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tet
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Originally posted by JD Cuda
Originally posted by RobertRJS

Originally posted by kingofgod


I think underdog will be good if used right


what if you max out both underdog and awe inspiring.

3 out of every 4 routes the CB covering you in man will take a 20% vision hit. interesting, eh?


Underdog only helps when you're less famous than the defender.
Awe Inspiring only helps when you're more famous than the defender.

So... max 45% bonus against some defenders and max 45% against others, but those 2 shouldn't be stackable together.


I think these are best for players with either very high fame or very low fame so you can be assured that it's going to fire most plays.
 
FarmerJosh
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Originally posted by RobertRJS
Originally posted by hoyaboy1

Not confident that ball hawk will be that good on offense. If catching was getting upped, sure - but by the time the WR sees the ball I'm not sure a bonus to speed and agility will matter much.

If the throw is good, why would it matter? The ball will still arrive at the same time and the defender will have the same opportunity to make a play. On a bad throw I suppose it could help, but there aren't that many bad throws.

Sure Hands seems best.


Not really. Take my guy from last season.

114 catches, 7 drops. so 7 out of 121 'grabs' were drops or roughly 6%.

So with sure hands maxed, that gives me a 75% re-roll chance on those 6%. In other words, 94% caught, 1.5% dropped, 4.5% rolled again. Among that second roll 94% are caught, so the breakdown is like this:

98% caught, 2% dropped roughly speaking. Or, out of those 121 I'd end up catching 118-119 and dropping 2-3.

Are 15 VAs worth an extra 4-5 catches out of 120? One extra catch every 4 games? If my guy gets targeted a lot less and catches say 85, then we're looking at 2-3 catches.

15 VAs for an extra 3 catches? No thanks. I think I'd rather spend it on something else that will get me more open and catch more that way.


I recall Bort saying that many PDs are because of failed catch checks. For example if the defender deflects the pass, the receiver still has a chance to catch it, but if he fails it's a PD and doesn't show up in the stats. Also, if the receiver drops a pass the defender still has a chance to deflect it, which also counts as a PD and not a drop. So sure hands might be a lot more useful than people thought.
 
sxnich2
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Anyone have any thoughts on 'Slippery', I thought it sounded useful for increasing yards after catch?
 
RobertRJS
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Originally posted by JD Cuda
Originally posted by RobertRJS

Originally posted by kingofgod


I think underdog will be good if used right


what if you max out both underdog and awe inspiring.

3 out of every 4 routes the CB covering you in man will take a 20% vision hit. interesting, eh?


Underdog only helps when you're less famous than the defender.
Awe Inspiring only helps when you're more famous than the defender.

So... max 45% bonus against some defenders and max 45% against others, but those 2 shouldn't be stackable together.
uh, 15 x 5 is 75%.

Unless you line up with someone with the exact same fame, it's 75% chance at -20% vision every route against man coverage.

 
RobertRJS
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Originally posted by tetura
Originally posted by JD Cuda

Originally posted by RobertRJS


Originally posted by kingofgod



I think underdog will be good if used right


what if you max out both underdog and awe inspiring.

3 out of every 4 routes the CB covering you in man will take a 20% vision hit. interesting, eh?


Underdog only helps when you're less famous than the defender.
Awe Inspiring only helps when you're more famous than the defender.

So... max 45% bonus against some defenders and max 45% against others, but those 2 shouldn't be stackable together.


I think these are best for players with either very high fame or very low fame so you can be assured that it's going to fire most plays.


why not use both so you cover every defender? it's a thought.
 
Mob-6
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There are no good VAs, only good WRs.
 
RobertRJS
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Originally posted by FarmerJosh
Originally posted by RobertRJS

Originally posted by hoyaboy1


Not confident that ball hawk will be that good on offense. If catching was getting upped, sure - but by the time the WR sees the ball I'm not sure a bonus to speed and agility will matter much.

If the throw is good, why would it matter? The ball will still arrive at the same time and the defender will have the same opportunity to make a play. On a bad throw I suppose it could help, but there aren't that many bad throws.

Sure Hands seems best.


Not really. Take my guy from last season.

114 catches, 7 drops. so 7 out of 121 'grabs' were drops or roughly 6%.

So with sure hands maxed, that gives me a 75% re-roll chance on those 6%. In other words, 94% caught, 1.5% dropped, 4.5% rolled again. Among that second roll 94% are caught, so the breakdown is like this:

98% caught, 2% dropped roughly speaking. Or, out of those 121 I'd end up catching 118-119 and dropping 2-3.

Are 15 VAs worth an extra 4-5 catches out of 120? One extra catch every 4 games? If my guy gets targeted a lot less and catches say 85, then we're looking at 2-3 catches.

15 VAs for an extra 3 catches? No thanks. I think I'd rather spend it on something else that will get me more open and catch more that way.


I recall Bort saying that many PDs are because of failed catch checks. For example if the defender deflects the pass, the receiver still has a chance to catch it, but if he fails it's a PD and doesn't show up in the stats. Also, if the receiver drops a pass the defender still has a chance to deflect it, which also counts as a PD and not a drop. So sure hands might be a lot more useful than people thought.


when i asked bort months ago he said it was only on rolls resulting in drops. Unless he changed the code or i misunderstood him, then i don't think it counts on PDs as I asked if PDs are re-rolled and he said 'no.' If it was on PD, then it would be worth it.
 
hiimjake
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The description says it rerolls when you fail a catch pass check. Maybe it's changed? Because that description sounds like PDs would be included.
 
RobertRJS
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Originally posted by
It's about the Sure Hands veteran ability... can it trigger when you fail to catch a pass because of a deflection?




Originally posted by bort
If the receiver would have dropped it (it's on target, but he bobbles it), he gets a second chance to try again and catch it.


http://goallineblitz.com/game/forum_thread.pl?thread_id=1684992&page=38

note: there is some talk in between. However, according to that thread, sure hands only works on catches that are dropped, whether there was a PD or not.
 
gRryNn
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Not sure where sure hands fits in ... but here is the anatomy of a completion:

Original Thread:
http://goallineblitz.com/game/forum_thread.pl?thread_id=1809885&page=1

Originally posted by Jose Bagg
I would think there are several parts, but I am not sure the order in which they happen.
Basically, what has to happen to complete a pass, and what can go wrong? What order do these things occur?

Pass Vector calculation
Pass Quality calculation
WR/CB adjustment of movement to get into position based on pass vector
Interception check
Pass deflection check
Catching check
Pass Deflection for getting tackled after the catch.


The order is important. Who gets first bite of the apple? Does the WR get to try and catch and then the CB gets to try and intercept if the WR misses. Does the order of operations change based on individual tactics?



Originally posted by Bort
defense gets first crack at the pass, followed by the receiver, followed by defense again if he misses/drops it.


Originally posted by Bort
Originally posted by GMathiasf

yes, I assumed that. let me clarify my question:

Radius implies a sort of circle within which a player has a reach.

If the ball is coming into my CB's swat/catch radius, but only touches the outskirts, am I less likely to swat/catch the ball than if it comes into the center of my radius.


Yes, same as a WR is less likely to catch the farther it is from him.


Originally posted by Bort
Originally posted by blln4lyf

Originally posted by GMathiasf


Thank you, that's what I assumed. Just seems like all too often the CBs are in perfect position, but don't make the play. I was a little surprised to see that they get first crack at the roll. I guess it just may be the dots not matching up precisely with what's going on. I appreciate the input into the interworkings of the sim a little more and answering my specific questions.


Very surprised that they get the first roll, makes me think jumping is not as useful as I thought it was. After all it won't do anything to get the first roll, therefore all it really does is allow you to catch balls the defender already missed, correct?


Their first roll is modified by the WR's jumping/etc, much like the WR's roll is modified by the CB's skills. Basically the WR gets an anti-swat roll.


Originally posted by Bort
SA's like jumping catch give you a larger score when comparing rolls either against other players or just in general (like the "can I catch it" roll) in the various situations to which they apply.

Last edited Apr 17, 2009 01:18:35
 
RobertRJS
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Originally posted by gRryNn
Not sure where sure hands fits in ... but here is the anatomy of a completion:

Original Thread:
http://goallineblitz.com/game/forum_thread.pl?thread_id=1809885&page=1

Originally posted by Jose Bagg

I would think there are several parts, but I am not sure the order in which they happen.
Basically, what has to happen to complete a pass, and what can go wrong? What order do these things occur?

Pass Vector calculation
Pass Quality calculation
WR/CB adjustment of movement to get into position based on pass vector
Interception check
Pass deflection check
Catching check
sure catch roll if dropped
catching check is sure catch roll passed

Pass Deflection for getting tackled after the catch.


IMO. ( i added the bold)

which is why sure hands seems so wasted. it only works if he bobbled it but it won't work on jackhammer type plays.
Last edited Apr 17, 2009 03:42:25
 
hoyaboy1
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Hmm, I thought sure hands worked for any failed catch check, not just drops. In that case VAs are largely useless for TEs and WRs.
Last edited Apr 17, 2009 07:53:58
 
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What is the prerequisite for YAC Attack? It is conveniently unable to be shown because it's at the bottom, and the bottom of the blue window is cut off...
 
hiimjake
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40 carry
 
Deezy Frost
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Originally posted by RobertRJS
Originally posted by hoyaboy1

Not confident that ball hawk will be that good on offense. If catching was getting upped, sure - but by the time the WR sees the ball I'm not sure a bonus to speed and agility will matter much.

If the throw is good, why would it matter? The ball will still arrive at the same time and the defender will have the same opportunity to make a play. On a bad throw I suppose it could help, but there aren't that many bad throws.

Sure Hands seems best.


Not really. Take my guy from last season.

114 catches, 7 drops. so 7 out of 121 'grabs' were drops or roughly 6%.

So with sure hands maxed, that gives me a 75% re-roll chance on those 6%. In other words, 94% caught, 1.5% dropped, 4.5% rolled again. Among that second roll 94% are caught, so the breakdown is like this:

98% caught, 2% dropped roughly speaking. Or, out of those 121 I'd end up catching 118-119 and dropping 2-3.

Are 15 VAs worth an extra 4-5 catches out of 120? One extra catch every 4 games? If my guy gets targeted a lot less and catches say 85, then we're looking at 2-3 catches.

15 VAs for an extra 3 catches? No thanks. I think I'd rather spend it on something else that will get me more open and catch more that way.


Yo Hendrix,

Never thought of it that way. Well put amigo.

I have a WR with strength @ 48, agility @ 66 and the SA Juke up to 5. What is your opinion on the best VA for me?


 
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