User Pass
Home Sign Up Contact Log In
Forum > Goal Line Blitz > Q&A Archives > GLB Question & Answer Thread #8
Page:
 
Catch22
offline
Link
 
Originally posted by Andreas Illum
will there be a recoding of the kickoff mechanics to the point where dots react to the direction and length of a kickoff?




Originally posted by Bort
The kicking team does already move differently depending on direction, but yeah, the return team does not. We do plan to add some more special teams play stuff in the future for different return types and such, so yeah I'm sure we'll work on it at some point.
 
Catch22
offline
Link
 
Originally posted by SikoraP13 DTD
Will there be any uses for player salaries in the upcoming future?


Originally posted by Bort
Nothing game changing. We talked about maybe doing some visual unlockables or something, but it's not something we're really focused on.
 
Catch22
offline
Link
 
Originally posted by punkaweedus
The Power Thru SA description says that size (I would assume weight) and strength are factors in Power Thru SA firing. How important is weight in that equation? Would a lightweight (elusive type) HB's Power Thru ability be severely limited by his weight, even if he had high strength?

Are agility & carrying major contributors to Power Thru broken tackles? In comparison, we know that Spin requires high agility & carrying, that strength is much less important, and presumably that weight is not a factor. Is the same to be assumed for Power Thru? That high strength & carrying are required, agility is a lesser requirement, and weight IS a factor?

Also, why does Power Thru seem to not fire as often as Spin? HBs can Spin several times on a single run, but much less often do you see a HB get consecutive Power Thru broken tackles on a single run. Is location from the line of scrimmage a factor in Power Thru firing?


Originally posted by Bort
When it's talking about size, it's referring to the fact that larger players just tend to have better break tackle rolls in general, which is amplified by Power Through.

The skill's chance of working is lower than spin due to the fact that it is more powerful, doesn't change your vector, and doesn't have the same penalties to consecutive tackle breaks as spin.
 
Catch22
offline
Link
 
Originally posted by jakobnielsen
A question about the excact workings of Second Wind.

The dot gets a refill of +15 if maxed out at the start of the 4th quarter.
But how does it affect breath?
I have heard that the breath is still capped at where it has fallen to at the end of the third quarter, just want to know if that is correct?


Originally posted by Bort
Nope, it raises the breath's max cap by 15 as well (up to the max of 100)


 
Catch22
offline
Link
 
Originally posted by J_Beck
Any update to the forum updates that bort mentioned a long time ago, where we would be able to search through google to find things?


Originally posted by Bort
Thorn is nearly done with a little batch of forum updates, including that.




 
Catch22
offline
Link
 
Originally posted by oaklandraider
Does the JMP attribute increase your tackling radius ?

Any other factors that impact it ? VIS ? TKL ?


Originally posted by Bort
jumping increases your diving tackle radius and chance. tackling increases your general tackling radius in general, including non diving ones.
 
Catch22
offline
Link
 
Originally posted by bdnannac
Has Bort and company thought about adding seeding to the official GLB tournaments? You could rank the seeds by effective level.


Originally posted by Bort
We will probably seed them by global rankings in the future.
 
Catch22
offline
Link
 
Originally posted by numone

http://goallineblitz.com/game/forum_thread.pl?thread_id=4671217&page=1#42793278

why is that? why isn't there a set max? seems really strange to me.


Originally posted by Bort
Something that's been around forever, just to keep all players from leveling up at exactly the same times.


Catch addition - with the accelerated player development change, this will be going by the wayside.
 
Catch22
offline
Link
 
Originally posted by TrevJo
1. Is there an out of position penalty for punters kicking off?

2A. What's more important for kick distance: speed or jumping?
2B. Same question for strength vs kicking


Originally posted by Bort
Yes, punters in any kicker spot get an OOP penalty (and vice versa)

speed and jumping are about equal.

kicking is more important than strength, but not much.

 
Catch22
offline
Link
 
Originally posted by Triathlon Dude
I have seen the following......

Monster Hit Forced Fumbles
Big Hit Forced Fumbles
Monster Hit Diving Tackle
Big Hit Forced Diving Tackle
Diving Tackle Forced Fumble

What I have never seen are....


Monster Hit Diving Tackle Forced Fumble

or

Big Hit Diving Tackle Forced Fumble

Why? Is there such a thing?



Originally posted by Bort
Yes, it's possible. Diving tackles have a lower quality and power, however, and are pretty unlikely to cause a fumble.

 
Catch22
offline
Link
 
Originally posted by Fumanchuchu
^thanks taut, saved me saying the same thing.

Strong Arm SA, active on both run blocking and pass blocking?



Originally posted by Bort
Pass blocking only.
 
Catch22
offline
Link
 
Originally posted by The Eagle
I would like more detail on the auto-adjust system. I got some answers in the last Q&A, and also realized the wiki site has some important answers.

We mostly know how AA works on runs (full swing for 6 yds+, partial swing for 4-6 yds, zero for 0-4 yds, and negative full swing for a loss).

Can you tell us what the partial swing value is for the 4-6 yard run scenario? In other words, is it accurate to say the swing possibilities are -100%, 0%, ??%, and +100% (-15, 0, ??, and +15, assuming AA is on "very fast")? (where the "??" is the unknown partial swing value)

I haven't been able to find a specific breakdown of the expected gain for passes, but I did see that it depends on the type of pass (you need a bigger gain to get a +100% swing on a "long pass" than you do for a "short" pass). Is this just based on how the plays are identified in the play book? What are the yardage cut-offs for each passing category?

And my last question: how much extra swing do you get for a first down or touch down? You've mentioned before there is a bonus for those two scenarios, but I have never found a number for how much.

Thanks!


Originally posted by Bort
Depends on your strength setting. A full (100) setting will adjust for a very good play bias by 6 - 10%. There's actually some variation depending on situation (and opponent's defense in casual) so that it doesn't push up run/pass too high just because you got a first down on 1 yards to go, or converted a long 4th down with a pass, for example.

A touchdown will add another 6%, a first down an extra 2.

 
Catch22
offline
Link
 
Originally posted by Triathlon Dude
Does Wrap Up Tackle SA equate to Make Tackle % EQ?

If not what exactly does Make Tackle % EQ actually do?

Does it increase your tackle radius?

Does it increase the chance of making a tackle that is already in your radius circle?


Originally posted by Bort
Basically the same thing. Just increases your tackle score on non-diving tackles.
 
Catch22
offline
Link
 
Originally posted by MileHighShoes
When a player is on the bench does the length of the play determine how much "breath" he regains, or i it simply based on stamina and number of snaps on the bench?

Is a player in man 2 man more likely to fall for a pump fake when using the aggressive pass coverage style then they would be using semi-aggressive, or medium, or loose?

When blocking kicks is the ball's height vector taken into account? For instance, is it easier to block field goals from farther out as the Kicker is unable to chip it up as high and still retain distance?

In an earlier Q & A it was stated that jumping and strength are the two attributes that help hurdle fire. So is it safe to assume then that agility and carrying are not included in this roll? Also, is the strength of the boost caused by Hurdle increased by higher jumping or higher strength?

When recovering a fumble what attributes are important for having a successful roll? So far all I know is that agility helps, do any other attributes help? Could you possibly say what is the most important attribute for successfully recovering a fumble?

Which SA gives a larger bonus to pass deflections assuming that neither are favored or penalty SA's and both have the same number of points. Swat Ball, or Shutdown Coverage?

How important is the Catching attribute in the interception roll?


Originally posted by Bort
Length of time on the bench increases breath regained.

Yes.

Yes, you have to be able to reach the ball z-height wise to block it. It's also easier to block when the ball is lower to the ground.

Jumping is the primary attribute for hurdle activation. Strength/agility/carrying go into the general roll for tackle avoidance or breaking, regardless of the SA that gets added to it.

To recover a fumble, you have to pass a vision check to see the ball in the first place. Then it's agility to pick it up, and the chance to pick it up increases over time and if the ball is sitting still.

Swat ball gives a bigger bonus.

Catching is the primary attribute for the interception roll after passing the vision checks to see the ball coming in.


 
Catch22
offline
Link
 
Originally posted by Catch22
General question by users:

How are effective levels calculated. Are they static (fixed) or dynamic? Just a general explanation into what goes behind it.


Originally posted by Bort

It's a list of static values of average sp values -> level. I update them every now and then, and they will probably need some updating after the new growth rates are in, and max levels go up.


 
Page:
 


You are not logged in. Please log in if you want to post a reply.