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Forum > Goal Line Blitz > Q&A Archives > GLB Question & Answer Thread #11
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Originally posted by Mob-6
Does a CB's carrying attributes play any roll in the ability of a CB to secure an interception?

Can QB's throw jump balls to TE's and why aren't these rates closer in line with the rates of jump catch attempts to WRs?





Originally posted by Bort
1) No

2) Yes, QB's can throw jump balls to anyone at the same rate. WR's probably just end up in more jump ball situations if you're setting more of them for WR's.

 
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Originally posted by zamtik
Does a QB take into effect a receivers height/ability to jump in determining where to throw the ball ?




Originally posted by Bort
Yes, he knows the player's max catch height.
 
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Originally posted by WiSeIVIaN
does +% equipment give +% to your score (given by your attributes+SA's+VA's) or +% to your end roll (including the randomness factor) ??


What exactly does pass distance% AE do?




Originally posted by Bort
% bonuses are added to your score before rolls.

Pass distance % increases the QB's max throw distance (and by proxy quality for shorter passes).


 
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Originally posted by bushidobard
I've had four different unrelated questions, but I keep forgetting to re-post here. Thanks in advance for any clarification you can provide.



2. Is there a difference in the way Sticky Hands and +Catch% gear work as far as the deflect/catch/intercept interaction is concerned? Is Sticky Hands, then, roughly the same as +Catch% except with an additional Clutch-like bonus?


3. Other than what's needed for the firing of certain VAs, how would you define the effect of moving up and down the running style slider? What is the relative difference of running at 70% versus 85% elusive, say? Is a runner's BT chance dependent (in some way) on the relationship of certain attributes and the position on the slider?


4. What is it about the 1 Hand Catch SA that justifies its position at the end of the tree? Is it some kind of mega-increase to catching % (despite the misnomer that it would only really work with poorly thrown passes or catch radius)? Is it "read" by the QB when factoring in who to throw to? Does it work on defense?




Originally posted by Bort
2. Sticky hands is essentially catch% with the clutch bonus.

3. The running style slider makes a big difference as far as the maximum angle the runner is willing to turn at, and the defender avoidance radius he will use. There is not a huge difference between 70 and 85%, but there is a difference. You can easily see a difference between -100 and 0 and 0 and 100. Running style doesn't give any specific stat bonuses other than SA or VA related ones.

4. It would not help on defense. It does give a pretty good catch bonus when it's used, and a morale bonus (for the whole team) when it's used. The QB does not try to target it specifically.
 
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Originally posted by jdbolick
Do all references to pass distance (Dump Pass SA - "less than 5 yards," Possession Receiver VA - "shorter than 8 yards") measure from the QB's release point and not the line of scrimmage?



Originally posted by Bort
From the LOS.

 
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Originally posted by TheGreatAus
Regarding the receiving SA's, such as Diving catch, Jump Catch, and 1 handed catch: Are these SA's all or nothing? Lets say in RL, a WR has to jump just a little bit to get in the 'optimal position' to make a reception, does the same thing happen in GLB? And if so, would a 'hop' or a 'tiny jump for position' be considered a 'jumping catch'? Or instead of being all or nothing, does the Jumping Catch SA work in a graduated amount depending on how much a WR has to jump?

Same thing with Diving Catch? How much of a 'Dive' does it have to be to be considered a 'Diving Catch'? If a pass is thrown low in RL, a lot of times all the WR has to do is duck and try to scoop before it hits the ground, but falls and rolls in the process. Would that be considered a 'partial diving catch', and if so, receives a partial bonus from the SA? Or does a WR have to be jump and splay out for an out of reach pass in order to get the Diving Catch SA to fire? Is it possible to have a jumping, diving catch since often times, a player in real life can do two types of diving catches: the falling/crouching diving catch or the running deep, jumping and diving/hitting the turf to catch the pass.

I have looked at Wiki for one handed catch, but there is not much there on it. If a pass is out of reach, and a dot has 0 in one handed catch, can one handed catch show up/fire like jumping catch/diving catch can?

What is the logic path that the sim goes through for a WR to catch an out of reach pass? Is it something like this: 1 handed catch>Diving Catch>no attempt because the SA values are not high enough?

If the player has to jump in order to make a diving catch, which SA is taken into account? Does the sim add all the SA's in jumping, diving, 1 handed catch for a pass that requires a dot to jump, dive, and stretch its arm out for the 1 handed catch? If the sim doesnt add them together, and treats them as only 1 firing (much like Monster Hit firing over Big Hit), why is it coded like that since in real life, all three catching scenarios can happen at once? Or even just two of them, such as a Jumping One handed catch or a diving one handed catch, is more likely.

Thank you, and sorry for the long post!



Originally posted by Bort
The SA's are all or nothing with cutoffs at various points. Any pass that is higher than the player can reach without jumping is a jumping catch. A pass less than a foot and a half off the ground (or requiring the player to lay out to catch) is a diving catch. There's also a "buffer zone" at the letters where the ball is easier to catch, and anything else is just a normal catch. Any catch just around the edge of the normal catch radius is eligible for a one handed catch. OHC can be added onto a jumping or diving catch.


 
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Originally posted by o The Boss x
Does vision play a role in activating SAs on HBs?

Reason I ask is that SYM has a requirement as vision, and gives boosts to SAs.


Originally posted by Bort
Yep. HB has to see the incoming defender to try to fake him.
 
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Originally posted by gbororats
Is there a vision check for a QB to see Double/Triple coverage over single coverage? if there is Do progressions override any vision check forcing the QB to throw into double/triple coverage as opposed to the single covered man?


Originally posted by Bort
There is a vision check to check down or skip to an open receiver. Progressions just determine the order the QB will check down in. Vision checks are independent of how you set your progressions and always apply.


 
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Originally posted by jetsown09
Does the Pulling Lineman VA trigger on screens?


Originally posted by Bort
Nope; runs only.
 
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Originally posted by Joe Webb14
If in the pocket, what break tackle SAs can trigger for a QB ( Spin etc.)


Originally posted by Bort
Spin, Stiff Arm, Turn the Shoulder


 
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Originally posted by Mat McBriar
Is there a deflect roll in regards to blocking FGs/extra points?

In simple terms, would a player in the same situation with 90 jumping have a better chance of blocking a FG than the guy with 40?


Originally posted by Bort
Yep.


 
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Originally posted by bdnannac
Why are the flash replay enhancement's taking forever? ie. Defensive play called and the juke/head fake icons.



Originally posted by Bort
They are done, but some people were having trouble with the flash replay running oddly on some computers/browsers. We have yet to figure out the issue.


 
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Originally posted by All American Dude
1) Does GLB have any plans to grow the userbase in the near future (as in advertising)?




Originally posted by Bort
Yep.


 
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Originally posted by CDZYO
Does speed affect how quickly a QB moves through his progressions?


Originally posted by Bort
Nope.


 
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Originally posted by MileHighShoes
When catching the ball in traffic as an offensive receiver, how are these three attributes weighted in relation to each other?

Strength, Agility, Jumping



Originally posted by Bort
Jumping > Agility > Strength


 
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