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peeti
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Hi guys...

im just curious here as I was a bit surprised by the play.

http://glb2.warriorgeneral.com/game/replay/201259/614581

How did the defender with less enegergy and a .2 slower 40dash time get the QB running in fron of him? I know there was an angle, but the FS still made vertical yards faster than the QB. How is that possible?

Also...the FS played out of position so there was even a oop applied to him, so around 10% of his skills were alsy reduced. So I guess even .3 or more 40dash difference + less energy. What is causing that? Is it pursuit? Does pursuit give you extra speed? If yes, is pursuit the best skill in this game, considering the costs of it and the effect of making up about a .4 dash time (because he didnt only run as fast but even faster than the QB)?

Just curious what your thoughts are.

Greetz
 
Mysterio
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Carrying a football inhibits your ability to sprint.
 
peeti
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ah interesting. is that really the case here? didnt know that
 
Mysterio
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Its the case IRL, idk if GLB uses the same logic but it makes sense. Ive even seen Wovles get caught from behind a couple times.
 
peeti
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I dunno if open field should make you .4 slower, but ok.

Would be interesting to know if ball carriers are really given some penalty
 
Xaiveir
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The safety has closing speed SA. Max running speed +12% and +7 conditioning.
 
FairForever
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Originally posted by Xaiveir
The safety has closing speed SA. Max running speed +12% and +7 conditioning.


Closing speed didn't fire I think.

But makes sense that ball carriers move noticeably slower. Otherwise everyone would just build 100 sprinting halfbacks and profit.
 
peeti
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Originally posted by Xaiveir
The safety has closing speed SA. Max running speed +12% and +7 conditioning.


Closing Speed didnt fire -> Invalid point
 
Kayoh
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something similar happened to Hub today. Our RB (4.43 40) juked out a FS (4.72 40) and got behind him, but the FS (who had to basically turn 180 degrees, basically stopping all forward momentum in the meantime) still caught up to him from behind for the tackle.

link: http://glb2.warriorgeneral.com/game/replay/200589/646355?player_id=109668
Edited by Kayoh on Jul 17, 2015 15:40:52
Edited by Kayoh on Jul 17, 2015 15:38:55
 
o The Boss x
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Angle pursuit bud
 
yello43
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Originally posted by FairForever
Closing speed didn't fire I think.

But makes sense that ball carriers move noticeably slower. Otherwise everyone would just build 100 sprinting halfbacks and profit.


In the replay it says it fired. I don't know if it last the whole play but it says it wen't off.
 
MileHighShoes
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Originally posted by yello43
In the replay it says it fired. I don't know if it last the whole play but it says it wen't off.


It doesnt last the whole play. The SA's description tells you how long it lasts.

Originally posted by Kayoh
something similar happened to Hub today. Our RB (4.43 40) juked out a FS (4.72 40) and got behind him, but the FS (who had to basically turn 180 degrees, basically stopping all forward momentum in the meantime) still caught up to him from behind for the tackle.

link: http://glb2.warriorgeneral.com/game/replay/200589/646355?player_id=109668


Honestly I've been seeing a lot of this and am starting to think that speed is worthless without power running because you get caught from behind a lot regardless of build type. 40 time seems to be mostly meaningless and I have a theory that players actually take up more physical space in this game than they do in real life. Two steps of seperation in this game should be at the edge of a tacklers reach if they're both running in the same direction, yet regularly do I see defenders dive while chasing a ball carrier at a full sprint and somehow make up a difference of a couple yards despite already moving at a full sprint.

In real life you can't really dive any faster than you're already sprinting... otherwise you'd be capable of running faster. The most you can do at a sprint is extend past your balance and hope you reach them during the fall, which can maybe cover a 1 or 2 step difference. None of that seems to matter in this game.

The space players take up in this game, and the reach they have and what they're capable of doing in a dive never quite seems realistic to me. Also in GLB1, players actually appeared fast in the replays once you got speed past 150. GLB2 players always look like they're moving in slow motion, especially when they are running horizontal. I had a WR at 80 sprinting and quickness and whenever he changed directions he looked like he was running in mud. Even the 100 speed 60 quickness guys barely seem to be moving too fast, there just doesn't seem to be any concept of speed in this game, and it's almost better if sprinting is ignored on nearly every position. You can do things even better with less sprinting and the investment doesn't seem to net much of a payoff.
 
drewd21
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Originally posted by yello43
In the replay it says it fired. I don't know if it last the whole play but it says it wen't off.


I thought this but surely that was just while he was moving forwards? He was engaged in a block and had to turn, surely it would have expired by then?
 
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Originally posted by Kayoh
something similar happened to Hub today. Our RB (4.43 40) juked out a FS (4.72 40) and got behind him, but the FS (who had to basically turn 180 degrees, basically stopping all forward momentum in the meantime) still caught up to him from behind for the tackle.

link: http://glb2.warriorgeneral.com/game/replay/200589/646355?player_id=109668


If you pause at tick 110 after the Juke finishes, the HB has 21 energy and the FS has 67 energy. That's why he was able to catch him imo.
 
DeeVee8
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Here is the Drunk's new WR running a screen -

http://glb2.warriorgeneral.com/game/replay/204136/353277

He has 100 speed and 70 quickness, I'd say he looks fast.

I think the problem with the OP is energy as Spastic Cowboy pointed out with the other play.
Edited by Dee. on Jul 17, 2015 17:33:58
 
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