User Pass
Home Sign Up Contact Log In
Forum > Goal Line Blitz > GLB 2 Archtypes
Page:
 
AirMcMVP
Mod
offline
Link
 
Originally posted by BadBuc99
I think I'm getting the picture here.

There will be a salary cap, and you can only fit so many high contracts into it...but those who are given a low contract have their bot penalized (less effective?)


Low contracts mean the player tops out at 50 chemistry (nerfs the dot, essentially). High contract gives +25 Hear and chemistry recovers 150% faster.

If you want to carry a 43 man roster (either "just because" or if the sim changes and requires 43 players) then you'll almost assuredly have to have players with low salaries if you have players with high salaries (or superstars).
Edited by AirMcMVP on Dec 2, 2013 15:00:35
 
Savitar
Ghost Recon
offline
Link
 
Originally posted by AirMcMVP
Low contracts mean the player tops out at 50 chemistry (nerfs the dot, essentially). High contract gives +25 Hear and chemistry recovers 150% faster.


So the contracts pretty much force a team owner into a box? So far I'm not liking where this is going.
 
Savitar
Ghost Recon
offline
Link
 
Here is what I'm recruiting for right now.

QB - Deep Passer

HB - Elusive -
HB - Returner -

FB - Blocker - speed based

TE - Blocker - speed based
TE - Blocker - Speed based

C - Run -
C - Run -

G - Run -
G - Run -
G - Run -

OT - Run -
OT - Run -
OT - Run -

WR - Speedster
WR - Speedster
WR - Speedster
WR - Speedster

DE - Blitzer
DE - Blitzer
DE - Strength
DE - Strength



DT - Run
DT - Run
DT - Run
DT - Run

LB - Coverage
LB - Coverage
LB - Coverage -
LB - Coverage -
LB - Coverage -
LB - Coverage -

FS - Zone -
FS - Zone -

SS - Zone -
SS - Zone -

CB - Man -
CB - Man -
CB - Man -
CB - Man -
CB - Man -

K-
P-

So basically, I'm doing it wrong?
Edited by BadBuc99 on Dec 2, 2013 15:06:02
 
Corndog
Admin
offline
Link
 
Speed based blocking TEs?

But yeah, that roster will be difficult to maintain if you want to throw in some superstars. Probably more than possible without though.
Edited by Corndog on Dec 2, 2013 15:08:16
 
Monty Burns
Crusty Old Fart
offline
Link
 
how much added salary cost for Superstars?
 
Corndog
Admin
offline
Link
 
Originally posted by Monty Burns
how much added salary cost for Superstars?


Currently 100% extra, but that will likely go up in the near future.
 
Savitar
Ghost Recon
offline
Link
 
Originally posted by Corndog
Speed based blocking TEs?

But yeah, that roster will be difficult to maintain if you want to throw in some superstars. Probably more than possible without though.


Yeah, the speed based blockers, because of the roster limit. They'll have to be able to block and run routes, and catch too. Right now I'm totally lost about what to expect, and trying to recruit basically in the dark.
 
Time Trial
offline
Link
 
Originally posted by Corndog
No, a penalty to receiving skills that you can ignore, with bonuses to rushing, on an HB with no other counterbalances is completely "all positive with no negatives".

Salary is a negative. The fact that you "hate all the choices" pretty much proves that there is no clear winner.


Yeah, but you had the opportunity to fix that.

Instead of:

Power rushing -10% SP Cost (+6 Cap)
Elusive rushing -10% SP Cost (+6 Cap)

You went:

Power Rushing -10% SP Cost (+6 Cap)
Elusive Rushing -10% SP Cost (+6 Cap)
+18 Base Salary.

When you could have done:

Power Rushing -10% SP Cost (-6 Cap)
OR
Elusive Rushing +10% SP Cost
OR
Footwork +10% SP Cost (-6 Cap)

There were lots of ways to make the traits balanced, but still allow you to build the kind of build you wanted. Now you rook builds into taking certain traits because they are powerful, but cost the team more money.

I had posted 8 or 9 different ways you could rebalance an overpowered or underpowered trait, and I said that salary increases were the worst method to consider because of their ability to push the penalty for choosing the trait from the person drawing the benefit (the person building) to someone else (the "team" or the player who has to build a cheaper player in order to afford to sign yours).
 
Corndog
Admin
offline
Link
 
Originally posted by BadBuc99
Yeah, the speed based blockers, because of the roster limit. They'll have to be able to block and run routes, and catch too. Right now I'm totally lost about what to expect, and trying to recruit basically in the dark.


Yeah, pretty much everyone is in the dark.

We went through about two years worth of a three team metagame in a month.

No amount of testing ever compares to a live game.
 
Monty Burns
Crusty Old Fart
offline
Link
 
so basically:
Great players and huge salary cost (Superstars)
Good players with high salary costs
Fair players with medium salary costs
Nerfed players with low salary costs

gonna be tough for teams to get guys to build the low salary guys, if I understand this correctly...
 
Corndog
Admin
offline
Link
 
A penalty to elusive rushing and a bonus to power rushing isn't a tradeoff though. Instead of having 12 elusive rushing on your powerback, you have 11.

And there are versions of those "tradeoff" traits, with lower bonuses than the major salary increase ones.
Edited by Corndog on Dec 2, 2013 15:18:11
 
Savitar
Ghost Recon
offline
Link
 
This is soooo gonna cause problems down the road. Everyone will want to build a super star.
 
Corndog
Admin
offline
Link
 
Originally posted by Monty Burns
so basically:
Great players and huge salary cost (Superstars)
Good players with high salary costs
Fair players with medium salary costs
Nerfed players with low salary costs

gonna be tough for teams to get guys to build the low salary guys, if I understand this correctly...


There's only about a 20-25% difference between the "bottom" players and the top non-superstars, and most of the current rosters on the test server are mostly full of the "good" players. You don't need players to build for a minimum salary. And you can always give the "good" players a low contract that balances them out.

Superstars are an entirely different ballgame though, but not everyone can make them all the time.
Edited by Corndog on Dec 2, 2013 15:21:10
 
Savitar
Ghost Recon
offline
Link
 
Here's the question of the day... If my team has a super star WR, and the defense has a super star CB.....does the AI allow the super star CB to always line up against the super star WR, or will it be a random mismatch?

Edit: If it's a random mismatch, then it's broken from the get go!
Edited by BadBuc99 on Dec 2, 2013 15:22:09
 
Corndog
Admin
offline
Link
 
Originally posted by BadBuc99
Here's the question of the day... If my team has a super star WR, and the defense has a super star CB.....does the AI allow the super star CB to always line up against the super star WR, or will it be a random mismatch?


Random mismatch, but superstars aren't an overwhelming unstoppable force or anything. Normal players can more than compete with them.
Edited by Corndog on Dec 2, 2013 15:22:10
 
Page:
 


You are not logged in. Please log in if you want to post a reply.