User Pass
Home Sign Up Contact Log In
Forum > Goal Line Blitz 2 > S51 Changelog Suggestions
Page:
 
Link
 
Dismiss All Button for Pick Up games.

Fix Kicking. Accuracy leaves something to be desired and Power isn't represented well with everyone able to hit 50+ yd kicks. If this was fixed, the rare blocked/tipped kick/punt could be added to the game.

Strip Tech, Coverage Tech, Route Tech, Intimidation, and Pass Rush Deflecting (for DL) need cost revision. They don't seem worth the investment for the points. This would hopefully lead to more build variety.

Select All/Check Box to select multiple playbooks for deletion.

QB's need a QB Slide SA for scrambling, something like a Brace For Impact for QB's.
QB SA where he throws ball out of bounds to avoid sack.

Revise HoF, particularly where Broken Tackles count too high in the rankings for HB's for example.

Keep Rookie/Soph and add rest of tiers to Vet or at least combine J-Man and Pro. This will allow teams to reset faster if they choose, to rebuild or recruit, and allow us to fill up star player meters faster.

Allow the Star Player Meters to refill after creating a Star Player or adjust costs requirements lower, or do both.

Adjust the scale of Power Rushing's effectiveness to where it will be more useful before Pro level.

Give cpu dots templates (let the players contribute, please)

Open cpu builds.

Add All-Star game appearances onto a dot's player page.

Add a player's HoF ranking to it's player page.

Add Team HoF for Owners. I'd love to see a list of my team's "All Time Greats".

Add a setting in Playbook to force a position to pass pro rather than just enable possibility. For example: possibility of forcing FB or TE to stay in trenches.

New Offenses: Twins formation WR sets (more chances for Slot SA to fire), Strait T offensive formation, Wing T offensive formation, and Wild Cat formation for example.

What would be the possibility of doing away with retirement leagues so as to add at least once cpu only league per tier to increase ladder match up diversity and free up the servers some? Also just have cpu (with no human players) vs cpu (with no human players) auto generate game stats/results to free up servers?


*****
Edited by Myrik_Justiciar on Feb 2, 2021 15:07:52
Edited by Myrik_Justiciar on Feb 2, 2021 15:06:51
Edited by Myrik_Justiciar on Feb 2, 2021 07:22:37
Edited by Myrik_Justiciar on Feb 1, 2021 22:17:21
 
Xars
offline
Link
 
Originally posted by Myrik_Justiciar

Adjust the scale of Power Rushing's effectiveness to where it will be more useful before Pro level.


Let's wait a season on this one.

My LZ6 S* HB may put up some very nice numbers in this upcoming Soph season.
Edited by Xars on Feb 1, 2021 15:48:04
 
BoDiddley
offline
Link
 
QB SAs that proc off Passing Tech & Accuracy.

Tech SA- Adds touch to pass that makes Ints/PDs harder

Accuracy SA - Improves the receivers CIT roll
 
rabidlizard24
offline
Link
 
4-2-5 and 3-3-5 defense with 2 Strong Safety spots like it's supposed to be

Flexbone formation with option style plays

Better rollout passing plays for mobile QBs that are harder to scheme against

Play Action passes having more effectiveness if you are a heavy run team. There should be some kind of coding that a more a team runs effectively, the bigger chance for PA to work.
 
Xars
offline
Link
 
Originally posted by rabidlizard24


Play Action passes having more effectiveness if you are a heavy run team. There should be some kind of coding that a more a team runs effectively, the bigger chance for PA to work.


- Increased penalty to play action fake chance from down and distance. 3rd or 4th and long should now be a very low chance of fake success.

They changed it to a Down and Distance check. Can buff it based on how many successful rushing plays you've had or something possibly, but that depends on how they coded it originally.

Edited by Xars on Feb 1, 2021 17:47:53
 
rabidlizard24
offline
Link
 
Originally posted by Xars
- Increased penalty to play action fake chance from down and distance. 3rd or 4th and long should now be a very low chance of fake success.

They changed it to a Down and Distance check. Can buff it based on how many successful rushing plays you've had or something possibly, but that depends on how they coded it originally.



I say it because as a heavy run team, I said one game, hey let's dial up a heavy percentage of play action on 2nd and short. In that instance it should fool the hell out of a defense at least a couple times. Nope. I get the down and distance part and I'm glad they made that change, but if I run the ball 90% of the time and then on 2nd and short I dial up a fake, it should work here and there.
 
Xars
offline
Link
 
Originally posted by Myrik_Justiciar


QB's need a QB Slide SA for scrambling, something like a Brace For Impact for QB's.


*****


QB SA: Proc off Drop Back Grip -- Iron Grip -- QB resists a fumble on a Sack.

QB SA: Proc off Pocket Awareness -- Quick Shot -- QB throws the ball out of bounds to avoid a sack.

Edited by Xars on Feb 1, 2021 17:52:34
 
BoDiddley
offline
Link
 
Originally posted by Xars
- Increased penalty to play action fake chance from down and distance. 3rd or 4th and long should now be a very low chance of fake success.

They changed it to a Down and Distance check. Can buff it based on how many successful rushing plays you've had or something possibly, but that depends on how they coded it originally.



Well Bort did make PAs to be more effective if you're running inside a lot. But post-nerf...PA plays are as useless. It's what people apparently wanted.
 
BoDiddley
offline
Link
 
Originally posted by rabidlizard24
I say it because as a heavy run team, I said one game, hey let's dial up a heavy percentage of play action on 2nd and short. In that instance it should fool the hell out of a defense at least a couple times. Nope. I get the down and distance part and I'm glad they made that change, but if I run the ball 90% of the time and then on 2nd and short I dial up a fake, it should work here and there.


To me, Bort had it right in the beginning. Teams needed to run inside a bit, and also invest in carry awareness & leadership to make the fakes work.

I'm not sure how down* distance was changed because even when PAs are ran just in deal situations they suck now.
 
TyDavis315
offline
Link
 
PA is nice still when the TE is the primary receiver, which is a bit more akin to irl. What needs to be fixed is zone coverage. Once again, I’m still not a fan of the zone windows. Either decrease the windows or, preferably, fix QB accuracy.

Pocket Awareness should works towards getting the ball out quicker, QBs should have better game management (getting up field, assessing Zones, etc), and last but not least make play recognition work like play recognition. I don’t know if we ever got actual detail on it, but if it continues to build then boosts wouldn’t be right - better awareness checks & playmaking should be the focuses there
Edited by TyDavis315 on Feb 1, 2021 21:07:38
 
TyDavis315
offline
Link
 
Also 3 free player, there should be one for every Star tier ;/
 
Detroit Leos
offline
Link
 
What happened to teams being able to go over the cap in the offseason and auto cuts/adjustments if over regular season? I have inactives to replace and cannot make the moves right now due to roster minimum+cap.

This really should not require a support ticket. Or, just let us kick players to low contracts in the offseason without the Chem hit and apply Chem hits on day 1 of the season allowing for teams to sign a bunch of lows if needed to make roster moves then kick to mediums/highs with no Chem hit.
 
Bretto007
offline
Link
 
Originally posted by Detroit Leos
What happened to teams being able to go over the cap in the offseason and auto cuts/adjustments if over regular season? I have inactives to replace and cannot make the moves right now due to roster minimum+cap.

This really should not require a support ticket. Or, just let us kick players to low contracts in the offseason without the Chem hit and apply Chem hits on day 1 of the season allowing for teams to sign a bunch of lows if needed to make roster moves then kick to mediums/highs with no Chem hit.


Been this way for awhile with no help
 
PaulM
offline
Link
 
I came back after years away to find that there is still no dismiss all button on pickup games.
 
Link
 
Originally posted by PaulM
I came back after years away to find that there is still no dismiss all button on pickup games.


Holy crap, I dunno why I forgot to add that one lol
 
Page:
 


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