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Forum > Goal Line Blitz > Q&A Archives > GLB Question & Answer Thread #12
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Originally posted by RufusBrutal
Why so many passes in the wildcat casual preset? Shouldn't this be geared more towards running the ball, QB rushes specifically?


No, it's meant to be a balanced offense that has some rushing QB plays in it. When teams run a wildcat offense they don't just hand the ball to the rushing QB 30 times a game. If you want to give the QB the ball more in casual, just use the basic offensive AI.
 
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Originally posted by MileHighShoes
Why does GLB want to leave Beta? What will this mean for the current userbase when GLB leaves Beta?
Will game changes be as frequent as they are now, will you guys still implement user suggestions, will you still hold Q & A's? Or will the sim be more set in stone with most of the time and effort spent fixing bugs and streamling gameplay, rather than adding new features or changing the way dots interact?


Because having a stable, non-changing sim has always been our goal.

It won't mean much of a difference for the current userbase other then the expectation that there won't be massive sim overhauls.

Game changes will be less frequent but we will still evaluate and implement user suggestions if we feel they add positive value to the game. There will be very little done in regards to the sim and how dots interact unless something is broken/buggy.
 
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Originally posted by Robbnva
With the tweak to blocking being more important, does that make up for a lack of strength?

Say a 130 strength with 100 blocking OT vs 150 strength DE, is the OT able to prevent being revcaked by using his blocking techniques?


It's not GLB's policy to give specific build advice. This is something you'll need to figure out on your own.
 
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Originally posted by RufusBrutal
Pancake SA.

Could you explain the value of getting this to 10? It seems pretty worthless.


The more you have in the SA, the more likely it is to fire/activate. Whether it is worthless or not is up to the user's individual interpretation of the SA. Some will find value in it. Others won't. The good thing is that you have the choice whether to put points into it or not.
 
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Originally posted by MileHighShoes
http://goallineblitz.com/game/replay.pl?game_id=1956330&pbp_id=4743338

Midway through this play the WR and FB on the weak side get the red eye above them that shows that they failed a blocking assignment vision check. This is the first time I have seen this happen anytime that was not before a play. Is this a result of the changelog from today, or something that has always happened? Does it mean the same thing as the red eye from the before the snap?


It's a failed vision check. Was added this offseason.
 
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Originally posted by yello1
1) My seemingly well built DL and OL underperform and I cant figure out why. Could you please give a detailed description of the mechanics of a run block event between a OL and DT, what factors in what order go into determining if a block is engaged, broken, and if the defender is driven or pancaked. What roles do Strength, Blocking, Vision, Agility, Speed, SAs VAs go into these efforts in the various combinations of power or evasive rushing (if that matters at all) and what role does run or pass favoring play. Are the mechanics any different on the ends of the line in a DE OT match up or a LB TE one? Same mechanics in a blocking RB versus LB/CB?

2) Could you do the same analysis for a pass rush, in particular an OT trying to hold a DE.

3) In a normal play, which of the O Linemen can get far enough outside in an existing pulling offensive play to become an Outside Blocker?

4) Why is there not a corresponding outside defender?


You're asking for way too specific information. We're not going to tell users how to build their players. We will answer questions as to how things work but we're not going to go into what roles various attributes, SA's, and VA's play in a roll. It's up to you to figure out what works and if you can't figure it out, perhaps join a PF where discussions on these matters from experienced users take place.

As for #3, any that get 7 yards outside the line of scrimmage. Position doesn't matter. Placement of the dot relative to the line of scrimmage does.
 
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Originally posted by Dr. E
1) Since the VA Power Tackler has a LOS requirement, does it work on special teams?


It will work for the force fumble portion of the VA but not the make tackle portion.
 
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Originally posted by RufusBrutal
Morale

Could you pls explain this morale stuff a little better. How valuable are the season promos (away & home) and individual game promos. Basically, how much of a difference does it make if you run these or not? Tbh it seems a bit silly.


They have an impact for sure. For more information about morale related items/issues, review the following thread:

http://goallineblitz.com/game/forum_thread.pl?thread_id=3946717
 
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Originally posted by awsalick
Does auto adjust trigger differently depending on the magnitude of the original percentage? In other words, is it additive or multiplicative?
For example, if additive:
Package 1
Play A 10% (50% chance) +5 from success--> 15% (75% chance) next time
Play B 10% --> 5%

Package 2
Play A 50% (50% chance) +5 from success --> 55% (55% chance) next time
Play B 50% (50% chance) --> 45%


http://www.glbwiki.com/qa/search.php

type in auto adjust
 
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Originally posted by Handmonster
What are the primary inputs into causing an SA to fire?



As stated previously, we're not going to give specific roll/how to improve your build answers here. It's up to the user to figure out what attributes will best help an SA to fire.
 
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Originally posted by Big Marc
Would deflect ball AE/VAs/SAs affect/enhance the FG block roll (presuming the vision check is passed)?


Originally posted by Bort
The only one that currently applies is swat ball. The others are specific to passing.


 
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Originally posted by Robbnva
Does QB MVP calculations take into effect COMBINED Passing and Rushing yards, or is it one or the other?


Originally posted by Bort
Both are worth their point values separately, added together.


 
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Originally posted by MileHighShoes
http://goallineblitz.com/game/replay.pl?game_id=1983393&pbp_id=776257
What happens to the ROLB here, he appears to fall down along with the BTE? However the BTE appears to be engaged with the RDE at the time (along with the LOT). Can a blocker cut block a defender while being engaged with another defender?

http://goallineblitz.com/game/replay.pl?game_id=1983393&pbp_id=773314
At the end of the play the HB appears to jerk forward. Is this a visual representation of a player fighting for yards after the tackle? If not is there a visual representation of a dot fighting for yards at all, or is that something that stays in the code?


What does Avoid Fake % EQ do? Does it give you a bonus to avoiding fakes, or does it cut down on recovery time after you are faked? Or does it do both?


Originally posted by Bort
1) Just looks like the TE peels off at the last moment and manages to get him. No, a player cannot cut block somebody he's not currently assigned to.

2) Yes, the HB's end position shows the extra yards he was awarded from his fall down/fight methods at the end of the play. There's no particular animation; it's just calculated as the play ends.

3) Bonus not getting faked in the first place. It doesn't reduce the fake duration.


 
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Originally posted by TehKyou
Does distance factor into the vision check for deciding who to block?


Originally posted by Bort
Yes, the vision check to "see" defenders further away gets harder and harder the further they are. I.E. a G will have a very difficult time seeing an incoming CB as compared to a DT.


 
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Originally posted by tautology
Related to the question above...

Many seasons ago, I recall Bort adding some code that caused pass blocking to decay in quality over time.

Is this code still active, and if so has it been adjusted downwards by any chance?

(and depending on your response, my next step may be to head to the suggestion forum to suggest that the decay code be reinstated or enhanced a bit )



Originally posted by Bort
It's still in there; the effect is just lessened quite a bit, especially when double teamed. I felt it was too strong, as even a 2 man rush was always crushing the pocket after 2 seconds.


 
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