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Forum > Goal Line Blitz > Q&A Archives > GLB Question & Answer Thread #9
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Originally posted by tragula
1. What does quick read actually does ? In other words what does 'checkdown speed' means ?

Here are a few guess (no clue which, if any is correct)
a. The QB will stare less time on each route. If yes, how does it works with relations to the hot spot of the route ?
b. A bonus to making vision checks which allow the QB to pass earlier. So without quick read the QB have hard time passing early within a checkdown.
c. Less time for the vision line to move between checkdowns (lol, but I had to ask).

2. A related question. For quick read to work is there a roll, or is it always on ?


Originally posted by Bort
The QB has to pass vision checks to:

A) move on to the next target in his progressions when the coverage level is too high and he should move on
B) See open guys underneath and outside his progressions ("I'm open!")

Quick read helps make those checks easier. It's an always on ability.
 
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Originally posted by jakobnielsen
Does carrying do anything for WRs prior to securing the ball?



Originally posted by Bort
No. Carrying only helps when you are carrying the ball.
 
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Originally posted by misterbing
On the Skill Point screen for a QB, it claims that Agility has a minor effect on throwing mechanics. How? Is it simply a tertiary modifier on the pass quality roll, or does it impact a specific niche in the throwing process (speed of release, footwork, etc.)?


Originally posted by Bort
It improves your pass quality some and improves release speed.
 
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Originally posted by Toriq
Have no clue if this has been addressed before...does an o-lineman/TE/FB get hit with a reverse pancake stat in the box score after a failed Cut Block (SA)? Just wondering.


Originally posted by Bort
No.
 
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Originally posted by MileHighShoes
What specific rolls does the confidence attribute play a part of? Not including morale at the time, is confidence factored directly into any roll besides QB's dealing with pass rush pressure, and Kickers making game-winning field goals?


Originally posted by Bort
It does go into a bunch of stuff in varying degrees, such as:

- It helps avoid morale reducing SA's
- It can help recover more quickly and not fall down when your block is broken
- It can help you avoid being pancaked when losing the blocking battle
- Helps you catch or deflect passes (or hinders you if low) on 3rd/4th down
- Helps you tackle and break tackles successfully
- Helps keep you from fumbling on a big hit

Plus all the morale stuff.

Basically if you think of a situation in which it would be helpful to not be a scared weenie, it's probably at least a minor factor.
 
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Originally posted by GMathiasf
Cut Block SA:

Is there a fight roll that goes on to determine success? Basically is there anything about a defenders built that can counter a cut block attempt (i.e. jumping, agility, vision)? On the flip side, is there anything in a blocker's build taken into account?


Originally posted by Bort
For the defender: agility. For the blocker: strength and lots of cut block skill.
 
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Originally posted by MileHighShoes
The fearsome VA is stated to work when blitzing from the LB, SS, and FS position. Does it also work when blitzing from the CB position?


Originally posted by Bort
No it does not. CB's are not really very scary in comparison, are they?
 
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Originally posted by MileHighShoes
How close does a dot have to be to the LOS to get the benefits from JTS when not a Defensive Linemen? Say from the CB position.


Originally posted by Bort
within 12ft (4 yd)
 
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Originally posted by crave681
2 players of equal weight/height/jumping/confidence/vision/speed have a jumping contest.

Player A has 80 strength
Player B has 50 strength.

Who jumps the highest? Not a trick question!


Originally posted by Bort
Assuming you're talking about jumping up, with no interference, to catch a ball? They both jump the same height.

The guy with 80 strength is a better diving tackler though.
 
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Originally posted by Longhornfan1024
How you received any offers from large companies (ESPN, EA, etc.) to purchase GLB?



Originally posted by Bort
That is a private business matter. If we had talked with anyone, we would have been required to sign an NDA.

 
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Originally posted by blitzboy
i apologize if this has been asked in the past. could we clarify how Percentage Bias works in the offensive package section?

when creating a new offensive package, you can set a Percentage Bias. i thought i remember many seasons ago that we were told:
1. the numbers need to add up to at least 100 (to avoid bugs)
2. the numbers can add up to over 100
3. the numbers are not hard percentages

can anyone help clarify (confirm/deny) this?

i have been trying to work some packages with many, many plays and instead of trying to figure out %s, i believe i can leave it at the default 100 and let the sim randomly choose a play (equally). or have you found that it consistently calls certain plays (like the top one)?

(i also have auto-adjust turned off)


Originally posted by Bort
The numbers will be adjusted in-memory to add up to 100 in whatever ratios you entered them in at when the sim starts up.

For example, if you have 4 plays set to 100, they will be adjusted to all be 25 when the sim runs so the code can handle things as if they were 100%. If you had 4 plays set to 50, they would also be adjusted to 25, since they are all equal. If you had two plays with one of them set to 100 and the other set to 50, they would be adjusted to 66.6% and 33.3% since that is the ratio based on the whole (150).


 
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Originally posted by MileHighShoes
You have two identical dots, all attributes, SA's, and VA's are equal. One is taller than the other. Does the taller one run just as fast, faster, or slower than the shorter one?


Originally posted by Bort
They run the same velocity. Weight affects velocity, not height. Height affects jumping and balance.
 
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Originally posted by MileHighShoes
When looking at the box score and defensive stats after a game... why are KL's weighted to high when choosing the most productive defensive player.

http://goallineblitz.com/game/game.pl?game_id=1816288

Using this game as an example, looking at players on palembang
the #1 defender had 2 tackles, 1 KL, and 1 PD
the #2 defender had 1 tackle, 1tfl, 1 KL, and 2 PD's
the #3 defender had 8 tackles
the #5 defender had 5 tackles a sack and two hurries

It always seems like if your dot can manage one KL in a game they will end up at the top of the defensive stats list even if they did relatively nothing else. Why are KL's weighted to high? Are they weighted this high in the defensive MVP formula as well?


Originally posted by Bort
The defenders aren't listed in order of any "productiveness" calculation. The default sort just happens to be sorted by KL first, followed by tackles. You can click the headers to sort them any way you like.
 
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Originally posted by tsherr
1)When a defensive player registers a missed tackle, does that mean he got a hand on the player (and potentially slowed him down) or does it mean that he came with in a hair and had no impact on the ball carrier? (Or does it mean either?)
I'm just wondering if a DT with 3 tackles and 3 missed tackles is still slowing the ball carrier down, or are the three missed tackles potentially completely valueless and therefore the best option is to go wrap up tackle.

2)If the player is playing wrap-up, does that mean he won't tray for unlikely tackles (since he won't be able to wrap up) or does it just refer to how he attempts the tackle?

T



Originally posted by Bort
1) It means he was close enough to attempt a tackle, and ended up eating turf instead in some way. He may or may not have slowed the carrier down. That depends on the quality of the tackle roll vs the ball carrier's avoidance skills.

2) Wrap-up style just gives a bonus to making tackles and a penalty to forcing fumbles. It doesn't change the player's reactions at all.


 
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Originally posted by rustybeavis
What are the factors that go into a dropped pass?

For the pass catcher, is it catching and possibly vision and/or jumping?

For the QB, there are a lot more variables including Throwing, Pass Quality, Tight Spiral, Passing Style Slider. How are those weighted and what effect to they have?

Thank you.


Originally posted by Bort
Pass catcher - yes, all three. Also any defender interference that might mess him up.

QB - Assuming an on-target pass, the number one thing to avoiding drops would be pass quality, which is based on your throwing skill, tight spiral skill, etc. Passing style would be second.

 
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