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Time Trial
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Originally posted by bhall43
The elements of passing the ball is % equipment, Tight Spiral, and VA's though!


Lol. Yeah, but even so, the idea that someone at that level can have a bunch more % equipment, SAs AND have a build more suited for that level is what I disagree with.

Even if you tried to balance your build, you are stuck with much lower attributes (like, I don't know, throwing).

My argument is that passing is terrible at that level.
 
bhall43
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Originally posted by Time Trial
Lol. Yeah, but even so, the idea that someone at that level can have a bunch more % equipment, SAs AND have a build more suited for that level is what I disagree with.

Even if you tried to balance your build, you are stuck with much lower attributes (like, I don't know, throwing).

My argument is that passing is terrible at that level.


Eh...maybe in prep. At the end of university you could be sitting on near 10% Pass Quality and easily that in Regional Minor plus getting to 30 VA's at that point.
 
whodey08
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Originally posted by bhall43
The elements of passing the ball is % equipment, Tight Spiral, and VA's though!


Which VA's are the best for passing?
Edited by whodey08 on Nov 30, 2012 23:05:29
 
Dr. E
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Originally posted by whodey08
Which VA's are the best for passing?


The one's that fit what the team is doing with the QB.
 
John Gray
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Originally posted by Toric
Bhall.. when you and your DC were in the mix. it was the last season the changes were worth a shit...


I can tell you 100% I have 0 desire to start new dots..



http://goallineblitz.com/game/player.pl?player_id=4388030
 
Toric
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Originally posted by John Gray
http://goallineblitz.com/game/player.pl?player_id=4388030


pee wee dots.. 1 season and done no waiting 6 seasons
 
Time Trial
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These changes don't seem to have addressed the real issues with the game. I've watched five sims today, still not impressed.
 
bhall43
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What were the real issues?
 
The Avenger
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Originally posted by bhall43
What were the real issues?


D-line is back to not getting any stats

With the QB blitz recognition already in place and these 3 bonus pass rush nerfs:

- Decreased radius for which a hurry is registered by a couple feet, and adjusted blocker angle calculations to be a little more stingy on awarding a hurry
- Increased confidence attribute strength toward avoiding bad throws from hurries by quite a bit
- Fixed some bad blocking vs certain blitzes


........its a Beta game again. Team owners had confidence to adjust accordingly to the "stable" sim when we left Beta and GLB gave in after 1 season to those who never did anything about adjusting instead!

 
bhall43
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Dline seems to be gettings stats from the games I am watching. Are PD's and sacks not stats?
 
SG✬21
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Originally posted by The Avenger
D-line is back to not getting any stats

With the QB blitz recognition already in place and these 3 bonus pass rush nerfs:

- Decreased radius for which a hurry is registered by a couple feet, and adjusted blocker angle calculations to be a little more stingy on awarding a hurry
- Increased confidence attribute strength toward avoiding bad throws from hurries by quite a bit
- Fixed some bad blocking vs certain blitzes


........its a Beta game again. Team owners had confidence to adjust accordingly to the "stable" sim when we left Beta and GLB gave in after 1 season to those who never did anything about adjusting instead!



I've seen Dlines still doing fairly well on the teams I DC for..

Hurries do seem down a tad from last season (On my best pass rushing teams I hit 15 to 20 and now its 5 or 7 alot of times) and I feel like GLB hit us with a double whammy: (If the changes to these were very miniscule then I'm fine with it but if they were fairly big changes in the sim it could be not as good)

- Increased confidence attribute strength toward avoiding bad throws from hurries by quite a bit
- Decreased radius for which a hurry is registered by a couple feet, and adjusted blocker angle calculations to be a little more stingy on awarding a hurry

So they decrease the hurry radius and they buff confidence against hurries? One or the other would have been fine but both seem a bit overkill..

Also what does this pertain to? Which blitzes are they talking about here, would really like to know..
- Fixed some bad blocking vs certain blitzes

I also don't want to pass too much judgement on the sim yet as I've only watched 2 or 3 games but I just hope the changes they made aren't going to swing the pendulum back the other way.
Edited by SG✬21 on Dec 1, 2012 17:21:31
 
Catch22
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Let me make this clear as I've made it clear countless times whenever someone has asked me what going out of Beta meant for GLB:

Going out of Beta did not mean we would stop making sim changes. It meant we would stop making major changes to the core of the game (things like training, archetypes, etc; )

From the searchable Q & A Wiki:

Catch22
September 8, 2012 Question What will coming out of beta actually mean? What changes?
Answer Answered this before in past Q & A's but basically means major changes (things like training changes, archetypes, etc) will not happen any longer. We'll still make updates to the sim and bug fixes but the core will be stable.


That being said, the sim changes we make from this point forward will be minimal as they were this off season. The only changes we will make are ones we feel improve the balance of the game or correct some issues with the sim.
Edited by Catch22 on Dec 1, 2012 17:20:37
 
Catch22
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Originally posted by SG✬21
I've seen Dlines still doing fairly well on the teams I DC for..

Hurries do seem down a tad from last season (On my best pass rushing teams I hit 15 to 20 and now its 5 or 7 alot of times) and I feel like GLB hit us with a double whammy: (If the changes to these were very miniscule then I'm fine with it but if they were fairly big changes in the sim it could be not as good)

- Increased confidence attribute strength toward avoiding bad throws from hurries by quite a bit
- Decreased radius for which a hurry is registered by a couple feet, and adjusted blocker angle calculations to be a little more stingy on awarding a hurry

So they decrease the hurry radius and they buff confidence against hurries? One or the other would have been fine but both seem a bit overkill..

Also what does this pertain to? Which blitzes are they talking about here, would really like to know..
- Fixed some bad blocking vs certain blitzes

I also don't want to pass too much judgement on the sim yet as I've only watched 2 or 3 games but I just hope the changes they made aren't going to swing the pendulum back the other way.


Just a quick note - the confidence buff was NOT against hurries, it was against bad throws caused by hurries. Big difference.
 
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