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darkenrahl_17
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Here is where you can comment on the results of the changes to the Kickoff and Return changes that are being tested on the Test Server.

Results can be found here: http://goallineblitz.com/game/forum_thread.pl?thread_id=4349997&page=1#39138654
 
AngryDragon
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This looks interesting. It seems like speed in the front is still needed as the slower linemen on the FW totally wiff on their blocks.
 
tragula
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3 man wedge are illegal in the NFL.

 
Greenday4537
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Not bad. Only major problem I saw was kickoff to the side. Kickoff team needs to not go straight downfield but move slightly in the direction of the ball.
 
Mike Rogers
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Thats already been pointed out Greenday4537.


(And not to sound snotty, just by way of more clarity to all those trying to make sense of it all...

But as it was the first time it was actioned, its best to see how the change itself looks before changing too much of the code.
Gotta check things like;

- Make sure it doesnt go out of bounds every time
- Make sure the KR can see the ball and move to catch it
- Make sure the wedge knows where to go
- Make sure the KR doesnt run out of bounds after catching every time

etc...

Might sound basic, but would you want it to be missed?

Once thats all ok, Bort will start improving the other side of the ball as testing reaveals the need I'm sure.)

Again not addressed directly at anyone, but a lot of stuff that has come from the Test Server to main forum isn't getting the fullest explaination, and people tend to 'lolragequit' as a result.
Edited by Mike Rogers on Oct 27, 2010 09:44:16
 
saintedix
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The wedge definitely looks better. The hang time is good, but dots are way too fast and getting downfield too fast (this is a separate issue with dot speed).

Return Concerns:
-The FW and OU still leap forward into blocks instead of falling back as far as they can before being required to block.
-The returner doesn't really use the wedge blockers very well. I think it's okay if they split, as long as the returner slows down to try and use the blocks effectively (this might be a vision/pathing issue). Might see problems with unusually slow wedge blockers.
-If people put centers and DTs at kicker, the non-KR coverage team needs to be able to go after and pick up the ball and run with it (like squibs in real football)
-What happens when a returner is too slow to get to a directional kick?

Coverage Concerns:
-The crunch formation does look a little awkward, but it's probably a little better
-Guys running straight lines until the ball is caught...um, that is bad. The need to crash on the returner in more dynamic angles. This would probably help with directional kicks too. (I'm sure Bort hasn't even looked at this yet)
 
The Avenger
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Originally posted by darkenrahl_17
Here is where you can comment on the results of the changes to the Kickoff and Return changes that are being tested on the Test Server.

Results can be found here: http://goallineblitz.com/game/forum_thread.pl?thread_id=4349997&page=1#39138654


Why does it matter, the VERY best and most successful kick returners are losing ST MVP in every league to players on teams with a 2-14 record because the very MOST weight is in PR yards.......Was kick return broken??

I don't understand.....Most Good ST co-ordinators and returner builds do good...we really needed this as a priority?? LMAO!
 
WalterManning
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Returner on kickoffs does not wait for his wedge to block. When he does he will always try to run through the bunch of defenders instead of cutting back to the open side.


Also when the ball is in the endzone it seems like the defenders get down field much faster than when the returner receives the ball at the 5 yard line.
 
AirMcMVP
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Originally posted by The Avenger
I don't understand.....Most Good ST co-ordinators and returner builds do good...we really needed this as a priority?? LMAO!


A good ST coordinator can also take advantage of kickoff blocking inadequacies and force a significant number of turnovers on kickoffs. I'm not saying you should never see a fumble on a return, but for now its almost too easy ( http://goallineblitz.com/game/replay.pl?game_id=1427241&pbp_id=12816213 - That a power back with over 90 strength, over 80 carrying and wearing + Not Fumble Chance % gear).
 
The Avenger
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Originally posted by AirMcMVP
A good ST coordinator can also take advantage of kickoff blocking inadequacies and force a significant number of turnovers on kickoffs. I'm not saying you should never see a fumble on a return, but for now its almost too easy ( http://goallineblitz.com/game/replay.pl?game_id=1427241&pbp_id=12816213 - That a power back with over 90 strength, over 80 carrying and wearing + Not Fumble Chance % gear).


LOL, why the heck is his Back Wedge line the 3 fastest blockers???

No wonder your powerback had no choice but to crap bricks, he was left on an island almost instantly! Attributes will not save ya when no one is slowing down those pursuers!!
 
Dr. E
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I don't see that the kick off wedge is any different except for they wait for the return specialist. The wedge is more effective as is, especially so if you put slower Dots in the back wedge. My opinion is all the new wedge will end up doing is being passed up by the return specialist if they aren't super fast. Ok maybe for higher levels, a disaster in most minors.
 
millertime31
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is there any schedule when this is going to be active on the live server?
 
Mstr_October
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Just curious about why the speed of the LS is always so low. I have put 140 spd guys in at LS and they move like peewee dots.
 
Dr. E
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Originally posted by Mstr_October
Just curious about why the speed of the LS is always so low. I have put 140 spd guys in at LS and they move like peewee dots.


I think they are coded to be the safety whereas in real football that is usually the kicker.
 
jdros13
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may not be the right place for this question, but has there been any discussion about not making the energy drain so debilitating on ST's? A dot that gets 41 snaps on special teams (KR/PR/KC/PC/FG Block/ FG Kick) winds up with 48 stamina when a dot with 41 defensive plays where they blitz on every down winds up with 75 stamina in the same game.....with virtually identical stamina attributes.

Doesn't that seem to be a little harsh to anyone else? I'd personally like to be able to give some ST's guys some regular snaps as well.
 
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