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Forum > Goal Line Blitz > Lets say you could fix the sim at the pro level.
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Dpride59
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Id nassivelu bump ints, remove aeq % diminishing returns - increase the boost to fs and qc for a more get open feel - bump ffs - allow agility defenders to rape mindless str drones on pass plays.. Increase pancakes 5 fold - add a 500% buffer to 100 power running to lts and stiff arm, bring back ball hawk for all defenders - bring back scat back va and jackhammer - then I'd sit back and watch as everyone on glb enjoys their dot
 
bhall43
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id like to see Zone Specialist, Jackhammer, and Scat Back all brought back to VA form really. Would be a lot easier to make changes to that each season than to them in SA form. With the SA changing you piss people off because they can't reset it. VA's can be reset.

Would be nice if they completely replaced the trailing VA's.
 
Havo
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Originally posted by bhall43

- What change to blocking screwed the outside run? The outside run has been screwed due to speed of players, better tackling ability, and increased recognition of plays. Same with screens really.



General rebalancing of blocking code, including pancake/revcake balance. Successful holding of blocks now emphasises blocking skill more - Feb 15

Put the hiatus on Blocking WRs. Whick I agree 40 in blocking on a WR probably shouldn't allow a Wr to hold blocks all day, but even 60 became worthless vs a Cover Corner with low strength.



Originally posted by bhall43

- How would you "give DT's their balls back"? QUOTE]

I'd like to see more Pancakes when OLineman win the rolls and more penetration when D lineman win the rolls vs a push where they both just just take up space. Let the D Lineman get penetration occasionally where he can make a play or alter the runners course.
 
Homage
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How about we actually lead our WR's in stride like they used to. I mean HOLY SHIT, the only time it actually looks right is when it's a bad pass. LOL?
 
bhall43
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Originally posted by Homage
How about we actually lead our WR's in stride like they used to. I mean HOLY SHIT, the only time it actually looks right is when it's a bad pass. LOL?


I just feel like lead pass was taken too literal for GLB. I just want it so that the WR doesn't break stride on a route. The speed up that leads to bad passes is kinda dumb in a game like this to me. All I wanted was when I passed over the top of some CB that my WR didn't stop for the ball at the point of reception.
 
tpaterniti
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The problem with outside rushes in my opinion are 1.) It is way too easy to stop inside runs with minimal players and 2.) passing is so bad. Basically the reason that outside running doesn't work is because DCs drop safeties down near the line of scrimmage. How can they get away with this? Because 3 D-linemen and 2 LBs inside can stop inside runs relatively well. If it took more to stop inside runs DCs would have to be more strategic about when to put safeties down near the line of scrimmage which I believe would open up the outside run game some more.
 
evileyez
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Originally posted by tpaterniti
The problem with outside rushes in my opinion are 1.) It is way too easy to stop inside runs with minimal players and 2.) passing is so bad. Basically the reason that outside running doesn't work is because DCs drop safeties down near the line of scrimmage. How can they get away with this? Because 3 D-linemen and 2 LBs inside can stop inside runs relatively well. If it took more to stop inside runs DCs would have to be more strategic about when to put safeties down near the line of scrimmage which I believe would open up the outside run game some more.


wat?

which season are we talking about here?
 
InRomoWeTrust
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Originally posted by tpaterniti
1.) It is way too easy to stop inside runs with minimal players


Are we playing the same sim?
 
bhall43
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lol
 
Longhornfan1024
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Originally posted by evileyez
wat?

which season are we talking about here?


 
Sockamidic
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Originally posted by bhall43
I just feel like lead pass was taken too literal for GLB. I just want it so that the WR doesn't break stride on a route. The speed up that leads to bad passes is kinda dumb in a game like this to me. All I wanted was when I passed over the top of some CB that my WR didn't stop for the ball at the point of reception.


would love to see some passes were the receiver doesn't have to slow down every time to catch a ball, and allow the defenders to close in. would make sense to have the receiver adjust to balls thrown a little off target according to the vision of the receiver.

d-line is obviously a joke right now, and that needs to be fixed ASAP.

 
bhall43
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Originally posted by Sockamidic
would love to see some passes were the receiver doesn't have to slow down every time to catch a ball, and allow the defenders to close in. would make sense to have the receiver adjust to balls thrown a little off target according to the vision of the receiver.

d-line is obviously a joke right now, and that needs to be fixed ASAP.



http://goallineblitz.com/game/replay.pl?game_id=2011949&pbp_id=3327085
 
tpaterniti
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I guess I am wrong about the reason but I see a variation of this defense all the time http://goallineblitz.com/game/replay.pl?game_id=2038215&pbp_id=2233909 both safeties way down near the flat. In real life an NFL team would shred this defense. Why can't they on GLB? If there is nothing to force DCs to pull their safeties back, then almost no amount of adjustment to reaction time will matter when it comes to the outside run.
Edited by tpaterniti on Apr 30, 2012 22:04:40
 
bhall43
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Originally posted by tpaterniti
I guess I am wrong about the reason but I see a variation of this defense all the time http://goallineblitz.com/game/replay.pl?game_id=2038215&pbp_id=2233909 both safeties way down near the flat. In real life an NFL team would shred this defense. Why can't they on GLB? If there is nothing to force DCs to pull their safeties back, then almost no amount of adjustment to reaction time will matter when it comes to the outside run.


Even when you have them pushed deep it doesn't make much of a difference. The speed and reaction to the runs and screens are outrageous.

http://goallineblitz.com/game/replay.pl?game_id=2043869&pbp_id=3591580
http://goallineblitz.com/game/replay.pl?game_id=2010888&pbp_id=3307672

 
DrMaoMao
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-Since this game is based on PvP rolls, make the upper and lower limits of a player's roll depend on confidence and stamina. ie stamina sets your median roll and confidence sets the range of the roll. if you're highly confident, you'll get a smaller window and get the same rolls more frequently. Low confidence would lead to a larger window and more variable performance. if you're tired, you'll get a lower median roll while high stamina/energy would lend itself to a higher roll. voila: good pass rushers will get to the QB more consistently, poor blockers will get beat more often, good receivers will win catch rolls more frequently, and poor tackling LBs will give up more yardage and missed tackles. Heck it would even make morale SAs more relevant

-the actual rolls themselves are another story. the block/break block interaction definitely needs an overhaul to increase the importance of blocking and perhaps momentum

-allow dots to have variable speed. right now there's only 3 speeds: stop, accelerating toward top speed, and top speed. There's no mode for a LB or blocking FB to cruise for a bit as they scan a play's development.

-QB passing calculations need to be improved by taking into account a WRs attributes, SAs, VAs, and likely catch roll given the range of defenders nearby and the likelihood of more defenders being nearby at the time of the catch. I'm not sure it currently does so. And yes, this should include VAs that are not whole game modifiers like Mr Reliable, Hail Mary, Comeback Kid, and OTK. VAs and SAs that have a chance of firing perhaps should not be included (eg sure hands, Jump Catch, Dive Catch, 1 Hand Catch, not sure if there are others related to QB-WR interaction)
 
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