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Forum > Goal Line Blitz 2 > Season 61 Changelog Suggestions
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ellix
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This change log is presented on behalf of GLB2Academy which had each item voted on by the community by over 20 individuals. These items are those of the listed suggestions which obtained majority support.



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Add more plays to the game in exchange for a lack of balance changes on the season. Especially new offensive plays. Please provide us with the tools to submit offensive plays like we can defensive ones already.
 
Bretto007
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playbook request:

Create a split back shotgun formation - FB on one side and HB on the other.

https://www.elevenwarriors.com/ohio-state-football/film-study/2016/02/68093/film-study-the-emerging-trend-of-two-back-shotgun-formations

https://www.madden-school.com/playbooks/spread/offense/shotgun/split-slot/

https://www.madden-school.com/playbooks/run-heavy/offense/shotgun/split-slot/

https://www.madden-school.com/playbooks/balanced/offense/shotgun/split-slot/


Nickle- Man/zone - CB3 and LO pincher blitz plays

Dime- Tigers Double Gut play
Edited by Bretto007 on Jul 11, 2022 20:37:59
Edited by Bretto007 on Jul 11, 2022 20:37:43
 
ThePh33P
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more direct snap HB plays

more QB runs(specifically the formations that have missing run archtypes)
Edited by ThePh33P on Jul 11, 2022 20:47:45
 
Cybertron
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Pass out of goalline
QA run out of goalline

 
Xars
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Please check how Heart effects Morale gain and loss. Based on ThePh33P's testing, it seems to be the following:

On plays where you lose Morale, low Heart means less of a loss and high Heart means more of a loss.
On plays where you gain Morale, low Heart means less gain and high Heart means more gain.

However, it should be:

On plays where you lose Morale, low Heart means more of a loss and high Heart means less of a loss.
On plays where you gain Morale, low Heart means less gain and high Heart means more gain.

High Heart seems to be high risk, high reward rather than consistently higher results. This could explain why Player Builds are universally high in Conditioning, but low in Heart.

Please look at the code. Thank you.
Edited by Xars on Jul 12, 2022 04:43:06
 
Xars
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Originally posted by Cybertron
Pass out of goalline
QA run out of goalline



You mean QB? Didn't we have that already? I mean I'm fine with QB Sneaks out of Goal Line, but do we really want GL QB Rollout madness again?

I'm for a couple of Short Passing plays and even some Play Actions. (If you're QA was supposed to be PA.)
 
ThePh33P
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Originally posted by Xars
Please check how Heart effects Morale gain and loss. Based on ThePh33P's testing, it seems to be the following:

On plays where you lose Morale, low Heart means less of a loss and high Heart means more of a loss.
On plays where you gain Morale, low Heart means less gain and high Heart means more gain.

However, it should be:

On plays where you lose Morale, low Heart means more of a loss and high Heart means less of a loss.
On plays where you gain Morale, low Heart means less gain and high Heart means more gain.

High Heart seems to be high risk, high reward rather than consistently higher results. This could explain why Player Builds are universally high in Conditioning, but low in Heart.

Please look at the code. Thank you.


my testing didn't show that

Low heart has higher losses AND higher gains
High heart has lower losses AND lower gains

as it currently works heart is more of a "morale consistency" stat rather than a general increase in morale. using a powerback as an example you can gain upwards of 8+ with lower heart per broken tackle using power running where as a medium investment into heart can limit that to 5-6. utilizing toughness and leadership you can mitigate most of the negatives of low heart and reap the benefits of increased gains in some interactions.

However it should work as you described low heart is decreased gains and increased losses and high heart is increased gains and decreased losses
Edited by ThePh33P on Jul 12, 2022 07:02:57
 
Cybertron
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Originally posted by Xars
You mean QB? Didn't we have that already? I mean I'm fine with QB Sneaks out of Goal Line, but do we really want GL QB Rollout madness again?

I'm for a couple of Short Passing plays and even some Play Actions. (If you're QA was supposed to be PA.)


Lol….yeah QB.

Play action would be nice. And QB sneak as well. I think with the implementation of the tags, QB and HB outside runs wouldn’t be OP
Edited by Cybertron on Jul 12, 2022 07:56:27
 
Xars
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Originally posted by ThePh33P
my testing didn't show that

Low heart has higher losses AND higher gains
High heart has lower losses AND lower gains

as it currently works heart is more of a "morale consistency" stat rather than a general increase in morale. using a powerback as an example you can gain upwards of 8+ with lower heart per broken tackle using power running where as a medium investment into heart can limit that to 5-6. utilizing toughness and leadership you can mitigate most of the negatives of low heart and reap the benefits of increased gains in some interactions.

However it should work as you described low heart is decreased gains and increased losses and high heart is increased gains and decreased losses


Wow. Even worse.

Please look at the code.

Please.

Thanks ThePh33P.
 
Xars
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Originally posted by Cybertron
Lol….yeah QB.

Play action would be nice. And QB sneak as well. I think with the implementation of the tags, QB and HB outside runs wouldn’t be OP


Outside Runs: I think HB or FB is fine, but QB (based on prior experience) is a bridge too far.

Passing: I could see a few Short passing plays since there are 3 TEs on the field.

PA Passing: I could see a few of these too.

Let's avoid gimmick's that create 80 yd TDs out of Goal Line. But real/basic Goal Line stuff should probably be added.
 
Cybertron
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Fine, I'll settle for a "Tebow" jump pass
 
rabidlizard24
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Originally posted by Xars
Outside Runs: I think HB or FB is fine, but QB (based on prior experience) is a bridge too far.

Passing: I could see a few Short passing plays since there are 3 TEs on the field.

PA Passing: I could see a few of these too.

Let's avoid gimmick's that create 80 yd TDs out of Goal Line. But real/basic Goal Line stuff should probably be added.


A QB boot pass out of goal line would be awesome. QB sneak too.
 
smashrock
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Goaline passing! Long overdue. TE Hooks Goalline. Play action TE Flats. Goalline TE Crosses. Play action TE Flags. All one step drops.

Wow!
Edited by smashrock on Jul 12, 2022 15:29:22
Edited by smashrock on Jul 12, 2022 15:28:47
 
Xars
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Heart Discussion:

I really do want CDog and Bort to look at the Morale change code and Heart's effect.

Because here's why:

This is a Roster of non-Superstars that a new agent (user) can put together with a 43 man limit. http://www.glb2scout.com/vrimages/44_645_1657709832.png

I picked the three MOST costly Traits for each position. You can't use all of the Salary Cap just with Traits. (Maybe someone can find a mix that does..) You have to use High Contracts.

The benefit of High Contracts is +25 to Heart.

So the only way a new agent (user) can even utilize the full salary cap limit is to add-in high contracts where the Heart add isn't providing the benefit it should provide. (At least from ThePh33P's testing.)

It also shows, in my opinion that Traits are under-powered. Technically, SuperStars are a Trait and it's the one that experienced players abuse, which isn't available to a new player.

I think Morale changes and the Heart effect should be looked at.

I think Traits (other than Super-Star) should be buffed across the board so you can build a $150 million Salary Cap team with non-Superstars and at least spend the $ (and get more SP value out of them) and not be "locked" into using High Contracts as the only way to utilize your full Salary resources.

Traits: Double (2x) the Salary cost but 3x/4x/5x the SP effect.
This might blow up some teams. So to implement, I'd start with the highest use Traits and introduce a turbo-charged version. So a the more expensive "Natural" is called "Gifted (whatever)" and it's 2x more of a Salary hit (24%) but it's 3x in effect. The turbo-version of "Workhorse" is "Endurance" and it's a 10% Salary cost but is 3x the SP value. The super-turbo version is "Marathon Man" and it's a 15% cost but has a 4x or 5x effect on SPs. Etc.
Edited by Xars on Jul 13, 2022 05:18:52
Edited by Xars on Jul 13, 2022 05:18:22
Edited by Xars on Jul 13, 2022 05:16:33
Edited by Xars on Jul 13, 2022 05:12:26
Edited by Xars on Jul 13, 2022 05:12:15
 
smashrock
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Thank the incredible staff at GLB2 for goalline passing! We appreciate it!
 
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