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Forum > Goal Line Blitz > Q&A Archives > 10/20 Q & A Discussion with Bort and Catch22
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Bort
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Originally posted by jamz
Will there ever be another way for a 'possession' WR or WRs in general to 'get open' other than to make a better cut than someone, or speed past them?

(not talking catchfake/pump fake)


I made some updates to creative route running recently, which we are currently testing, and it works a heck of a lot better. I would expect to see that next season.

Other than that, there's really not much else a player in real life could do other than make quick cuts or have his QB help him with a good throw away from the defense (which I also have been working on).
 
The Avenger
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If ALL LB's, CB's and Safeties get to "pass cover" close AND have an aggressive tactic to go after the int, why can't WR's have an "aggressive" tactic to go after a passed ball as well?

I just see LB's with 30 catching and CB's with 50 catching making catches so much because 1 of 3 things are favoring this:

1. They are already in the line of site being on a wideout like glue
2. They get the first initial roll when a pass attempt is made
3. They can come out of their pass coverage and make a chance at a catch (int) ball regardless of pass quality or distance.

Will we EVER see receivers "comeback" to a passed ball like they were in aggressive pass catching tactic? Maybe a time for a new slider for receivers to catch in stride versus aggressive catch attempt?
 
e1iterate
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Originally posted by Catch22
We like it in it's current form. Last season the effect was not enough. Players are going to have to start putting more value in attributes like confidence and stamina.


very disappointing to hear
 
lardaddy
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Originally posted by lardaddy
Originally posted by lardaddy

on screens, QBs throw into double or triple coverage simply because the coding of the play precludes them from throwing to any other player, or likewise throwing the ball away.

that doesn't make any sense.

is it possible to add some type of modifier to the throw away threshold so that that slider plays a larger role in the calculation which determines whether the qb attempts the throw vs. a throw away?


^from a suggestion I made.

TIA


 
Catch22
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Originally posted by Toriq
Are there any plans to modify the insane "morale spirals" caused mainly by TOs which lead to a plethora of more TOs and then serious blow-out game between evenly matched teams. For instance, adjusting the spirals to have less effects during the first few quarters while increasing the effect ast a game progresses towards that later quarters. Basically, what I'm saying is that the effects of a "sprial" should be less during the first few quarters and get ramped up to the current "one size fits all" set-up as the game progresses. (Not sure you'll understand that but not sure how else to define it).


That might be something to consider. We'll look at testing something along those lines this off season (send me a pm reminder please so I make sure to not forget it).
 
bhall43
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Originally posted by Bort
I made some updates to creative route running recently, which we are currently testing, and it works a heck of a lot better. I would expect to see that next season.

Other than that, there's really not much else a player in real life could do other than make quick cuts or have his QB help him with a good throw away from the defense (which I also have been working on).


wouldnt the speedier WR still be better than the possession WR in that way?
 
Saris
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When Scat Back was a VA and Run Route was an SA their speed bonuses didn't stack, as mentioned in the VA description for Scat Back at the time. I understand that Scat Back was significantly toned down when converted to an SA, and since the description no longer reads that it doesn't stack with Run Route, is it correct to assume these now stack?
 
Bort
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Originally posted by Redrover
What helps a defender from being cut block? Is it only their agility?


And the "balance" SA.
 
Bort
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Originally posted by jamz
First step firing again, would do that no?


Not to that extreme.
 
Ubasstards
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Originally posted by Ubasstards
people keep complaining that WRs dont fumble enough. Is it because CBs arent built to force fumbles or something in the code where WRs fumble less.


And no, DONT INCREASE WR FUMBLES


 
Bort
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Originally posted by Saris
When Scat Back was a VA and Run Route was an SA their speed bonuses didn't stack, as mentioned in the VA description for Scat Back at the time. I understand that Scat Back was significantly toned down when converted to an SA, and since the description no longer reads that it doesn't stack with Run Route, is it correct to assume these now stack?


Yep
 
Redrover
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Does awe inspiring and underdog work on rushing plays? i.e. if I am running the ball with my elusive back with 15 underdog, could it possibly fire on the higher-fame MLB who is set to Cover Man: HB?
 
Bladnach
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Originally posted by jamz
Originally posted by Catch22

Originally posted by chronoaug


also, have you guys thought about adjusting how "chip blocks" work? I'm sure you've gotten countless replays from users where it gives the defensive player being chip blocked a super speed burst sometimes letting them get to 60-70 on the speed script.


Wasn't or isn't there a filed bug on that? If not - should post some of it and we'll take a look at it.


First step firing again, would do that no?


well the speeds obtained during chip blocks are well beyond what is achievable with a normal build and first step. i've seen a 150spd +track star +streaky + 12 first step dot not come close to 60on the speed scouter



In terms of just tying endorsements to archetypes (or at least just for blocking vs offensive TE/FBs and Special Teams vs offensive/defensive guys. doesn't need to be every single one) i believe it has been suggested but once the new suggestion system of voting or when that forum becomes a bit more important/useful i'll repost it in there. just seems silly seeing the PD% and jumping on returners and lead blocks and blocking on offensive TE/FBs. Thanks for the answer though
 
iStoner
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Originally posted by Catch22
We like it in it's current form. Last season the effect was not enough. Players are going to have to start putting more value in attributes like confidence and stamina.


Even at the peewee level I have noticed a impact of even the slightest additions to confidence and stamina seemingly making a "large" difference, if this was indeed the intended effect.

I am very curious as to what exactly GLB is planning "tournament" wise next season and if GLB by not sanctioning flex prizes is also trying to discourage user-run tournaments in general. Also am I correct in assuming that "scripted" tournaments are expected in season 20 now?

Plus I'd really like to hear news of any more upcoming changes to the "make coordination easier" effort as of late, the recent additions have been great.

 
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Are there any plans to make WRs fumble more and make UBass mad?
 
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