose tackles, or deflections.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Bort
It already is. Quite a bit more. STR mostly helps you hold them back when you make the tackle.

Originally posted by Bort
Strength does make throws faster, so maybe. I have noticed the problem isn't always the QB, though. Sometimes the receiver just can't quite make the turn needed to get to the throw.

Originally posted by Player
So I think what you are saying is: the QB's vision determines how precisely his target for the "lead" is, how correctly he establishes the target. But as to how accurately he hits that target, that is a function of throwing skill, confidence, morale, strength, etc. etc.

Is that accurate?
Originally posted by Bort
Yep, perfectly accurate.

Originally posted by Player
Just curious, does strength increase the chance of getting a few extra yards, and resist getting stopped in your tracks?
Originally posted by Bort
That and dive for yards type abilities
 
InRomoWeTrust
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Speed

Originally posted by Bort
Tunnel Vision now gives the ability to get a speed boost after stunning a blocker, so it's gained some value IMO. Blitz just gives you a flat bonus when blitzing (not as big as TV)


http://goallineblitz.com/game/forum_thread.pl?thread_id=2828292&page=3#24178162

Originally posted by Djinnt
What stats does the QB consider to be valuable on a WR in his checkdown? Or is this evaluation based on something like level, effective level, etc in comparison to their opponent?
Originally posted by Bort
Catching score and speed in comparison to opponent's deflecting score and speed. It's mostly dependent on defender count nearby, though.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by RMiller517
When it was said that "Speed plays a role in giving a bonus to breaking tackles", is that a constant bonus that you get for going a certain speed? or, does the bonus vary depending on how fast your going?
Originally posted by Bort
Depends on how fast you are going.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by timthorn
What gives a greater boost to speed and acceleration following breaking a block, First Step or Tunnel Vision?
Originally posted by Bort
Probably Tunnel Vision, since you're likely not stopped to get First Step bonus.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by djinnt
Sorry for the convoluted question but: What factors are considered in the catching score? Are SAs and VAs that do not alter attributes considered?
Originally posted by Bort
Catching, jumping, vision, strength, speed you are traveling, agility, whether the pass is high or low, defenders nearby + SAs like sticky hands or VAs that give bonuses. There can be multiple things that going on during a catch, though, such as bobbles, knocked loose tackles, or deflections.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Bort
Tunnel Vision now gives the ability to get a speed boost after stunning a blocker, so it's gained some value IMO. Blitz just gives you a flat bonus when blitzing (not as big as TV)


http://goallineblitz.com/game/forum_thread.pl?thread_id=2828292&page=3#24178162

Originally posted by Djinnt
What stats does the QB consider to be valuable on a WR in his checkdown? Or is this evaluation based on something like level, effective level, etc in comparison to their opponent?
Originally posted by Bort
Catching score and speed in comparison to opponent's deflecting score and speed. It's mostly dependent on defender count nearby, though.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Bort
Originally posted by Robbnva

agility has been known as the was to increase acceleration but is it coded as a ratio with speed?

meaning does a guy with 80 speed and 60 agility have a faster acceleration time than a guy with 80 agility and 60 speed


Speed is part of acceleration too. I would have to do the math for the exact values, but I think those guys would probably accelerate about the same.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=11#32783042

Originally posted by Bort
Originally posted by z0s022

Since we stated that carrying helps in ways outside of the "obvious"...does catching help WRs in a similar fashion? Obviously it affects the area in which a WR can catch pass(along with jumping apparently). Does it help SAs fire? Does it help with route running(speed, agility, etc).


No, but it helps you maintain speed when catching the ball.


Originally posted by Bort
Originally posted by z0s022

Final question, stems from this question in the free flex winner post by Catch:

#11 - How exactly does weight and height affect players?

Weight makes players move more slowly, but makes them more powerful blockers, tacklers, and rushers. Tall players are more likely to bat down or catch high passes, but shorter players have a lower center of gravity and are harder to knock over.


What confuses me is that one of the best powerbacks (if not the best) weighed 181 pounds in Jedi knight. The WPL MVP in season 13 was Project Marcie. Is there some factor that helps these SMALL power backs break tackles? Obviously their size is counter intuitive to what one would project to be a successful powerback. Might it have something to do with their more rapid acceleration due to their small stature? Perhaps they can simply get back up to full speed quicker due to an acceleration boost due to small size.


I think you answered your own question.


Originally posted by Bort
Originally posted by Doc

Originally posted by Bort


Originally posted by jamz



Also have to consider that often times after a catch, dots stop to make the catch, then have to accelerate from 0 again


Or slow down to catch the ball because it's not led far enough or poorly thrown.


First Step only activates from a dead stop. Or is the tool tip wrong?




Yes, it's from a dead stop or close to it (there's a little leeway for having a very tiny movement vector). I'm referring to the fact that that SPEED SPEED SPEED doesn't necessarily give you as much when your QB can't lead you properly, or you have to slow down to make cuts. While you're waiting for the ball to get there, the defender has a chance to catch up.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2864701&page=5#24508062

Originally posted by Bort
There is NO max speed limiter for routes or certain positions running routes, etc. I even just went and looked to make sure, because there are other times when speed is limited (such as qb handoffs). Speed and acceleration work on a linear progression towards a value calculated by speed, agility, weight, and other factors (speed and weight being by far most important for max speed). SA's, VA's, etc. of course factor in.

However, WR's often have to slow down catch the ball when it is underthrown, or when doing moves on creative route running, or when changing direction, or when doing comebacks.

Also, you CAN lose speed in the middle of a play by getting tired. Energy and morale are a constantly updating factor; they do not just get applied at the beginning of the play. Otherwise, skills like snarl wouldn't affect the other player, etc.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2963972&page=43#25480689

Originally posted by Bort
Originally posted by ryan_grant-25
wait, you are saying the faster your guy is, the more energy he wastes?

he gets to run around a lot more, and make more cuts and stuff, so yeah. Especially at 300 speed...the guy's going to be doing all the cuts for his route really fast, and completing it.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2963972&page=64#25487710

Originally posted by Bort
Originally posted by Deathblade

Is it just a speed boost or speed and agility boost? If it's both, wouldn't it cause an escalating effect? Broken block -> Higher chance of broken block +speed -> broken block -> even higher chance, with higher speed, etc etc


It just extends their velocity vector. Doesn't affect the attributes.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2992173&page=3#25705909

Originally posted by Bort
Originally posted by jdbolick

Originally posted by 5STAR


this exploit happens on both running plays and passing plays

It's not quite the same. There are occasions in run blocking when a defender goes completely unblocked because of D-line positioning and mindless blocking programming, but while that also happens sometimes in pass blocking, most of the penetration occurs because DLs quickly ping-pong between offensive linemen until the threshold where they're no longer allowed to be blocked.


This. It's mostly stacking speed boosts from multiple break blocks in a row. My once-per-tick update earlier in the season curbed it some when it's done via tunnel vision, but I might need to extend it to all speed boosts from blocking, or put a lower cap on the velocity at which the defender can move.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2992173&page=3#25705698

Originally posted by Bort
Originally posted by j10er

Total speed score, as I read it. Which makes complete sense, considering what we've seen from the sim.


No, it's current velocity actually. If you're already running slow or stopped, it should be easier to catch the ball IMO.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3092901&page=3#26677153

Originally posted by Bort
Originally posted by BengalDuck

Bort, are there hidden attributes or optimal ratios that may explain why having greater values at every single skill may not suggest greater performance?



(Has anyone ever asked when Bort was in a thread?)


There are so many factors that go into a play that it can be hard to sort them all out in the end to say "this is what's going on here."

There are definitely ratios of skills that tend to work better than others, though, and a good player will not pump one skill and forgo all others. You need a certain amount of supporting skills to make your other skills work at top potential. That's generally pretty well known, though - you need enough agility to use your speed, etc.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3214072&page=60#27858675


Originally posted by Bort
Originally posted by odg62

A lot of people swear to god that Blitz SA dosent work well, if at all. My question is do speed/agility bonus SA's like Blitz, Shutdown coverage, Closing Speed, Route Running, etc, etc all give the same bonus to attributes, or does each one boost a different amount?

ie - does SDC give a +1% while blitz gives a .05%


They are all different. They also do not just give bonuses to attibutes. They often give flat bonuses to final scores. For instance, say your "running speed" score is 35. Closing speed might simply give +1 per level to the score, or a flat bonus if you pass a roll vs its level.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=4#32436381

Originally posted by Bort in reference of pass deflection roll
Sticky hands affecting it: no. That's what "Swat Ball" is for.

Focus is mainly on jumping and vision, and the ability to get in position (so your speed/agility/vision for that). More catching will help turn PD's to INT's. Strength helps if the receiver you're competing with is strong, if it's a jump ball.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=2#32436096

Originally posted by Bort
Originally posted by Drs

since Longhornfan1024 and CMON used their 3 Qs, can I ask the following?

Is a CB's INT roll modified by his PD roll, or are they two completely independent rolls?
Sub-question: Do the rolls take place simultaneously or is there a progression? In a previous post you said that it goes INT-->Swat/Anti-swat-->Catch-->Knocked Loose (tackle roll), but recent posts by you seem to imply that it's much more complicated than that.


It is fairly complicated as there are lots of situations, but the general gist is (if I'm the CB):

- I have to see the ball is coming in the first place (vision check)
- I have to get into position near enough the the ball to interact with it (speed/agility etc)
- I have to check if I am even going to get a chance to interact with the ball (Int check? No? Swat check instead?)
- If I'm near the WR, I have to fight with him to see who gets a chance at the ball (my roll vs his roll)
- If I win, I get to intercept or swat the ball. (depends on first roll type that succeeded, and if the WR gives me trouble catching it)
- If I lose, the receiver gets to try and catch the ball. It's all up to him now, though my being close by makes it harder on him.
- If the receiver fails to catch the ball, I get once more chance to try and intercept it if I am close enough.
- If the receiver catches it, now I've got to tackle him. Here's my chance to knock it loose with a good hit.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=26#32784854

Originally posted by Bort

There is NO max speed limiter for routes or certain positions running routes, etc. I even just went and looked to make sure, because there are other times when speed is limited (such as qb handoffs). Speed and acceleration work on a linear progression towards a value calculated by speed, agility, weight, and other factors (speed and weight being by far most important for max speed). SA's, VA's, etc. of course factor in.

However, WR's often have to slow down catch the ball when it is underthrown, or when doing moves on creative route running, or when changing direction, or when doing comebacks.

Also, you CAN lose speed in the middle of a play by getting tired. Energy and morale are a constantly updating factor; they do not just get applied at the beginning of the play. Otherwise, skills like snarl wouldn't affect the other player, etc.

Originally posted by Player
Question 2: Does Speed factor into broken tackles?
Originally posted by Bort
Yes to the first 3.

Originally posted by Bort
Well, you currently get a bonus for momentum both on tackling, and on breaking tackles. There is no penalty per se (except not getting said bonus) for going slow.
 
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Agility

Originally posted by Bort
I think in general with the current version, higher agility players do better on the crossing routes because they can make the cut over much quicker, while lower agility players slow down too much and the QB leads them just a little too far.


Originally posted by Bort
In order to get separation on underneath type routes, agility and fake type moves are going to be more effective than just raw speed. You need to get the defender to bite on a move or be able to make quicker cuts to get free early.


Originally posted by Bort
Yeah, spin requires winning an agility battle, power rush requires winning a strength battle. You have to win the initial block roll first of course.

By reducing the bounciness of the pass rush as it was, pressure ended up going down more than I wanted in the end. Giving each type of player some sort of move to get around his blocker makes sense to get some sacks/hurries, and makes watching your defender's replays a little more satisfying IMO. When he does a sweet spin move or shoves the blocker back and goes in for the kill, it's a bit more exciting than just sorta drifting into the QB or something, LOL.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3744283&page=1#33069280

Originally posted by Bort
Originally posted by StinkCheese

how exactly does agility factor into running with or without the ball i know if helps changing direction without losing as much speed but exactly how big is it on running just a streak route for instance?


Not quite so big after the first little while. Agility plays a part in acceleration and deceleration. If you're just running in a straight line and not stopping, it doesn't help you much.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=10#32782750

Originally posted by Bort
Originally posted by Robbnva

agility has been known as the was to increase acceleration but is it coded as a ratio with speed?

meaning does a guy with 80 speed and 60 agility have a faster acceleration time than a guy with 80 agility and 60 speed


Speed is part of acceleration too. I would have to do the math for the exact values, but I think those guys would probably accelerate about the same.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=11#32783042


Originally posted by Bort
Originally posted by StinkCheese

what exactly factors into a break block role? for instance obviously most OT's have significantly higher strength then speed rushing DE's, so is break block % adv eq over-rated to a speed DE?


Agi, Str, Weight mainly. There's actually several rolls that go on during the blocking process, and multiple ways to break a block. Str will help you not get pancaked and do reverse pancakes. Agility will help you spin & rip around the blocker, though that is moe useful when pass rushing than vs the run (str is more important there). A lot of what happens depends on your pass rush tactics as well.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=14#32783490

Originally posted by Bort
Originally posted by Drs

since Longhornfan1024 and CMON used their 3 Qs, can I ask the following?

Is a CB's INT roll modified by his PD roll, or are they two completely independent rolls?
Sub-question: Do the rolls take place simultaneously or is there a progression? In a previous post you said that it goes INT-->Swat/Anti-swat-->Catch-->Knocked Loose (tackle roll), but recent posts by you seem to imply that it's much more complicated than that.


It is fairly complicated as there are lots of situations, but the general gist is (if I'm the CB):

- I have to see the ball is coming in the first place (vision check)
- I have to get into position near enough the the ball to interact with it (speed/agility etc)
- I have to check if I am even going to get a chance to interact with the ball (Int check? No? Swat check instead?)
- If I'm near the WR, I have to fight with him to see who gets a chance at the ball (my roll vs his roll)
- If I win, I get to intercept or swat the ball. (depends on first roll type that succeeded, and if the WR gives me trouble catching it)
- If I lose, the receiver gets to try and catch the ball. It's all up to him now, though my being close by makes it harder on him.
- If the receiver fails to catch the ball, I get once more chance to try and intercept it if I am close enough.
- If the receiver catches it, now I've got to tackle him. Here's my chance to knock it loose with a good hit.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=26#32784854

Originally posted by Bort in reference of pass deflection roll
Sticky hands affecting it: no. That's what "Swat Ball" is for.

Focus is mainly on jumping and vision, and the ability to get in position (so your speed/agility/vision for that). More catching will help turn PD's to INT's. Strength helps if the receiver you're competing with is strong, if it's a jump ball.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=2#32436096


Originally posted by Bort
Originally posted by Bukowski

But it is a break tackle, which is what Bort just posted.

You will never see Spin in the play-by-play, unless you're able to break the tackle.

Agility makes it activate, but you need other things to make it successful.


That is true. However, you might still see the start of the spin animation as you are tackled.

It's special, however, in that agility is the main modifier, as opposed to strength (like Power Thru)


http://goallineblitz.com/game/forum_thread.pl?thread_id=3629679&page=17#31915770

Originally posted by Bort
There is NO max speed limiter for routes or certain positions running routes, etc. I even just went and looked to make sure, because there are other times when speed is limited (such as qb handoffs). Speed and acceleration work on a linear progression towards a value calculated by speed, agility, weight, and other factors (speed and weight being by far most important for max speed). SA's, VA's, etc. of course factor in.

However, WR's often have to slow down catch the ball when it is underthrown, or when doing moves on creative route running, or when changing direction, or when doing comebacks.

Also, you CAN lose speed in the middle of a play by getting tired. Energy and morale are a constantly updating factor; they do not just get applied at the beginning of the play. Otherwise, skills like snarl wouldn't affect the other player, etc.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2963972&page=43#25480689

Originally posted by Bort
Originally posted by BengalDuck

Bort, are there hidden attributes or optimal ratios that may explain why having greater values at every single skill may not suggest greater performance?



(Has anyone ever asked when Bort was in a thread?)


There are so many factors that go into a play that it can be hard to sort them all out in the end to say "this is what's going on here."

There are definitely ratios of skills that tend to work better than others, though, and a good player will not pump one skill and forgo all others. You need a certain amount of supporting skills to make your other skills work at top potential. That's generally pretty well known, though - you need enough agility to use your speed, etc.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3214072&page=60#27858675

Originally posted by Bort
Originally posted by BengalDuck

Bort, can you clarify what bull rusher is saying? Is that a % bonus to Strength or simply that the equation to break a block is altered.

For the latter, meaning that:

break block roll = 20% strength, agility, vision, tackle, blocking (lolhypothetical)

With maxed VA against a pass rush, new equation is 35% strength, 16.25% for the other four? 23% strength, 19.25% the other four?


Equation to break a block is altered. Strength's importance becomes higher. So if you had great strength but not so hot agility, you could use the VA to enhance block breaking to focus on your strength and get a better roll.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3541391&page=1#31017990

Originally posted by maddoggy71
What fakes (if any) help WR's to create separation before the ball is thrown?
Originally posted by Bort
Head Fake, Juke, also just having good agility at a cut. We are also adding a new "catch fake" skill with the archetypes.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by maddoggy71
Can you explain the Avoid Fake process a bit in terms of the best ways to avoid fakes? vision/agility/etc
Originally posted by Bort
Guy gets a fake roll (head fake/juke/whatever). Defender rolls his vision and supervision skills (and perhaps agility for some fakes) against them. Higher roll wins. If the defender wins, the fake doesn't happen. If he loses, he gets faked.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639


Originally posted by Doug_Plank
Does AGI factor into the Pass Qual roll?
Originally posted by Bort
Yes.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by djinnt
Sorry for the convoluted question but: What factors are considered in the catching score? Are SAs and VAs that do not alter attributes considered?
Originally posted by Bort
Catching, jumping, vision, strength, speed you are traveling, agility, whether the pass is high or low, defenders nearby + SAs like sticky hands or VAs that give bonuses. There can be multiple things that going on during a catch, though, such as bobbles, knocked loose tackles, or deflections.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639
 
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Jumping

Originally posted by Bort
The better the QB is, the more likely he is to throw it to your numbers, and the less you'll need jumping to help you out when you're open. However, if you're being covered, the QB might throw it high to help you get it, or you might have to jump to out-do the coverage man.

Originally posted by Bort
Jumping will greatly improve your ability to catch passes that are above your head, and improve your general catching ability somewhat.

It figures in to quite a few other things as well, for various positions.

Originally posted by Bort
Jumping helps quite a few positions in various things. It won't help you block somebody or something like that doesn't make any sense, but it helps with catching, swatting balls, diving tackles, avoiding those low leg tackles, diving for yards, punting, etc.

Originally posted by Bort
Their first roll is modified by the WR's jumping/etc, much like the WR's roll is modified by the CB's skills. Basically the WR gets an anti-swat roll.


Originally posted by Bort
Originally posted by tautology
Follow up on jumping:

I occasionally see O-line seeming to "reach" for blocks (often failing and falling down), and we often see WRs "shooting forward" to make downfield blocks (which usulayy result in just pushing a CB significantly closer to the runner fwiw).

So...does jumping play a role *at all* in these sorts of blocks?
No, but blocking does.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=4#32781985

Originally posted by Bort
Originally posted by Longhornfan1024

I've seen the quote, what I'm concerned about is that it could be interpreted to mean either: (1) jumping plays directly into the swat score, or (2) jumping helps to get the CB into position, thereby causing less of a penalty to the CBs swat score. I'd just like to get it clarified.


Directly into the swat score (and determines how much over the player's head he can reach)


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=5#32782042

Originally posted by Bort
Originally posted by BlueWave

To follow up on my other question, what do you think the 4th most important attribute for a CB is behind Speed, Agility, and Vision? Would it be Jumping or Catching or possibly something else?


Jumping IMO


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=22#32784498

Originally posted by djinnt
Sorry for the convoluted question but: What factors are considered in the catching score? Are SAs and VAs that do not alter attributes considered?
Originally posted by Bort
Catching, jumping, vision, strength, speed you are traveling, agility, whether the pass is high or low, defenders nearby + SAs like sticky hands or VAs that give bonuses. There can be multiple things that going on during a catch, though, such as bobbles, knocked loose tackles, or deflections.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639
 
InRomoWeTrust
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Stamina

Originally posted by Bort
Of course. High stamina will keep you fresher longer.

Originally posted by Bort
Yes, breaking tackles takes breath out of you.

Originally posted by Bort
It depends on what the players are doing during the game. Blocking, tackling, getting tackled, breaking tackles, running fast, they all drain your stamina. Standing around and doing nothing will drain your stamina slower.


Originally posted by DONKEIDIC
Second wind VA. How can it be working?
Originally posted by Bort
It definitely goes off. I have tested it on my dev box where it prints some debug info when it fires, and there's a big output at the start of the 4th quarter. Perhaps the issue isn't that it doesn't go off, but that it doesn't give a big enough energy boost to be noticeable by the end of the game's energy review. Also, how much stamina do the players who are using it have? If they have like 20 or 30, it's not going to do as much good since they just tire out quickly after the boost anyway.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2801372&page=3#23953768

Originally posted by vrshah
Does it only work when going up against stronger blockers or is it an "always on" type of deal?
Originally posted by Bort
It lessens the morale/stamina hit when losing blocking rolls, every time you lose the roll. "Stronger defenders" refers to guys who are probably beating you more often.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3081276&page=2#26615491
 
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Vision

Originally posted by Bort
Vision: part of formulas for blocking rolls. It can also help counteract shedding blocks.

Also determines when blockers see defenders coming.

Also determines jump off the line.

Originally posted by Bort
PQ is mainly based on vision and throwing ability, though things like confidence and SA's go into it too. It is affected downward by the pass distance compared to the QB's max pass distance, if the QB fails a check against it. So if a QB can only throw 30 yards, and the pass is 30 yards, pass quality is very likely going to be lessened, and a wobbly pass results.

Originally posted by Player
So I think what you are saying is: the QB's vision determines how precisely his target for the "lead" is, how correctly he establishes the target. But as to how accurately he hits that target, that is a function of throwing skill, confidence, morale, strength, etc. etc.

Is that accurate?
Originally posted by Bort
Yep, perfectly accurate.

Originally posted by Bort
Mostly vision for the lead distance calculation (do I throw it perfect, or not lead enough), but you always have your pass quality based all your stats, no matter how well the ball is led. You can have bad throws, due to crap throwing or confidence, etc.

Originally posted by Bort
I will say this: If you have 12 vision on your RB, any update to the strength of juke/head fake is not going to help you much. You have to be able to see the players coming to try and head fake or juke them.

Originally posted by Player
Hey Bort, can you tell me (and probably Deathblade) where vision fits into the equation for LBs? I've spent ages comparing 30-vision LBs to my LBs that have 64 and 66. I honestly don't see any difference at all in reaction time, intelligence, or pathing.

Does vision make any significant difference at all?
Originally posted by Bort
Mostly reaction time, PD/Ints, and helps make tackles more successfully. The closer you are to the play, though, the better your reaction time's going to be, since the ball's right in front of you.


Originally posted by Bort
Originally posted by Drs

since Longhornfan1024 and CMON used their 3 Qs, can I ask the following?

Is a CB's INT roll modified by his PD roll, or are they two completely independent rolls?
Sub-question: Do the rolls take place simultaneously or is there a progression? In a previous post you said that it goes INT-->Swat/Anti-swat-->Catch-->Knocked Loose (tackle roll), but recent posts by you seem to imply that it's much more complicated than that.


It is fairly complicated as there are lots of situations, but the general gist is (if I'm the CB):

- I have to see the ball is coming in the first place (vision check)
- I have to get into position near enough the the ball to interact with it (speed/agility etc)
- I have to check if I am even going to get a chance to interact with the ball (Int check? No? Swat check instead?)
- If I'm near the WR, I have to fight with him to see who gets a chance at the ball (my roll vs his roll)
- If I win, I get to intercept or swat the ball. (depends on first roll type that succeeded, and if the WR gives me trouble catching it)
- If I lose, the receiver gets to try and catch the ball. It's all up to him now, though my being close by makes it harder on him.
- If the receiver fails to catch the ball, I get once more chance to try and intercept it if I am close enough.
- If the receiver catches it, now I've got to tackle him. Here's my chance to knock it loose with a good hit.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=26#32784854

Originally posted by Bort
Originally posted by TxSteve

Bort - any comment on the current pass/run/no focus settings for players?

is that setting still meaningful even at higher levels?

is that feature and its effect on the field about where you want it to be?

is it pretty much a vision bonus/penalty?


Yeah, it's mainly a reaction time bonus. Pass block focus does help pass blocking scores, and run block does help run blocking scores, though.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=32#32785651

Originally posted by Bort
Originally posted by Saris

I guess I was unclear, by anti-PD I meant on the receiver side of the roll to prevent PD's from occurring, thanks for the reply nevertheless.


Ah, ok.

We're mostly comparing the same attributes between the receiver and defender. Jumping, vision, and catching + SA's & VA's. The receiver is naturally going to have a bit of an advantage in the vision department, since he knows the play (assuming a good pass), but the physical skills needed to bat the ball are the same for both sides. The receiver is just focused a bit more on catching, since that's his primary goal.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=3#32436234

Originally posted by Bort in reference of pass deflection roll
Sticky hands affecting it: no. That's what "Swat Ball" is for.

Focus is mainly on jumping and vision, and the ability to get in position (so your speed/agility/vision for that). More catching will help turn PD's to INT's. Strength helps if the receiver you're competing with is strong, if it's a jump ball.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=2#32436096

Originally posted by Bort
Originally posted by HULK

So, is the "vision cone system" the same for everyone, or do players with higher vision have a bigger cone?

Thanks.


Players with higher vision have more of a chance to see players within the cone, but it is the same size for all players.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3112573&page=1#26852074

Originally posted by Bort
More catching, more vision, with higher amounts needed the faster you are.

Failing rolls against your catching score will make you slow down when you catch the ball, while succeeding will keep you going.

This is assuming the QB leads you well, of course.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3092901&page=3#26676209

Originally posted by Iron Maiden
Super Vision
This player has a great football sense. He is far less likely to be faked out by pump fakes, head fakes, and jukes. He is also able to see a play developing earlier and may get the jump on an interception or tackle. This skill is far more effective when used by players with higher vision.
Additional Levels: Increases the bonus toward avoiding fakes and noticing developing plays.

Sounds like what Vision is doing to me. So it is there on every play?
Originally posted by Bort
It is not a flat bonus to vision. It only applies in specific situations, and gives a bigger bonus than a couple points of vision ever would. It is also sometimes used as an "insurance policy" for when you fail your vision check. With Super Vision, you sometimes get second chance to succeed, with a roll against Super Vision's level.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3002388&page=1#25810531

Originally posted by Bort
Originally posted by coach

The "range" is determined by the HB's vision, correct?

So a HB with higher vision is more likely to waste his fake on a player who is too far away to make the play anyway, right?


No, it's based on the defender's tackle ability, actually. It's more like the QB vision checks, where you get a vision check for each guy who's coming into tackle range, to see if you can "see" him.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2953545&page=8#25301762

Originally posted by Bort
Originally posted by RobertRJS

Bort, I remember you earlier saying higher vision increases the likelihood of certain SAs going off like Juke and head Fake (for like a receiver). Is this correct or did I remember incorrectly?


Yes, and carrying is important, too!


http://goallineblitz.com/game/forum_thread.pl?thread_id=2756271&page=21#23582666

Originally posted by maddoggy71
Can you explain the Avoid Fake process a bit in terms of the best ways to avoid fakes? vision/agility/etc
Originally posted by Bort
Guy gets a fake roll (head fake/juke/whatever). Defender rolls his vision and supervision skills (and perhaps agility for some fakes) against them. Higher roll wins. If the defender wins, the fake doesn't happen. If he loses, he gets faked.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by djinnt
Sorry for the convoluted question but: What factors are considered in the catching score? Are SAs and VAs that do not alter attributes considered?
Originally posted by Bort
Catching, jumping, vision, strength, speed you are traveling, agility, whether the pass is high or low, defenders nearby + SAs like sticky hands or VAs that give bonuses. There can be multiple things that going on during a catch, though, such as bobbles, knocked loose tackles, or deflections.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639
 
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Confidence

Originally posted by Player
I wondered if more confidence would help WRs when it comes to knocked loose passes. I mean they are bound to happen at some point. Do knocked loose passes hur moral like dropped passes? Would more confidence help at all?
Originally posted by Bort
Yes on both.


Originally posted by Bort
PQ is mainly based on vision and throwing ability, though things like confidence and SA's go into it too. It is affected downward by the pass distance compared to the QB's max pass distance, if the QB fails a check against it. So if a QB can only throw 30 yards, and the pass is 30 yards, pass quality is very likely going to be lessened, and a wobbly pass results.

Originally posted by Player
So I think what you are saying is: the QB's vision determines how precisely his target for the "lead" is, how correctly he establishes the target. But as to how accurately he hits that target, that is a function of throwing skill, confidence, morale, strength, etc. etc.

Is that accurate?
Originally posted by Bort
Yep, perfectly accurate.

Originally posted by Bort
Mostly vision for the lead distance calculation (do I throw it perfect, or not lead enough), but you always have your pass quality based all your stats, no matter how well the ball is led. You can have bad throws, due to crap throwing or confidence, etc.

Originally posted by Bort
Also, don't underestimate the power of confidence. In-game morale simulates the idea of momentum. If your players have low confidence, momentum can very quickly swing away from you as they get demoralized from missing tackles or giving up points or turning the ball over, etc. If your confidence is very low, your player feels like he might as well give up and will not play as well.

Originally posted by Bort
In the midst of a game your morale rises and falls based on your performance, your teammates' performance, and the performance of the other team.

In-game morale has an effect on how well you play, just like energy. Higher confidence means your player doesn't get phased by things like missing a tackle or throwing an int as much.


Originally posted by liamm1986
What effect does confidence have for a player WITH morale reducing SA's? Will a player with high confidence have a better chance of the SA firing or will higher confidence increase morale reduction?
Originally posted by Bort
None; the morale reducers work on the SA's level.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Gongadan
I have heard that confidence is more important during the playoffs than during the regular season. Is that true? Are there other differences between the regular season and the playoffs?
Originally posted by Bort
Nope, same sim. Same rules. You tend to face better teams overall, though, so confidence can only help!


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Bort
Originally posted by Saris

I'd assume that confidence affects rolls to prevent demoralizing effects from SA's etc. But could you give an example of confidence affecting a non QB/K/P roll that isn't related to preventing a demoralizing effect?


It can help you take a hit better, possibly avoiding a fumble. Think of "cringing" as a scary defender is about to hit you.

The main thing it is for, however, it morale-related things. There are far more morale-related uses for confidence than non-morale related.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=8#32436956


Originally posted by Bort
Originally posted by AngryDragon

I wondered if more confidence would help WRs when it comes to knocked loose passes. I mean they are bound to happen at some point. Do knocked loose passes hur moral like dropped passes? Would more confidence help at all?


Yes on both.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=6#27004139

Originally posted by Bort
Originally posted by jrry32

Originally posted by Bort


Originally posted by jrry32



Bort, does higher catching or confidence lead to a QB to look your WR's way more times?


It can; if you're better than your defender you tend to get more looks.


Yea but lets say you have 2 WRs that are getting about equal seperation and one has higher confidence and catching, is the QB going to look his way first because of the higher catching or confidence? I am wondering if catching or confidence kind of works like go to guy, the WR with the highest of it will get the first look.


It's pretty uncommon for them to be EXACTLY the same risk value based on separation, but if it happened, then yes the guy with better abilities would get the target.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2864701&page=6#24509256


Originally posted by Bort
Originally posted by fallingmercury

Originally posted by steellithium


Why is no one bringing up confidence and stamina? If a OT gives up a sack, he is going to get a morale penalty. If he gives up a couple more, it will snowball. Actually there should probably be a moral setting, where the team can bench a player when his morale drops below a certain level.

Also stamina is a big part of this. If these sacks are coming later in the game it kind of makes sense. The team is probably passing more when they trail, which is giving an energy penalty to the OT. Added together with the morale penalty, this is probably enough to kill players with low confidence and stamina.


I'll go out on a limb and say it's not true that if a OT gives up a sack that he takes a morale hit. My reasoning is because Bort can't find a way to have an O-line player stat that tracks sacks allowed. That suggests to us that game mechanics are unable to pin a sack allowed on any particular player.

That being said, I think it's probable that the entire O-line takes a morale hit when a sack is allowed.


Good call.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2861875&page=8#24471616
 
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Blocking

Originally posted by Bort
Blocking applies to both run and pass blocking, and goes into determining the rolls you get when deciding who is winning the blocking battle; i.e. who gets the chance to push the other guy, or the chance to pancake, etc. The better your blocking, the better chance you have to keep winning the battle. It also increases the radius from which you can block a player by a little.

Originally posted by Player
Bort, this is off topic, but...

most people think blocking for d-linemen is basically useless and therefore should never be trained.

Would you agree or disagree?
Originally posted by Bort
It's part of the break block formula. Not a big part, but it's in there.


Originally posted by Bort
Originally posted by tautology
Follow up on jumping:

I occasionally see O-line seeming to "reach" for blocks (often failing and falling down), and we often see WRs "shooting forward" to make downfield blocks (which usulayy result in just pushing a CB significantly closer to the runner fwiw).

So...does jumping play a role *at all* in these sorts of blocks?
No, but blocking does.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=4#32781985
 
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Tackling

Originally posted by Player
Tackling should be more important than Str in the tackling equation for sure.
Originally posted by Bort
It already is. Quite a bit more. STR mostly helps you hold them back when you make the tackle.

Originally posted by Bort
Well, you currently get a bonus for momentum both on tackling, and on breaking tackles. There is no penalty per se (except not getting said bonus) for going slow.


Originally posted by David Stern
Does CB's tackling tactics increase his % to the pd KL roll?
Originally posted by Bort
Yes


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by Bort
Originally posted by jdbolick

Separate issue, but a good one to bring up. I'm convinced that CBs either get a bonus to tackling or have a lower make tackle threshold. I think Bort did it to prevent them from missing most of their tackle attempts, not unlike buffing low level passing.


Nope.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3629679&page=27#31916677

Originally posted by Bort
Originally posted by steellithium

Does tackling work the same way.

Is it?

1. Tackle vs Break Tackle

then

2. Force Fumble vs Cover Up


Pretty much, yep.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=4#27003764

Originally posted by Bort
Originally posted by Iron Maiden

I thought interception roll comes first o_O==> failed==> PD roll ==> failed ==> knock loose roll


knock loose is separate from the catching system; it's more part of the tackling system.

Also, There's another intercept opportunity at the end if the WR fails the catch.

Defenders can also intercept the ball on their own, just by being in the right spot at the right time.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=8#27005155

Originally posted by Bort
Originally posted by Deathblade

Originally posted by Bort


How did you get that?

If he's a better tackler, he has a bigger range of tackling you, and thus becomes a threat sooner.


So...a player with zero tackling is invisible?

Isn't that counter-productive?

Also, LOL @ the people who were saying tackling helps against elusives.


There's a min radius, d00d. The range of allowed tackling distances is also fairly small, but it does vary a bit between a min and max range.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2953545&page=9#25302323

Originally posted by Bort
Originally posted by coach

The "range" is determined by the HB's vision, correct?

So a HB with higher vision is more likely to waste his fake on a player who is too far away to make the play anyway, right?


No, it's based on the defender's tackle ability, actually. It's more like the QB vision checks, where you get a vision check for each guy who's coming into tackle range, to see if you can "see" him.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2953545&page=8#25301762


Originally posted by Bort
Players who are blocked or just coming off of a block actually do get a chance at the tackle, at a penalty. However, if they miss, they don't fall down as usual (so it doesn't report "missed tackle").


http://goallineblitz.com/game/forum_thread.pl?thread_id=2941228&page=1#25184730
 
InRomoWeTrust
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Throwing

Originally posted by Bort
PQ is mainly based on vision and throwing ability, though things like confidence and SA's go into it too. It is affected downward by the pass distance compared to the QB's max pass distance, if the QB fails a check against it. So if a QB can only throw 30 yards, and the pass is 30 yards, pass quality is very likely going to be lessened, and a wobbly pass results.

Originally posted by Player
So I think what you are saying is: the QB's vision determines how precisely his target for the "lead" is, how correctly he establishes the target. But as to how accurately he hits that target, that is a function of throwing skill, confidence, morale, strength, etc. etc.

Is that accurate?
Originally posted by Bort
Yep, perfectly accurate.

Originally posted by Bort
Mostly vision for the lead distance calculation (do I throw it perfect, or not lead enough), but you always have your pass quality based all your stats, no matter how well the ball is led. You can have bad throws, due to crap throwing or confidence, etc.


Originally posted by David Stern
Does qb get a bonus to pq when favoring a wr? Is there any boost to anything attribute wise. throwing wise, or anything from a % stand point when having a favorite wr in the qb tactics?. I.E. When players tactics set at hard give 10% to all attributes.
Originally posted by Bort
No


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639
 
InRomoWeTrust
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Catching

Originally posted by Bort
It could just be based on the catching attribute - bad catching forces you slow down more when you catch the ball. It already happens just because the ball will get bobbled more often when you suck at catching, but it could just chop the player's speed vector down automatically because of his poor catching skill.


Originally posted by Bort
Originally posted by z0s022

Since we stated that carrying helps in ways outside of the "obvious"...does catching help WRs in a similar fashion? Obviously it affects the area in which a WR can catch pass(along with jumping apparently). Does it help SAs fire? Does it help with route running(speed, agility, etc).


No, but it helps you maintain speed when catching the ball.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=16#32783773

Originally posted by Bort
Originally posted by Saris

I guess I was unclear, by anti-PD I meant on the receiver side of the roll to prevent PD's from occurring, thanks for the reply nevertheless.


Ah, ok.

We're mostly comparing the same attributes between the receiver and defender. Jumping, vision, and catching + SA's & VA's. The receiver is naturally going to have a bit of an advantage in the vision department, since he knows the play (assuming a good pass), but the physical skills needed to bat the ball are the same for both sides. The receiver is just focused a bit more on catching, since that's his primary goal.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=3#32436234

Originally posted by Bort in reference of pass deflection roll
Sticky hands affecting it: no. That's what "Swat Ball" is for.

Focus is mainly on jumping and vision, and the ability to get in position (so your speed/agility/vision for that). More catching will help turn PD's to INT's. Strength helps if the receiver you're competing with is strong, if it's a jump ball.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=2#32436096

Originally posted by Bort
Originally posted by Iron Maiden

The CBs have Sticky Hand SA, too. So it attributes to PD rolls as well as anti-PD rolls?

Then I guess catching attributes to PD rolls as well?


Sticky hands for CB's helps with interception catching roll. If you win vs the receiver, you can possibly intercept the ball instead of just batting it down.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=3#27003684

Originally posted by Bort
Originally posted by jrry32

Originally posted by Bort


Originally posted by jrry32



Bort, does higher catching or confidence lead to a QB to look your WR's way more times?


It can; if you're better than your defender you tend to get more looks.


Yea but lets say you have 2 WRs that are getting about equal seperation and one has higher confidence and catching, is the QB going to look his way first because of the higher catching or confidence? I am wondering if catching or confidence kind of works like go to guy, the WR with the highest of it will get the first look.


It's pretty uncommon for them to be EXACTLY the same risk value based on separation, but if it happened, then yes the guy with better abilities would get the target.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2864701&page=6#24509256

Originally posted by Bort
More catching, more vision, with higher amounts needed the faster you are.

Failing rolls against your catching score will make you slow down when you catch the ball, while succeeding will keep you going.

This is assuming the QB leads you well, of course.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3092901&page=3#26676209

Originally posted by Djinnt
What stats does the QB consider to be valuable on a WR in his checkdown? Or is this evaluation based on something like level, effective level, etc in comparison to their opponent?
Originally posted by Bort
Catching score and speed in comparison to opponent's deflecting score and speed. It's mostly dependent on defender count nearby, though.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639

Originally posted by djinnt
Sorry for the convoluted question but: What factors are considered in the catching score? Are SAs and VAs that do not alter attributes considered?
Originally posted by Bort
Catching, jumping, vision, strength, speed you are traveling, agility, whether the pass is high or low, defenders nearby + SAs like sticky hands or VAs that give bonuses. There can be multiple things that going on during a catch, though, such as bobbles, knocked loose tackles, or deflections.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3836639
 
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Carrying

Originally posted by Player
Is carrying part of the equasion on fakes when running routes?
Originally posted by Bort
No.


Originally posted by Bort
Originally posted by Player

Bort, I remember you earlier saying higher vision increases the likelihood of certain SAs going off like Juke and head Fake (for like a receiver). Is this correct or did I remember incorrectly?


Yes, and carrying is important, too!

Originally posted by Tester
- What does Carrying do? Does it only affect your ability to put a pass away and not fumble or does it help trigger SA's, does it help you create glancing blows instead of solid hits. I don't really know what GLB Carrying does.
Originally posted by Bort
When falling forward, the sim takes your velocity vector, your height, and your SA's and VA's to figure out the maximum for how far you can dive or fight out. Then it chops it down based on the quality of the tackle and his abilities vs the ball carrier's. The value I generally will adjust is the multiplier used to figure out how much to chop it down by.

FYI: carrying is all those things. It's "how well you handle the ball and run with it." Its main purpose is fumble avoidance, though

Originally posted by Bort
I'm not sure I like the idea of changing the formula to use catching instead of carrying. It makes carrying MUCH more worthless and carrying FAR more important for WR's (and it's already going to be a fairly high stat), while right now you actually need some carrying to avoid dropping the ball all the time when getting hit. It would make it a stat to just completely ignore for just about every WR.



Originally posted by Bort
Originally posted by RobertRJS

Bort, I remember you earlier saying higher vision increases the likelihood of certain SAs going off like Juke and head Fake (for like a receiver). Is this correct or did I remember incorrectly?


Yes, and carrying is important, too!


http://goallineblitz.com/game/forum_thread.pl?thread_id=2756271&page=21#23582666

Originally posted by Bort
Originally posted by z0s022

Does carrying help SAs fire? Is it a bonus of sorts to all the other "rushing" related attributes? That is speed/agility/strength, etc. Obviously it helps protect against fumbles...but I wonder how else it factors in the equation.


Yes, it helps you make cuts better, and helps improve chances on things like Head Fake & Juke. If you run with the ball a lot (like a HB), it should be a pretty primary concern.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=5#32782099

Originally posted by Bort
Originally posted by z0s022

Related question...do the rate in which the WR SAs fire depend in part on the carrying of said WR? That could explain why you see WAY less spins for a WR than a RB(even more disproportionate than the touches they have IMO).


After the catch, yes, just like a HB.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3713826&page=16#32783773


Originally posted by Bort
Originally posted by steellithium

Are they two separate rolls. I mean does it go:

1. Catch Ball vs whatever
then
2. Knocked Loose roll vs whatever

I guess I'm asking, if some one already has enough carrying, will this matter to the initial catch?


Once you've caught the ball (PD vs catch), the defender, if he can react in time, has a chance to smack you and try to knock it loose. That's a separate roll.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=3#27003624

Originally posted by Bort
Originally posted by RobertRJS

one more thing

When the replay says "caught and knocked loose" does "caught" actually mean physically completely caught (as in cupped in the hands) or can it also mean "being bobbled" and/or "touching the hands."

From the replays sometimes it seems a knocked loose is more of a CB swatting the actual ball out from the hands or pushing the receiver right after the ball touches his hands.


It means they have gotten their hands on the ball in some respect. It takes a couple ticks to have "possession" though. That's where your carrying starts to come into play, if you get smacked before fully reeling it in.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3129896&page=4#27003831


Originally posted by Bort
Originally posted by PackAttack785

Doesn't carrying effect how you bring the ball in?


Yes, but more as it relates to holding on to it and not bobbling, or dropping it because you got hit.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3092901&page=3#26677224

Originally posted by Bort
Originally posted by Adderfist
Is carrying part of the equasion on fakes when running routes?


No.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2990738&page=2#25705886

Originally posted by Bort
Originally posted by steellithium
Ok, then could you push someone's energy and morale low enough, to cause a ball carrier with 90+ carrying to become a fumbling machine?

If they were both in the absolute toilet it would help cause more fumbles from them. With 90 carrying, you wouldn't get down to where you had the equivalent of 10 or something, but probably somewhere around chopped in half or so. Chemistry affects too!


http://goallineblitz.com/game/forum_thread.pl?thread_id=2959791&page=7#25366212
 
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