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Raid
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B4I used to be rather overpowered in it's benefit - so the negative was also super painful, dropping 5 sprint when someone is nearby is very detrimental to speed and elusive backs.

Now that the benefit has been neutralized quite a bit, can we get rid of the extreme negative on the skill as well?
 
vipermaw82
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Originally posted by Raid
B4I used to be rather overpowered in it's benefit - so the negative was also super painful, dropping 5 sprint when someone is nearby is very detrimental to speed and elusive backs.

Now that the benefit has been neutralized quite a bit, can we get rid of the extreme negative on the skill as well?


If you’re “bracing for impact” you should slow down. I mean in all reality if it lives by it’s name you should get a massive boost to grip, and lose balanxe, speed, quick and fw. I mean if you go run and cover the ball with both hands and get ready for contact you simply don’t maintain speed
 
Raid
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Originally posted by vipermaw82
If you’re “bracing for impact” you should slow down. I mean in all reality if it lives by it’s name you should get a massive boost to grip, and lose balanxe, speed, quick and fw. I mean if you go run and cover the ball with both hands and get ready for contact you simply don’t maintain speed


"Bracing for impact" just typically means getting yourself ready for the hit, not necessarily going to a bread-basket carry.
Edited by Raid on Dec 22, 2022 20:48:41
 
vipermaw82
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Originally posted by Raid
"Bracing for impact" just typically means getting yourself ready for the hit, not necessarily going to a bread-basket carry.


which in turn will still slow you down. Whether its lowering your shoulder, leaning into or away from the hit.
 
Raid
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and 'closing speed' on a player doesn't actually mean they run faster than their top speed for a little bit - but since its a game some things aren't 100% realistic so they provide benefit or balance.
 
vipermaw82
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Originally posted by Raid
and 'closing speed' on a player doesn't actually mean they run faster than their top speed for a little bit - but since its a game some things aren't 100% realistic so they provide benefit or balance.


i dont use it, but i know people use to complain about over pursuit, does that still happen? If so it could I guess mean they are going as fast as they possibly can and out of control? idk but as we know there is a lot of weird stuff. Like B4I beacuase of a balance gain i think helps them accelerate or did. I really dont use it as "everyone" was using it so i only got to see the defneding side.
 
Raid
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Originally posted by vipermaw82
i dont use it, but i know people use to complain about over pursuit, does that still happen? If so it could I guess mean they are going as fast as they possibly can and out of control? idk but as we know there is a lot of weird stuff. Like B4I beacuase of a balance gain i think helps them accelerate or did. I really dont use it as "everyone" was using it so i only got to see the defneding side.


Only happens if you have very bad pursuit, which is a fairly cheap skill to invest in meaning it's become super ubiquitous among top defenses.
 
Adderfist
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Originally posted by Raid
Only happens if you have very bad pursuit, which is a fairly cheap skill to invest in meaning it's become super ubiquitous among top defenses.


Only because it's required for the defense. We tried surefooted but it doesn't give enough help on the outside.


 
Raid
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"tunnel vision" in real life doesn't make you faster or stronger.

I'm just saying we already have a lot of things in game that aren't 100% realistic - so why should that be the reason why B4I is still saddled with such a large negative when it's lost a good chunk of it's benefit?

I can get arguments about it being still a good balance to have the speed loss - but just because it's not realistic to not lose speed when bracing for impact?


We don't seem to have an issue with LBs having 100+ sprint to close the outside gap because it helps balance of the game. Why is it such a big issue with realism for some aspects but not for others?
 
william78
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Originally posted by Raid
"tunnel vision" in real life doesn't make you faster or stronger.

We don't seem to have an issue with LBs having 100+ sprint to close the outside gap because it helps balance of the game. Why is it such a big issue with realism for some aspects but not for others?


Tunnel Vision would make you faster or at least more sudden if you ignore the possibility of a draw or screen play. That's the whole 3rd down reckless abandon towards the QB thing.

As for realism I'm good with it pretty much everywhere - as for LBs with 100 sprint, well if you have one you've neglected other potential point areas. Plus while I can't think of any LB with 4.25 speed there are several at 4.4 which is right about 90 or 95.

Plus I think there is a negative side effect anytime the argument is "balance" as in game mechanics. Which is sometimes you don't fix the actual underlying issue. If the question speaks to powerbacks they really have several game mechanic problems simply because of earlier calls to balance. I mean they fumble more than they should even with good grip but they also come out of scrums ready to run at near full speed. They also don't really "move a pile" as they should because most tackling is resolved one at a time. Neither is really good- I'd fix either individually rather than simply add something for balance.

I mean dev wise when you call to balance you are asking them to pick a winner and a loser in terms of style of gameplay realism is the only objective post on which to hang ones hat while admitting there are some thing about a virtual world that never truly match the real thing.

 
vipermaw82
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Originally posted by william78
Tunnel Vision would make you faster or at least more sudden if you ignore the possibility of a draw or screen play. That's the whole 3rd down reckless abandon towards the QB thing.

As for realism I'm good with it pretty much everywhere - as for LBs with 100 sprint, well if you have one you've neglected other potential point areas. Plus while I can't think of any LB with 4.25 speed there are several at 4.4 which is right about 90 or 95.

Plus I think there is a negative side effect anytime the argument is "balance" as in game mechanics. Which is sometimes you don't fix the actual underlying issue. If the question speaks to powerbacks they really have several game mechanic problems simply because of earlier calls to balance. I mean they fumble more than they should even with good grip but they also come out of scrums ready to run at near full speed. They also don't really "move a pile" as they should because most tackling is resolved one at a time. Neither is really good- I'd fix either individually rather than simply add something for balance.

I mean dev wise when you call to balance you are asking them to pick a winner and a loser in terms of style of gameplay realism is the only objective post on which to hang ones hat while admitting there are some thing about a virtual world that never truly match the real thing.



This
 
Raid
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I'm saying with how closing speed works to hit 100 sprinting effective on a LB takes only about 60 sprint and gold CS firing.

If you have 70-80 on the LB suddenly they can shoot gaps that no human ever could. Same with the safeties.

It's there because the game's logic for pursuit is terrible still and rely on 100% awareness of where a back is at all times since all defenders play 'swarm ball' instead of playing their lanes and assignments.

This is why short backs are 100% worse than tall backs, they are limited in who they can see by how tall they are but their height hides them from no one, so a 6 foot 4 inch halfback is literally your most effective elusive back.


A lot of aspects in this game are not realistic - but are done so for balance. Short backs were breaking the game before by causing all kinds of terrible pursuit when defenders weren't 100% aware of their position at all times.
Edited by Raid on Dec 23, 2022 21:07:59
 
ThePh33P
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b4i could stand to drop the -5 sprinting or reduced to -3 maybe
 


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