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Forum > Goal Line Blitz > Q&A Archives > 10/20 Q & A Discussion with Bort and Catch22
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bhall43
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Originally posted by Bloodfart
SV needs pretty high vision to be much use, the prob in peewee is those dots are pretty much legally blind.


not only that but its a separate roll and likely not going to be super helpful in peewees for that specific use.
 
jamz
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Would you consider the fact that NTs/DTs rarely ever break free to record a sack, hurry or tackle working as intended?

It seems like all linemen are loading up with Str/Agil/Speed and minimal tackling/vision.

Maybe a tackle radius bonus for those guys while blocked? They're so fat that they can move off and close a hole?
 
Longhornfan1024
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Originally posted by Bloodfart
SV needs pretty high vision to be much use, the prob in peewee is those dots are pretty much legally blind.


Going with this question and your prior explanations of SV, does the "re-roll the fake" aspect of SV just re-roll the fake such that it is the QB's level of PF vs the DB's level of SV, modified by the RNG?
 
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are there any plans to create passing plays where the QB rolls out or a roll out option in general for passing plays?
 
Bort
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Originally posted by LordEvil
Does Super Vision work to the effect that you would be "pump faked less" at the pee wee level? If so how much we talking here? What would you suggest is a good attribute to avoid Pump fake? Pump fake decides some big games sometimes because its over powered at the pee wee level.


I agree it's kinda crazy, really at all levels of the game. We're probably gonna reduce the amount of time the player spends being affected by the fake overall. One of the things being tested right now. It's conceivable that some sort of inverse of the pass buff could be applied to fakes, but I would have to try it.

As far as counteracting it, vision and agility are your friends.
 
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Originally posted by Bort
Originally posted by Ronnie Brown 23

Is hurry pressure all the same or are there different degrees of pressure?
If there are different degrees, what kind of hurry pressure does the Fearsome VA apply?

Thanks!


All the same, but it can be applied at varying degrees depending on distance, blockers in the way, etc. Fearsome adds to the base pressure value applied by the player.


At what point does the PBP decide to say that the QB was hurried? Is it only after reaching a certain threshold? Does the effect of the hurry increase considerably when past that threshold? Can the QB still be affected by hurry pressure even if a "hurry" doesn't show up in the PBP?
 
Catch22
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Originally posted by jpjn94
With the recent improvements to the Scout Team feature; any thoughts to adding field location as well?

e.g. OPP 20 to OPP Goal Line



Pretty sure that's on the list as well. I'll have to double check to make sure.
 
Bort
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Originally posted by Saris
How large a role does momentum (in particular speed) play into the broken tackle roll?

For instance would a player moving at 40 on the speed script with 80 str and carry typically have a larger or smaller average roll than a player moving at 30 on the speed script with 90 str and carry? If that's too specific a more general answer is fine.


Attributes have a much larger effect than momentum.
 
zmj44
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Ok, short and simple...
Is PUMP FAKE going to be TONED DOWN?!??!?!?!
 
GmanV2
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When are you guys finally going to agree to a date for our radio shows?
 
TrevJo
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Sorry if this has been asked already, but is fixing the timeout logic on the radar of things to do soon? This is long overdue imo. It is so frustrating to not have defensive timeouts called in many situations where they should be, to have offensive timeouts used in situations where you'd rather keep the clock going, and to not be able to save one timeout for the end of the half to kick a FG with too little time for the opponent to answer with a drive of their own.
At Mat McBriar's request, I put together a comprehensive list of situations when timeouts should be used... have you guys kept that around on an admin forum somewhere?
 
Catch22
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Originally posted by Longhornfan1024
On passing plays, can DBs either make a INT roll and a PD roll, or do they have they only have the opportunity to make one roll in any given play?


Tries for the INT first, if he fails that he will attempt the PD. (from Bort)
 
Bort
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Originally posted by Larry Roadgrader
"Mr Reliable" VA: does it afford knocked-loose protection on 1st and 2nd down?

"Possession Receiver" VA: does its knocked-loose protection extend beyond 8 yards?


1) No

2) Yes
 
Catch22
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Originally posted by The Avenger
OK, serious question Bort.....

Have you had discussions about builds that plateau'd and are about 300 to 400 XP short of hitting level 69 and will never have a chance to boost 3 times to level 72 evening up the playing field because somewhere in the past 1.5 calender years that player build lost out on Xp's due to the older playing time issues in regards to XP's and mid-season player building?

Please don't say it was even across the board with regards to "if your NOT level 69" you do not get to boost to level 72 at age 441.

That is actually not an equal rule across the board if you truely think about it, as i stated, there we ALOT of agents who did not know this was coming up when they had their end build come to plateau.

Besides, it is 1000% benefiting you (FP spending) and those who want to keep up their highest level builds in Pro leagues ad/or builds coming up to that level range.

Thanks.


We're not changing this. Yes, we've had discussions on it.
 
whoshotjr
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Will there be a buff to Turn the Shoulder anytime soon? I am on a team with a top notch QB (with a great build) who gets sacked a lot and it doesn't really seem to fire much.
 
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