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Forum > Goal Line Blitz > Q&A Archives > 4/9/2013 Live Q & A Thread
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Catch22
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Reserved for tonight's Q & A.

How the Q & A will work:

The thread will be locked. We will give users the chance to ask questions. Once there have been about 10 questions asked the thread will be locked to give us the opportunity to answer them. The Q & A session will run for approximately 1-2 hours and we'll probably open it up for general chat/discussion for the last 10 minutes or so (during this time, don't expect questions to get answered).

Rules for the Q & A:

1) Ask your question only once. If we don't answer it immediately, don't repost it.
2) Keep it on topic. This is not a discussion thread, this is a question and answer session. Ask a question and wait for us to answer it. If you have something to say with another user, do it via private message.
3) Limit your questions so other users have the opportunity to get a question answered.
4) This is not the forum or avenue to try and get a suggestion looked at or implemented. Please avoid asking questions that are suggestions.

If you violate any of these rules you will receive a temporary forum ban until the Q & A is over. Forum rules will also apply and any violations of those rules will lead to warnings/suspensions.
 
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Originally posted by Catch22
PM question from user thexman:

this is a question for the Q&A session you will have April 9 which i won't be able to attend unless you can give me a answer prior. this question concern competition. When I look at the Elite Divisions I see alot of teams with incomplete rosters or CPU teams, but when I look at the non elite teams in the same age group you have complete teams with complete rosters in divisions when 90% of the teams are CPU's or rosters with 10 or less players, so why aren't those teams with complete rosters switched to the elite conference instead of obvious reasons giving those teams automatic gold trophies which is diluting the valve to winning the championship. Why did you implement effective level when they are not being used for league placement. What is preventing teams from not renewing their team at expiration and just buying a new team in a lesser league and going for the automatic gold? Stuff like that is putting a bad taste in my mouth especially when I maintain the cost of a 55 man roster season to season. When I play teams in my conference, I want to play real teams not teams with roster size of 10 humans or less and a brunch of cpu teams. then when i look in the competitive league and see 3 or 4 complete teams playing for the same gold when they could have been placed in the elite conference as well.


We sort the teams by past seasons' record, which is general an effective method. We cannot predict what teams are going to do in the future in regards to rosters, etc.

If you believe a team is circumventing the promotion rules by dumping their roster and moving them to less competitive leagues, please notify support and they will take a look at it, because it is against the rules.
 
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Originally posted by Catch22
PM question from user heffmeister:

Q: On HBs, the description (within Skill Point assignment page) for the Carrying attribute states it will help "...use abilities such as head fake and juke more effectively." There is clear logic that increasing Carrying increases the effect of Fake SA's. My question is does the same rationale apply to QBs specifically for Pump Fake, i.e. does an increase in Carrying increase the likelihood of Pump Fake firing, all other variables being equal?


No.
 
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Originally posted by Catch22
PM question from user KingPB:

Any plans to fix the HoF?


I have no current plans to adjust how the HoF works.
 
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Originally posted by Catch22
PM question from user Stray Doug:

1. Want to make sure I understand this correctly... with 15 Power Tackler:
- If on wrap-up, the dot gets +30% Make Tackle chance when [ballcarrier or the defender] is behind the LOS when tackle attempt is made.
- If not on wrap-up, the dot also gets +45% Force Fumble chance.
Is this understanding correct (and can you please indicate which dot's position is used when determining whether it's happening in the backfield)?

2. Are there any SAs for defenders that only work (or work better) when lined up on the LOS? For example, Tunnel Vision... does it make any difference as to it's likelihood to fire or power of effect based upon where the defensive dot is lined up? We know that Disguise Blitz works better when NOT lined up on the LOS, so wondering if there are any where the opposite is true.


1. Power Tackler gives a bonus to forcing fumbles anywhere when not using wrapup setting. The make tackle bonus is for behind the LOS only, independent of tactics settings. "Behind the line" is determined by the tackler's position.

2. If not stated in the description for the skill, there are no hidden bonuses or penalties for being on/near the line.
 
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Originally posted by Catch22
PM question from user Sleepy Mule:

Sure Tackler - When activated, does this give the tackler another shot at causing a fumble?

Jump the Snap - Does this work for blitzing CBs?


1. Sort of. There's only one FF roll. However, it does give him a chance to have a better tackle quality roll, which does figure into the force fumble chance.

2. Yes. Anybody blitzing has a delay that can be mitigated by JTS and/or vision.
 
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Originally posted by Catch22
PM question from user aaasahi:

1.
I want to clarify when do outside blocker kick in.
http://aaasahi.myweb.hinet.net/outsideblocker.jpg
1 or 2?
Last time you answered me it's 1, but other people say no.

2.
VA power tackler :
Knock the ball loose! Each level of Power Tackler gives a +3% bonus to forcing fumbles when not using the wrap up tackle setting. In addition, it gives a +2% bonus per level to making tackles in the backfield, behind the line of scrimmage.
My question is, people say that you don't need being balanced or power tackle style and you still can gain making tackle bonus behind LOS.
True or False?

3.
Do player need have SA like Head Fake, Juke, Catch Fake to activate a "Fake Motion"?
Like we can break tackle, diving tackle, jump catch without corresponding SA.
I ask this because sometimes I saw replay like this:
http://goallineblitz.com/game/replay.pl?game_id=2332501&pbp_id=153973 CB keep move while WR stop, thus separation was made.
http://goallineblitz.com/game/replay.pl?game_id=2333817&pbp_id=911702 see WR3 vs. CB3, CB3 keep going while WR3 make cut.
http://goallineblitz.com/game/replay.pl?game_id=2306075&pbp_id=1660757 same as above.
So my question is:
Q1.Do player can do "Fake motion" even they don't have sp in Fake SA?
Q2.Do player got faked even there no icon pop out?
Q3.Do above play D player got faked?
Q4.If answer of Q3 is yes, do +% avoid fake gear can help in this situation?



1. Outside blocker is based on x location of the player. If |player x - spot x| > 7yds, it works.

2. This was just answered in a previous question. It doesn't matter the tactics style for the make tackle bonus part.

3. There is a different kind of "fake" caused by a quick enough change in direction, that does not require an SA. The defender will tend to overrun his target from not reacting quickly enough, being carried on by momentum. "Avoid fake" does not help avoid this, but vision, agility, and superior vision skill do.
 
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Originally posted by Catch22
pm question from user Rusty Trombone:

does breakthru work against the pass?


No, it's a run block breaking skill only.
 
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Originally posted by Pen15
Does the Never Give Up VA work on Special Teams?


http://www.glbwiki.com/qa/search.php type in never give up and you will find the answer to the first part of this question.
 
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Originally posted by ghuffman
Is Open Field Fake SA 5yards or 10yards for 1 defender in the area? Player page shows 5yards, Wiki shows 10yards.


5yds. Whatever it says on the player page is the correct value, no matter what the wiki says.
 
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Originally posted by NitrousX
1) What role does the attribute confidence play in regards to fake ability?

2) What role does confidence play during the catch roll?

Thanks!


1. None directly, beyond any morale penalties.

2. Confidence is part of the catch roll in general. There is also a confidence check on 3rd/4th down catch attempts, that gives a penalty to the catch chance if failed.
 
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Originally posted by SciFi not Syfy
Can you explain how CPU players get their game skills? Say I have team1 with 20 human and 20 cpu players vs team2 with 40 cpu players. Is there any difference if both teams had 20/20?


All the CPU players scale to the average level of the human players in the game, no matter if there's 1 or 40. If there are no human players, they get scaled to their league's median level, as it's listed on the leagues page.
 
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Originally posted by Phantom Of The Opera
Is there a new football game coming out soon or in the near future, GLB 2.0 if you will?


We have multiple projects being worked on or planned, all of which will be revealed when we begin testing alpha or pre-alpha versions (since we'll be recruiting testers). We're definitely nearing pre-alpha on a couple of them at this point, so you'll find out soon enough!
 
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Originally posted by Saris
The SA Head of Steam affects a very specific roll that I’ve seen referred to as the “engage block roll”. Other than Head of Steam what else (if anything) affects the outcome of this roll on the offensive and defensive sides?


The "engage block" roll comes up at the start of the blocking interaction, as the two players lock horns. All the blocking related attributes apply as expected, but there's more of an emphasis on strength or agility (depending on the interaction) to see if there's an instant win for one side or the other. Pancake related skills can also apply here, as there can be an instant pancake. Also balance skill for the losing party if he is pancaked.
 
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Originally posted by Dr. E
It's pretty much acknowledged that jump is fairly vital to a CB. Is jump just as important for a WR?


I'd say it's fairly vital, but probably not quite as vital as for a CB, since the ball is more often dropped into his chest area. The CB often has to jump to reach the ball earlier.
 
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