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Forum > FAQ's, Player Guides and Game Help > I really like GLB - how can I not suck?
AtticusFinch
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After my first season I went 6-22-2. Not good. I studied my opponents "film", considered their strengths and how to exploit perceived weaknesses by adjusting my playbook accordingly. A lot of my games boiled down to multiple missed FGs (I lost games by 1 and lost several games 7-0). Overall my team struggled to finish drives and usually failed to put up points when in FG range (max 46 yards).
What attributes outside of KPower and KAccuracy play a role in making FGs?
Also, what else can I do to successfully game plan against my opponents?
 
dredgar
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get glb2 scout tool. it works amazing for you to learn some.

feel free to pm me and i can tell you some things.

fsufiredmc i taught him a ton and he can teach you a ton as well.
 
TxSteve
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did you have a CPU roster last season as well? That would explain it. CPU players just aren't good as they randomly spend their points. Not as huge of a deal in early rookie - but significant in later rookie.
 
TxSteve
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Also - you should boost your kicker - lots of skill points there to improve him
 
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Yep, learn how to build players, reset your team and get a full roster, with at least some S*, you can quickly get S* progress. I would recomend a S* HB, DT and TE, SS or CB.
 
AtticusFinch
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Thank you for your advice. I'm not even sure what "S*" refers to.
Additionally, does this game essentially bottom line at which team(s) have the most purchased players?
Is it probable that a team w/ 6 created players will defeat a team with 2 user players?
How much leverage is gained through "coaching" and game planning?
 
dbill
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Originally posted by AtticusFinch
Thank you for your advice. I'm not even sure what "S*" refers to.
Additionally, does this game essentially bottom line at which team(s) have the most purchased players?
Is it probable that a team w/ 6 created players will defeat a team with 2 user players?
How much leverage is gained through "coaching" and game planning?


That's the game. Yes you can game plan a victory in early tiers and lack players. But as you go better built teams will start to over power you either way at some point. But you can still learn and plan. It all matters . The best teams have both.

I advise most new agents to build dots first before team owning. Keeps cost down and fills out more rosters instead of 10 teams that fold and agents quit when could have had 2 solid teams. This game doesn't give instant gratification. I been at it forever and never won sh-t lol
 
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S* is a Superstar player, you can see on homepage your progress, S* player is a trait that makes the player way better.

What you mean by purchased players? Human players are better cause you control the skill point distribution and you can boost, top teams have a full human roster, you need one to play toe to toe.

Mathematically yes, if both teams have similar level of gameplaning and coaching, its really important here.

Keep in mind that each season teams with human players will scale up way higher then yours.
 
_OSIRIS_
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Originally posted by AtticusFinch
Thank you for your advice. I'm not even sure what "S*" refers to.
Additionally, does this game essentially bottom line at which team(s) have the most purchased players?
Is it probable that a team w/ 6 created players will defeat a team with 2 user players?
How much leverage is gained through "coaching" and game planning?


Ideally you want all purchased players.

Coaching and game-planning is huge. The scout tool is worth the money. You want to come up with a scheme and go all in.

For a newer agent you may have to get what you get player wise and scheme around that. You need to reach out to people and convince them to join your team. The Teams looking for players section of the forum is helpful.
 
bhall43
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Originally posted by AtticusFinch
Thank you for your advice. I'm not even sure what "S*" refers to.
Additionally, does this game essentially bottom line at which team(s) have the most purchased players?
Is it probable that a team w/ 6 created players will defeat a team with 2 user players?
How much leverage is gained through "coaching" and game planning?


When you get down to brass tactics and start figuring out how to stop certain teams that are build towards run or pass or balanced, you will either want to build most of your LB and DE cores yourself or have agents ready and willing to make tactical changes when called upon game to game. Those are the only positions that really need to change tactics from game to game. Outside of that you just need active agents that boost and spend SP at least within a couple games at a time. That is the biggest hurdle when it comes to the game. If you put together a team of 6+ agents you might lose an agent or 2 along the way due to inactivity. If you have a team with 2-3 users losing one guy basically fucks the whole team. It's a gamble either way.
 


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