User Pass
Home Sign Up Contact Log In
Page:
 
peeti
offline
Link
 
Sim Stuff
- Defenses should react better to certain outside rushes
- Slightly lowered baseline blocking levels
- Made blocks in open field more difficult to maintain
- Fixed depth chart fallbacks to more logically fill positions
- Amped up out of position penalty a bit

Other Stuff
- New code that should automatically fix overleveled players and missed XP

Edited by peeti on May 27, 2014 01:40:45
 
TxSteve
Not A Mod
offline
Link
 
yay!

plus

yikes!

Wish I had an idea how significant this will be on non cheese since I have an 8am game!

Wonder if this affects holding blocks on special teams as well?

AND: did you amp up ALL out of position penalties? or is (as an example) running a FS at SS still the same penalty as it was?
Edited by TxSteve on May 27, 2014 01:15:23
Edited by TxSteve on May 27, 2014 01:13:41
Edited by TxSteve on May 27, 2014 01:10:58
 
Mordaloch
offline
Link
 
Originally posted by

AND: did you amp up ALL out of position penalties? or is (as an example) running a FS at SS still the same penalty as it was?


this!

are we talking about crazy stuff like HB at QB or we talking about normally interchangeable players like SS/FS or FS/CB ?

Edited by Mordaloch on May 27, 2014 01:33:17
 
Stixx
offline
Link
 
I wonder if this will fix the depth chart bug of players randomly being thrown in the game for all positions
Edited by Stixx on May 27, 2014 01:31:32
Edited by Stixx on May 27, 2014 01:30:20
 
peeti
offline
Link
 
Originally posted by peeti
Sim Stuff
- Defenses should react better to certain outside rushes
- Slightly lowered baseline blocking levels
- Made blocks in open field more difficult to maintain
- Fixed depth chart fallbacks to more logically fill positions
- Amped up out of position penalty a bit

Other Stuff
- New code that should automatically fix overleveled players and missed XP



Actually that might be just a bit too much...I would have changed it a bit different...


Why say Blocks in open fields are harder to maintain? Why not buff BRB rolls (from BRB skill) and so encourage DBs and stuff to actually invest more of BRB to those positions?
Just sayig Blocks are weaker now, sounds a bit lazy...

Also...Outside runs in general havent really been that OP, have they? If u think they were, OK. But can we at least see some changes to QB rushes? Some of them are really broken as shit.


However, glad this got fixed now. I guess the other stuff can wait until off season
Edited by peeti on May 27, 2014 01:44:44
 
Corndog
Admin
offline
Link
 
Originally posted by peeti
Why say Blocks in open fields are harder to maintain? Why not buff BRB rolls (from BRB skill) and so encourage DBs and stuff to actually invest more of BRB to those positions?
Just sayig Blocks are weaker now, sounds a bit lazy...


You like, do realize that is the exact same thing, right?
 
Mordaloch
offline
Link
 
So again I have to ask just how bad is the OOP penalty now and does it affect all positions the same or are some penalized heavier? With the new changes it would be nice to know something.
 
peeti
offline
Link
 
Originally posted by Corndog
You like, do realize that is the exact same thing, right?


It is? Didnt sound to me like that (remember im foreign )

To me it sounded like the normal Hold Block-rolls have been reduced. That doesnt necessairly have anything to do with actual BRB-rolls to be increased. I dunno how exactly all of ur rolls work, but I understood that sth like a "base value" has been lowered for Blockers on outside blocks rather than the skill BRB got a buff to be more effective in open field situations (which makes total sense btw)

But if its that way then great
Edited by peeti on May 27, 2014 02:12:40
 
USC_Trojans
offline
Link
 
Corn dog can I ask how this affects non goal line outside runs? Curious how much it is going to affect the legitimate outside runs, because those plays are the only thing keeping defenses honest with inside blitzing
Edited by USC_Trojans on May 27, 2014 03:05:36
 
TxSteve
Not A Mod
offline
Link
 
At a glance:

I'm not seeing a big change but the team I was playing had GL defenses in:

HB Sweep vs B Gaps Fire: 54 yd TD untouched
http://glb2.warriorgeneral.com/game/replay/66062/1098895

QB roll out vs GL Gap A: 80 yd TD - there was a missed diving tackle on my QB
http://glb2.warriorgeneral.com/game/replay/66062/1099989

HB Sweep Strong vs B Gaps Fire - 58 yards before touch
http://glb2.warriorgeneral.com/game/replay/66062/1100233

HB Sweep Strong vs B Gaps Fire - 1 yard gain
http://glb2.warriorgeneral.com/game/replay/66062/1100715

GL Sweep vs GL Gap A - 24 yard gain
http://glb2.warriorgeneral.com/game/replay/66062/1100808

Sweep vs B Gaps Fire - 34 yard TD
http://glb2.warriorgeneral.com/game/replay/66062/1100863

QB roll out vs GL Gap A - untouched 80 yd TD
http://glb2.warriorgeneral.com/game/replay/66062/1101344

Sweep vs B Gaps Fire - 68 yd TD
http://glb2.warriorgeneral.com/game/replay/66062/1101758

Sweep vs GL LB Contain C - 69 yd TD
http://glb2.warriorgeneral.com/game/replay/66062/1101972

QB Rollout Strong vs GL Gap A - 43 yd TD
http://glb2.warriorgeneral.com/game/replay/66062/1102260

Sweep vs B Gaps Fire - 21 yd
http://glb2.warriorgeneral.com/game/replay/66062/1103029

That is every time I ran it in my scrim this morning vs Lincoln (sorry - don't know if it is private or not). So - I'm hoping that some of the non "gaps fire" defenses do show an improved AI.

Lincoln only ran it once that I remember:
HB Sweep Strong vs Man Base 5-2 and the D did look improved:
http://glb2.warriorgeneral.com/game/replay/66062/1098947

Sweep vs Zero LB Dogs looks roughly like it did before (to my perception) - 10 yard gain...but that included a broken tackle and a drag
http://glb2.warriorgeneral.com/game/replay/66062/1101468

That was every GL roll out / GL sweep from my game this morning - please post yours - but it wouldn't appear that there was any kind of drastic nerf hammer lowered here.

(I'm not sure about outside blocking - it kind of seemed like blocks might be slightly harder to engage 'from the side' than they previously were...but I didn't see enough to tell for sure)
 
TehKyou
offline
Link
 
Nooo OOP penalty raised!

My poor FBs
 
Galithor
offline
Link
 
Nonblitzing LBs appear better at "scraping" to the outside instead of running up into the line. At least that's what I think I see.
 
TxSteve
Not A Mod
offline
Link
 
Dookie Island vs Memphis Maniax:

Sweep vs LB Contain - 1 yd gain (does look decent - the LB/SS shadow down the line as people have been suggesting)
http://glb2.warriorgeneral.com/game/replay/66100/1102353

Sweep vs B Gap Fire - 47 Yd TD (looked just like my game)
http://glb2.warriorgeneral.com/game/replay/66100/1102794

Sweep vs GL Gap A - 21 yd gain
http://glb2.warriorgeneral.com/game/replay/66100/1104104

Sweep vs GL Gap A - 8 yd gain
http://glb2.warriorgeneral.com/game/replay/66100/1104266

Looking forward to seeing it more against some OUTSIDE rushing defenses....but still get severely burned vs inside rushing D's (please change the default D packages -- or make it so I can edit them!
 
Xavori
offline
Link
 
Originally posted by USC_Trojans
Corn dog can I ask how this affects non goal line outside runs? Curious how much it is going to affect the legitimate outside runs, because those plays are the only thing keeping defenses honest with inside blitzing


"Legitimate"

Wow. Talk about a loaded word
 
DeeVee8
Bucc'd Up
offline
Link
 
Hamburgers
 
Page:
 


You are not logged in. Please log in if you want to post a reply.