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Forum > Goal Line Blitz > Q&A Archives > GLB Question & Answer Thread #11
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Originally posted by conorf
How do you receive an endorsement?


http://goallineblitz.com/game/faq.pl?cat=Fame%2FMVP%2FEndorsement%20FAQ#38
 
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Originally posted by Childish Gambino
is there a target season to leave beta?


Season 28 is our goal.
 
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Originally posted by WestSideR
I bought my free player perm custom EQ (600 pts) and when I look at what I get back for retirement it says 140, yet it states clearly, "You get 70% of points spent" I used flex points not reward points. Why is it only going to give me 140?

Note my player is only level 22 at the moment, so I doubt it has anything to do with "You've been using it too long, it goes down in value every season" or whatever.


You'd have to contact Support on this. They will be glad to help you.
 
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Originally posted by Fmetnik
Is the auto train equal to manual train, with regards to bonus value and bonus frequency?


Yes.
 
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Originally posted by TheGreatAus
Im under the assumption that Bruiser VA works on passing plays too...but just to clarify, does Bruiser VA work on passing plays after the catch is made?

Here is an example play: http://goallineblitz.com/game/replay.pl?game_id=1913833&pbp_id=5469466 . And yes, this HB has 10 in bruiser and is running at -51, i.e. the bruiser side of the slider.

I did look on GLB wiki, but there is nothing referencing it when searching 'Bruiser'.


It will work as long as they are within 8 yards of the line of scrimmage and using at least 50% power.
 
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Originally posted by Packers27
Why or how can I release a player off of a team that he plays on(that I am NOT the owner or coach of) AFTER the owner sold the team and now its CPU ran? Is he stuck there until the season is up? It used not be this way. This question is for anyone


You can sign with another team when a team turns CPU. Failing that, contact Support and they will be happy to assist you (if the team is still CPU).
 
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Originally posted by jacked15
is there a maximum # of SPs you can stockpile?


Nope.
 
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Originally posted by yello1
What exactly goes into the interception routine? What makes a QB decide to throw a pass that could be intercepted (vision? Morale? Tactical Settings?)? What if anything does the receiver do to make an interception more or less likely (route tactics, vision, agility?)? What does a defender do to make an interception more or less likely (positioning at hike, if so where is best where is worst)? Thinking more here about the set up that brings about an interception check more than the interception check itself, assuming that there is such a set up and its not all one big routine done when a pass is called?



Originally posted by Bort
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
 
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Originally posted by alindyl
How are CPU attributes/levels assigned? Is it based on the opponent, or is it based on the league the team is in?

Reason i ask is i see a lot of people suggest that it's based on the opponent you are playing, while i was under the impression that CPU players are assigned their levels based on the league they are in. If it's based only on the opponent, would this mean that a team in rookie level could scrimmage a CPU team in pro and have it behave as if it were a rookie level team?


Originally posted by Bort
CPU teams do adjust by opponent (and own) avg human level, unless they have no human players, in which case it goes by league level.
 
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Originally posted by Dr. E
The "Pass Block" SA says it gives a bonus to blocking. Does that mean to the blocking skill or some overall bonus to making a block?





Originally posted by Bort
Basic bonus to pass blocking rolls.
 
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Originally posted by Antonine
With the reduction in Pee Wee leagues, will there be a new promotion/demotion structure between the leagues? If so, what will it be? Both conference winners advancing from Silver to Gold?



Originally posted by Bort
We will just grab the needed teams from the usual sort criteria, same as if we were to have to grab extra teams to fill cpu slots. Playoff wins, playoff games played, regular season wins, points against, points for.

 
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Originally posted by alindyl
Is there any difference in impact/effect between a diving tackle and a regular tackle?

In other words, if a player makes a diving tackle, are they less likely to make a fumble because it inherently does not hit as hard as a non diving tackle? Depending on the answer to that, does that mean that monster hit/big hit in a diving tackle are less potent in those situations?




Originally posted by Bort
Diving tackles are harder to succeed at, and yes they are less likely to force a fumble.
 
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Originally posted by blackrock
When a D-lineman is engaged with a blocker and a RB carrying the ball passes close by, does the D-lineman first have to win a break block roll to disengage from the blocker before attempting a make tackle roll, or is there a separate roll that allows the tackle to be made essentially from the block?


Originally posted by Bort
He gets a penalized tackle roll while still engaged, unless his blocker is directly in the way.


 
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Originally posted by Longhornfan1024
Can you thoroughly explain the difference between Catch Ball % and Interception % in the context of the Catch/Pass Defense fight for a defensive dot?

To be more specific, which part of this progression is helped by INT% and which part is helped by CB%?

Originally posted by Bort

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


Is CB% only used after a dropped pass, pass deflection, or knocked loose pass?

Also, if a CB is attempting to intercept the ball in the open field (no WR fighting for the ball), is INT% or CB% used?




Originally posted by Bort
INT% is a + in defensive situations where you are in the middle or fighting for the ball. Catch% applies on catch attempts after the ball is dropped/tipped by the receiver and anyone could potentially catch it.


 
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Originally posted by AngryDragon
We all know that special teams pancakes do not currently get counted for player statistics.

Question 1: Will this ever change via regular stats or a new category for special teams stats?

Question 2: When a player is pancaked on special teams do the same morale losses apply as if it were a normal play?

Question 3: More to the point on question 2. If I invested heavy in pancaking skills and the showboat blocker VA and pancaked the other teams defensive players heavy on special teams. Do they experience the same morale loss as if they were pancaked by a showboat blocker on a normal offense vs defense play?



Originally posted by Bort
Pancake VA's still work for any pancake, special teams or not. Special teams pancakes are actually still tracked separately so they can be displayed on the box score. We just don't compile totals for the stats pages. There are a lot of pancakes on special teams, which is why they are not tracked with normal pancake totals. I'm not sure if a compiled seasonal stat would really be of much worth.
 
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