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Originally posted by tet
Bort state this in a Q&A June 1, 2011

Originally posted by bort

Question: In what order do the Deflect, Intercept and Catch rolls take place? Is it 1) Deflect 2) Int 3) Catch? If the Catch roll is last, does that mean that the Sure Hands VA only works on plays that would have resulted in a dropped pass?

bort Answer: 1) Int 2) Deflect 3) Catch Deflect near-success can impede the catch chance tho, the idea being that they got their fingertips on it but not enough to fully smack it down. Sure hands only works on a play that would have been a drop, but that includes drops because of that decent defender roll.


Can you tell me if this interpretation is correct?

The DB can make a deflection and the WR can still have a shot at a catch roll, it's just going to be lower than an unimpeded catch. But if the WR misses that roll, it would show up as a PD instead of drop because it was deflected. So Sure Hands would apply and give you another chance on that roll, even though in the PBP it would show up as PD instead of drop. There's just no way to know whether after a PD a receiver got a chance at a catch roll or not, so we can't know how often Sure Hands fires, but at least it fires on some PDs and not just on "drops".

Is that correct?



Originally posted by Bort
Yes. Any time the receiver could have got his hands on the ball, he would have had a chance to use sure hands, deflection or not.


 
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Originally posted by jdbolick
Followup from the last Q&A: I understand that you don't want ILBs to be way on the outside of the formation, but why don't ILBs have the same size movement box as MLBs do?


Originally posted by Bort
MLB's have to cover more ground, since there is only one. ILBs can work together, and only need to cover their side of the line.
 
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Originally posted by AngryDragon
When blockers double team a defender, are there any benefits or bonuses given to the blockers?


Originally posted by Bort
Sort of, by way of penalties to the defender who is double teamed, making him easier to push or pancake.

 
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Originally posted by gbororats
Are there vision checks for the SPIN SA in regards to whether or not a defender is in front or behind the ball carrier. I almost remember a change being implemented in the past that didnt allow defenders to be juked or head faked from behind the ball carrier. There was also something about a vision cone for fakes. How come spin isnt this way as well or is it supposed to be? Does spin have a vision cone? Seems a bit unrealistic/illogical to even attempt a spin with a tackler trailing.


Originally posted by Bort
You cannot use any break tackle skills vs a tackle from behind. The tackler has to at least be even with the ball carrier for spin or power through or lower the shoulder, etc.
 
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Originally posted by caspian44
What are the variables for a Field Goal Block to happen?

Thanks


Originally posted by Bort
Assuming the blocker can get through the line, the ball has to be low enough, and then he has to pass a vision check, and then he has to pass a swat ball check (basically the same as pass defense roll). Both checks are very hard to pass, making blocks pretty rare.
 
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Originally posted by yello1
1) I am frequently frustrated by having man cover DBacks who I think are very well built (agility and vision around 90 or more, Quick Cut, Super Vision, Shutdown around 10 or higher etc) completely left to wander 5 yards off the receiver when the receiver does a sudden cut in his route, leaving the receiver open to the point where he calls Im Open and catches the big gain.
Secondarily I am frustrated that my WRs do not seem to get this to happen for them very often if at all. Oh and no SAs show up in this, no Juke or Fake announced in the replay.

So the question is, could you please explain the details of the routine for determining when a receiver makes a cut thats steep enough to lose a man coverage and whether or not the man covering DB is fooled and what determines how long he is fooled meaning how long he runs before turning and how quickly he is to get back on the receiver. IE What triggers the steep turn, what checks/comparisons/rolls are made to see how tight it is, what checks are made to see if the DB can follow it and how soon and well he follows it and finally does double teaming help at all?

2) What are the benefits of double teaming a man coverage? Beyond to attempts to deflect, is there anything that is added? Does the presence of a second coverage man effect the rolls of the first one in a boosting or multiplicative way? Are there any qualities about the receiver that make double covering less effective? Or is it all just the same as man on man with twice the rolls? Again I am frustrated by the process where other teams make receptions into my double covers much more than I get with my WRs and wondering if I can figure out why.




Originally posted by Bort
Every time a receiver reaches a cut point in his route, he will impart a reaction delay to any defender following him. How good of a cut the receiver makes makes depends on his agility and route running abilities. This effect can be mitigated some (delay time reduced) by passing vision checks at the cut point. However, it is not possible to ever have a delay of 0 without passing an exceedingly difficult roll. There will nearly always be at least 1 tick of delay. In addition, the vision checks are harder to pass and the delay effect is increased when the defender is following very closely and aggressively in man coverage. Head fakes and jukes (which can be mitigated by vision checks and superior vision skill) increase the delay time imparted.

As far as double+ coverage, receiver catch rolls are penalized by a value based on the number of nearby defenders, with more of a penalty when they are closer to him. The penalty is exponentially increased for each defender nearby. Each defender also gets a deflection/int roll separately. A very high catching/jumping WR will be able to overcome 2 defenders more often than one with lesser skills.

 
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Originally posted by gbororats
Is it possible for a receiver who is not the intended target to catch a "bad pass". See this example. The ball was so horribly thrown that the TE probably got hit in the face with the ball.

http://goallineblitz.com/game/replay.pl?game_id=1895411&pbp_id=4297958 WR was the intended target, TE was very close to the ball. Is there 0 chance for another receiver to catch it?


Originally posted by Bort
It is only possible for another receiver to catch the ball if it is tipped.
 
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Originally posted by mandyross
Regarding the training gains, there is a small variation applied to some base value so that the training gains can vary by a few %, and hence are only approximate.

Does this small perturbation mean the actual training gain can go both up and down from the value the formula gives? Or do these perturbations only increase the training percentage?

Any more information about how the variations are coded in would be appreciated


Originally posted by Bort
You'll see a variation of about 2.5% above or below the value given, not counting breakthroughs.


 
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Originally posted by taz20075
Bort has previously stated that a Cut Block is a last ditch attempt where the blockee is escaping the blocker's block radius. In the sim it looks like dots attempt cut blocks from way too far away, sometime throwing themselves on the ground and taking themselves out of the play.

What is the maximum distance that a cut block can be executed from, and why can't a player be cut blocked during a pass play?


Originally posted by Bort
You may not be seeing a cut block when the blocker falls down. It is also possible to do a last-ditch "hard block" from the side, which results in the defender getting pushed away or knocked down, and the blocker falling down. This doesn't require a skill to to do, and is not as effective as a cut block.

A cut block can be attempted from anywhere in the players block radius. Cut block is not included on pass blocking mainly because it appears in the run blocking tree, while pass blocking has shock block.
 
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Originally posted by The Avenger
Whats considered a reasonable "speed" that Auto adjust is run at? I can't see any statistical conclusion that 25% and 75% AA makes any difference and i've been reading scouted game stats and watching replays alot lately!

Thanks.


Originally posted by The Avenger
Whats considered "working" in accordance to the Auto Adjust feature?

I've officially tried 100% AA and have seen a pass play called twice in the same game sacked twice while 5 or 6 other pass plays go 1 for 1 completion but never repeated again. Same with runs, 1 rush for a 1.5 yard gain, then 2 more for a TFL of the exact same rush while other runs get 8.5 ypc bu called just once in that same game.

Please explain.

Thanks.


Originally posted by Bort
Which auto adjust are you referring to? I'm assuming the casual one? AA for casual does not adjust for individual plays. It only adjusts pass/run, short/long, WR/TE/HB/FB bias balances as to which are working better for you.

 
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Originally posted by bug03
I think this might have been asked before, but I'm gonna ask again anyhow.

Does slippery work for breaking sack tackles? - I think not
Does the quick feet va help spin when a qb is breaking a sack tackle?
If a QB drops back into the pocket, tucks and runs, does slippery and sym both work after he tucks?
Can a QB use juke behind the line of scrimmage before he tucks and runs?



Originally posted by Bort
Fakes, slippery and quick feet do not work when in "pass mode." After the ball is tucked, the QB is just like any other ball carrier and can use any of the non "pass mode" skills. Doesn't matter if he's behind the line or not.

 
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Originally posted by Docta
Does setting up a field goal team affect kicks in any way?


Originally posted by Bort
No, but it could help prevent blocked kicks (better blocking)


 
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Originally posted by Hagalaz
Ok, incoming buttload of questions. Most are concerning the interaction between a defender and a receiver. I'm going to make the questions as much Yes/no or single-word answers as possible.

1) We've been told that in any interaction, if the defender's position gives him a chance at the ball, he gets first try. Can you clarify this?


Originally posted by Bort

If the defender is "man in the middle," with the receiver far enough away, he gets a free try at the ball.


Originally posted by Hagalaz

2) We've been told that before the actual struggle for the ball, the type of interaction (int, pd, nothing) between defender and receiver is decided. Is this decision an opposed or unopposed roll?


Originally posted by Bort

Not sure what you're referring to here. Any rolls when players are next to each other are opposed.


Originally posted by Hagalaz

3) Assuming we are past the roll mentioned in 2) we go into the struggle. This is a single opposed roll, right? Does PD% and/or INT% have any impact here?


Originally posted by Bort

PD% (and related SA/VAs) will help the defender, while Catch% (and related SA/VAs) help the receiver.


Originally posted by Hagalaz


4) If the type of interaction in 1) comes out as INT, does the defender still have to try and catch the ball?



Originally posted by Bort

If the interaction comes out as an INT, the defender has won and has intercepted the ball.


Originally posted by Hagalaz


5) If after the struggle the WR fails to catch the ball, we've been told the defender gets another shot. Does this third roll use int% or catch%? Or both? Is it opposed or unopposed?



Originally posted by Bort

It's a free catch% roll.


Originally posted by Hagalaz


6) After a knocked loose pass, is there still a chance for interception? It used to happen, but haven't seen one in many seasons.



Originally posted by Bort

No, that was disabled a while ago when it caused a few various issues.


Originally posted by Hagalaz


7) Regarding the struggle for the ball, strength seems to have a big impact on making it harder for a WR to grab a deflected pass. Does it have any other use?



Originally posted by Bort

It goes into your PD/Int rolls a little.


Originally posted by Hagalaz


8) Regarding the first roll again, and just to further clarify this, the first roll is deciding WHAT KIND of interaction the defender is going to have, correct?



Originally posted by Bort

Yes, the defender has to first figure out if he can intercept the ball or not.


 
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Originally posted by Mobius
Can you define or explain the risk calculation used for a QB prior to making a throw?

Can you define or explain the calculation used for a QB's 'decision' to tuck and go as opposed to making a throw which is tied to the question above

Can you define or explain which side a QB will rollout to?



Originally posted by Bort
The sim calculates a "score" for the receiver based on number of nearby defenders, future position of the receiver in the route, whether or not there is an spot away from defenders available to pass to (this is part of the new QB lead code), proximity to first down, and route hot spots. The QB has a risk threshold that the score has to fall under based on pressure, length of the play, etc. in order to pass the ball.

If the pressure score from defense goes above a threshold set by your QB settings, and there's someplace to run to, he will tuck and run.

QB will roll out away from the defense, if there is pressure from a particular side. If there's no pressure, he'll try to roll out toward the receiver he's targeting (or randomly for a receiver in the middle).
 
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Originally posted by Donner
Whats the max negative effect having 14 (minimum stamina) can have? It appears it bootoms out well above what you would think the negative affects for a completely gassed player would be.


Will not answer this as it would provide too much information into the inner workings of the sim.
 
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