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Forum > Suggestions > Give a penalty to WRs who catch while falling down
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WRs are always catching passes falling down so there is no chance for a knock loose or fumble. Agents deliberately put 0 points into balance just so the WR can catch the ball and fall down. There should be a huge penalty if catching while falling down.
Edited by Galactic Empire on Sep 13, 2016 12:55:43
 
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I can see some validity to this point GE... I just wonder if there is a reason the game is designed that way, maybe to keep offense from being too strong?
 
DeeVee8
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I say make Zone Awareness more expensive. Who's with meh?!
 
TxSteve
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typical GE post trying to get his opponents nerfed.

surprised he didn't also pitch a buff to power running or something
 
bhall43
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Honestly it happens no matter how much Balance you have. Very frequently. Its the game design which kinda sucks because wr's can be made completely pussy. Then when you try and make a power wr he sucks because he actually tries to break a tackle.
 
HayRow
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mine are made with some solid balance/foot on the elements and dont see them falling all the time.
 
bhall43
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Even they get insta tackled. Watched a full gsme just now and zero times would have zone shark been useful.
 
jakedood
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In the game GE used as the basis for getting wr's to stay up more often, a lot of it was when the tackler had no momentum and made the tackled straightaway after the catch, so no chance for Power tackling to really have an effect. I suggested strip technique, as it works better on falling wr's. End of the day mate, you've neglected skills on your players, when you build to stop the run, cant complain about the pass not being able to be stuffed by your specific defense.
I can understand what you mean re balance, but build some coverage skills and stop them geting the ball in the first place. The game you're basing this on saw multiple chances for you to knock the ball loose, yet it only happened a couple of times. The receivers weren't collapsing as much as you make out, happened maybe 6/7 times out of 80 odd passes?
 
GoGetta
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Originally posted by bhall43
Honestly it happens no matter how much Balance you have. Very frequently. Its the game design which kinda sucks because wr's can be made completely pussy. Then when you try and make a power wr he sucks because he actually tries to break a tackle.


Originally posted by bhall43
Honestly it happens no matter how much Balance you have. Very frequently. Its the game design which kinda sucks because wr's can be made completely pussy. Then when you try and make a power wr he sucks because he actually tries to break a tackle.


Quoted twice because it's the truth.
 
GoGetta
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I've never ever gone without investing into balance because I like the catch in stride SA (Galithor did a great post on it way back in the day). And my receivers still fall down.

So let's nerf all receivers since they fall, thus establishing an age of running meta to this game. It's been quite a while since we've had that =)
 
Xars
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WR Balance:

You only need/want WRs to have decent/high Balance so they can become Screen monsters. For downfield Passing, Balance is meaningless because there is very, very few times that WRs can break long plays anyway. S* WR can do it once in awhile.

The problem isn't high Balance or low Balance. The problem is that the Passing game isn't explosive in GLB2 like the NFL. The Running game is explosive because of the Sprinting difference between HBs and Defenders and the horrible angles the Defenders take.

For Pure Passing O, Balance on downfield WRs doesn't do much. It helps on WR2 for Screens.
For a Balanced O, you want some WR Balance just so your WRs hold their blocks and/or don't get RevCaked that much losing Energy/Morale.
For Pure Running O, you want high Balance WRs (comparaitively) to hold the blocks.

You can build and test high Balance WRs and low Balance WRs all day long and there's a negligble difference in performance.

 
BoDiddley
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I get good results with balance on receivers, especially the speedy ones. If the QB has decent power to hit him before the DB is right on him, they're typically able to get some YAC.

The "falling down" effect I always thought was a result of the Catch in Traffic skill. The receiver is basically shielding the defender away to make the grab and prevent the INT. Don't really notice it when they're wide open or have separation on a route.
 
bhall43
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There isn't any cross field type catch and runs. If you get yac it's likely from screens or you had a long touchdown. Not because you caught a 5 yard pass and went 10 more yards before being tackled. Separation and staying up right just isn't a huge thing in this game.
 
BoDiddley
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Originally posted by bhall43
There isn't any cross field type catch and runs. If you get yac it's likely from screens or you had a long touchdown. Not because you caught a 5 yard pass and went 10 more yards before being tackled. Separation and staying up right just isn't a huge thing in this game.


"Not so fast my friend" ~ *Lee Corso voice*

http://glb2.warriorgeneral.com/game/replay/360394/998570
http://glb2.warriorgeneral.com/game/replay/360394/1001058
http://glb2.warriorgeneral.com/game/replay/360394/999974
http://glb2.warriorgeneral.com/game/replay/360394/998538
http://glb2.warriorgeneral.com/game/replay/365337/943663
http://glb2.warriorgeneral.com/game/replay/365337/944572
http://glb2.warriorgeneral.com/game/replay/366333/1152385
http://glb2.warriorgeneral.com/game/replay/359894/1225089
 
bhall43
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Originally posted by BoDiddley
"Not so fast my friend" ~ *Lee Corso voice*

http://glb2.warriorgeneral.com/game/replay/360394/998570
http://glb2.warriorgeneral.com/game/replay/360394/1001058
http://glb2.warriorgeneral.com/game/replay/360394/999974
http://glb2.warriorgeneral.com/game/replay/360394/998538
http://glb2.warriorgeneral.com/game/replay/365337/943663
http://glb2.warriorgeneral.com/game/replay/365337/944572
http://glb2.warriorgeneral.com/game/replay/366333/1152385
http://glb2.warriorgeneral.com/game/replay/359894/1225089


Exactly my point in another thread about zone shark. Only one of those replays, the pass to gronk in the middle was a viable play for the sa to fire and reasonably be in the play. All the others are the only times you see yac due to guys getting neat over the top or only seeing deep man cover
 
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