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Old July 9th, 2008, 07:41 AM   #1
jf-08
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General Info


This was in the forum from my HBs team.

Pretty informative stuff:

Just something I came across. Enjoy at your own discretion.

"Here are some GENERAL strategy ideas/suggestions I have picked up from some alpha testers who are playing in the USA Pro League. These thoughts are not gospel but they should at least be considered given the people who told me the info.

Offense
~Avoid the short pass. The short pass is actually very ineffective in GLB at this time and you should consider putting the setting on a very low number, even as low as 5-10%. This may seem risky or unsafe but picking up a 2-3 yard swing pass doesn't do much for your team if you think about it.
~Medium/Long Passes are your friend! Here is the bread and butter of the passing offense. Look for numbers here around 65-25 or better. As long as your O Line is solid and you have decent receivers you can really do some damage to the defense with these settings. You will throw for a lot more first downs and be able to handle the 3rd and long situation more effectively.
~Auto Adjust is BAD, turn it off! I think everyone already knows this but turn OFF auto-adjust as it will only hurt your team.
~Pass % as in who are catching your passes? Be very aware of how good your TEs, FBs, and HBs are. It is nice to try and get those people touches but when you really look at their catching ratings are they going to be able to handle it or will they just drop the ball or get dropped for a 2 yard gain?

Defense
~Run/Pass Defense Ratio of 25/75 or more! As long as you have a solid D-Line your team may actually do better guarding the pass most of the time especially since only one type of defensive alignment is allowed. Also on average more teams will pass during a game than they will run so again you will have the "odds" in your favor. Some Pro League teams have even been known to play 0-100 favoring the pass and not give up any rushing yards just because of how GLB works. You may not want to go that extreme but slowly begin to favor the Pass no matter what tendencies your opponent seems to have.
~Pass Distance defense. Again we go back to the short/med/long. You need to play a very low number vs Short as in 5-10%. Again these passes are literally so short that you really do not need to be giving them special attention. You need to focus on Med/Long and again the ratio is around 62-25 or better. Because what will happen is if you focus on short all of the time then you WILL get hit for some big plays and maybe it only happens once in a game but that one time could be enough for you to lose. This becomes much more important as you begin to play better teams and teams that are more evenly matched. The short pass aspect of the game is very important to understand both offensively and defensively."

***********************************

http://www.sneakybuffalo.com/users/p...#_Toc200949964

***********************************

This was probably one of the most informative posts I've seen. It was posted to one of the other teams I have a player on and it pretty much has all the basic stuff you'll ever need on it...so I thought I'd bring it over here.
Enjoy and hope it helps.

Originally posted by
GENERAL:
Official Guide List: http://goallineblitz.com/guides.html
General FAQ: http://snipr.com/791-glb
Game Mechanics FAQ: http://snipr.com/81987-glb
Newbie Guide: http://snipr.com/277333-glb
Energy FAQ: http://snipr.com/197617-glb
Stat Category Names: http://snipr.com/5567-glb
Various Charts & Diagrams: http://zerosity.com/glb.html
Upcoming Feature Additions: http://snipr.com/2-glb

PLAYER BUILD:
Player Creation Guide: http://snipr.com/6371-glb
Pass Coverage Linebacker Study: http://snipr.com/passcoveragelb-PDF|http://snipr.com/300138-glb
Morale-Damaging Build Study: http://snipr.com/237809-glb

SKILLS:
Skills Guide: http://snipr.com/125-glb

TRAINING:
Training Guide: http://snipr.com/78600-glb
Training Intensity: http://snipr.com/2612-glb
Training Costs: http://snipr.com/2c3qz
Training Skills: http://snipr.com/2c3u7
http://img301.imageshack.us/my.php?i...gskillspu8.jpg
http://img301.imageshack.us/my.php?i...ingcostrm0.jpg
http://img153.imageshack.us/my.php?i...evelingqk8.jpg
http://img153.imageshack.us/my.php?i...evelingzn6.jpg
http://img153.imageshack.us/my.php?image=kickoffvj4.jpg
http://img153.imageshack.us/my.php?i...kreturnfs1.jpg
http://img153.imageshack.us/my.php?image=preturnry4.jpg

LEVELING:
Major/Minor Leveling Skills: http://snipr.com/25826-glb
Offensive Leveling Skills: http://snipr.com/2c3um
Defensive Leveling Skills: http://snipr.com/2c3uo

Formations:
Kickoffs: http://snipr.com/2c3y5
Punts: http://snipr.com/2c3y9

****************************************

LOLB
The most well-balanced LB on the team. He has to be able to hit, cover a good bit, and has to be quick enough to stay with backs and TEs. I'm a pretty solid believer in him being an average speed guy with high AGI, STR, and VIS because most running plays come his way. So that means he's going to be taking on a ton of Blockers to make tackles, thus the reason why he should need those three core stats to help in shedding blocks and making the tackle.

MLB
One of the faster LBs on the squad because he has to make tackles sideline to sideline. Now, he also has to be the most "unselfish" LB as this guy should be pumping points into helping your defense. Defensive General, Aura of Int, etc should all be worked on in this LB more than any LB on the squad. There are a fair amount of tackles that come his way, so he needs some solid STR to work off of blockers and make the play. Also, you're in on nickel and dime formations so you need great AGI to stay with backs and TEs in pass coverage.

ROLB
Has to be your fastest and quickest LB on the squad. Along with the MLB, this LB is in on passing plays. So he just needs to be an absolute speed demon. Your AGI and SPD should be through the roof so that you can make tackles on plays that occur on the other side of the field (that's where the majority of runs go in GLB). He also blitzes a fair amount, but with solid AGI and SPD that shouldn't really be a problem. He needs a fair amount of STR to work off of blockers to blitz the QB as well as to shed blocks on runs.

********************************************
This Team has dominated seasons 1 & 2 and are now in the USA AAA#1 league. It supports Franks desire for overall Team Speed.
You'll notice that one of the Teams GM's is the guy that is doing the Build Guide for GLB tpaterniti

This is what the Galaxy Aces use to build,And if you don't know they are one of if not the most dominating team in GLB.Here is there team
http://goallineblitz.com/game/team.pl?team_id=673

NT - Strength: 65, Agility: 35, Stamina: 45
DT - Strength: 55, Agility: 40, Stamina: 40
DE - Strength: 50, Agility: 45, Stamina: 40
LOLB - Speed: 60, Stamina: 37
MLB - Speed: 55, Stamina: 40
ROLB - Speed: 60, Stamina: 35
CB - Speed: 65, Stamina: 40, Agility: 40, Vision: 35
SS - Speed: 60, Stamina: 40, Agility: 35, Vision: 40
FS - Speed: 65, Stamina: 40, Agility: 30, Vision: 40

QB: Strength: 40, Throwing: 65, Vision: 40
HB: Speed: 65, Agility: 45
FB: Speed: 45, Strength: 55, Blocking: 55
WR: Speed: 70, Catching only 35
TE: Speed: 60, Strength: 55, Blocking: 45, Catching only 35
C: Strengh: 75, Blocking: 60
G: Speed: 50, Strength: 50, Blocking: 45
T: Strength: 70, Blocking: 70"
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Old July 9th, 2008, 07:41 AM   #2
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Extra stuff I came across...

"From Alpha Testers:

Defensive Line:

- Changing the Focus of individual players doesn’t in anyway alter the plays that are called, just the initial recognition of the play and gives a little boost to the players stats in some situations.

- So a DE + Pass will react to the ball in the air quicker possibly leading to more knock downs, but certainly helping them get to the wide open back in the endzone.

- It also adds to their success in the pass rush equation which is basically: {(Strength*n)+(Agility*n)+(Speed*n) minus {(100-energy)+(100-morale)}

[Where “n” is the boost received by the Special Abilities, commonly 0.1 which is not always activated.]

- So a DE with 30 strength 30 speed and 30 Agility no Specials and 100% Energy and Morale gets a pass rush value of 90.

- If the OT he is rushing has a value of less than 90 then the DE will be successful, what is not know is how much of a difference is needed to create enough of a mismatch to matter?

Also there are instant equations that supersede this equation.

- The single most important factor to the Pass Rusher is strength because the instant equation is: (Strength * n) - (100-energy) - (Opponent’s Strength * n) - (100-energy).

If there is a big enough difference you will get an instant decision on a pancake or a sack/TFL.

Note: As most OL have +50 strength, pass rushers with under 25 strength seem to be getting pancaked a lot so the difference needs to be maintained with 25.

- As well as the above, there are some secondary equations that take into account the minor skills, so a DE who is outmatched by a OT might be able to shed the block if his Blocking is high enough.

- And there seems to be a random element to the specials actually being activated to keep the math too hard to completely deduce....


Passing Game:

- Confidence will stop multiple drops happening as a dropped pass causes the WR and QB to loose some Morale points (Amount unknown but it increases exponentially with the number of drops).

- Also it has been confirmed that in SKILL positions some stats have an unbalancing effect on others:

For example, fast WRs need better Vision and Catching than slower WRs to achieve the same equation result.

The theory is that the faster they are running the harder it is to adjust on the ball.

Also the QB will have more problems with throwing in front of a Speedy WR than a slower WR. He will need more strength and more tight spiral Special Abilities. This is a trade off with Speedy WRs getting free so easily.

This was put in as a control equation to stop WRs superbuilding Speed to 50+ straight away to gain mismatches with Balanced CBs.


Confidence and Morale:


- If a CB gives up a reception his confidence drops, if he then makes the tackle on that play he regains a third of what he lost.

- FS are slightly less affected by giving up passes, and SS much less so.

- CBs gain more morale when they deflect a pass than either the FS or SS.

- Other defenders are less effected by this...

- Passing TDs effect morale of all players, but more so the Secondary.

- Rushing TD effect the DLine more than the secondary.

- LBs are effected equally by both.


During the game Morale is fluid, and changes after every play for every player. At the end of a game morale is reset depending on the outcome.

Low morale effects all your attributes during the game, although its effect is less than that of Stamina.

Higher Confidence reduces the effect of negative Morale and increases slightly the positive effects.

Any situation that decreases a player’s morale will have the opposite effect for the opposition team.

So every catch a WR makes his morale is increased.


Opinion is pretty divided if you should be focusing on Confidence...

The argument is that if you focus on building good core skills, then you will perform well and wont be as effected by negative morale.

Depending on the player’s position, however, it is likely that confidence will have more/less of an effect on how consistently they play:
- DBs probably balance out + and - plays through a game.
- WRs might only get 3 passes all game so if the first is a drop it’s a bigger deal.
- QBs probably face the most negative morale situations in a game as incompletions, drops, INTs hurries and sacks affect him. Only Completions and TDs increase his Morale.
- Kickers definitely need confidence.


Special Abilities / Skills:


Special Abilities (“SAs”) act as multipliers for certain skills, but they are not always active.

Some skills are very likely to be active, Run Block and Pass Block for the O-Line is a good example.

The ones that are more likely to be active are very low multipliers...0.075 times blocking in a Running play for example.

Additional levels of SAs will either make them more likely to be active, or add to the multiplier:
+1 Run Block = boost of 0.075 (Active 75% of plays)
+2 Run block adds an additional 0.025 (Active 75% of plays)
+3 Run Block adds an additional 0.015 (Active 75% of Plays)

So say we run 100 Running plays...
You have a 75% chance of a 0.075 bonus - 75 Plays.
You have a 75% chance of an additional 0.025 bonus - 56.25 plays.
You have a 75% chance of an additional 0.015 bonus - 42.1875 Plays.

So out of 100 Running plays you will get the full effects of a 3 SAs bonus on 42.1875 plays.
But you have a 3 out of 4 chance of some kind of bonus, think of it as rolling 3 Dice.

You get one roll to see if the level one boost takes effect, if yes then the second and third roll is to see if you get the additional boost."
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Old July 9th, 2008, 07:44 AM   #3
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Here's the Galaxy's goal for their team:

- Offense
Oline
Strength: 60, Blocking: 60, Speed: 25, Agility: 25, Stamina: 35, Vision: 30, Confidence: 25

WR
Speed: 60, Agility: 50, Jumping: 25, Catching: 55, Stamina: 30, Vision: 60, Confidence: 30

HB depending on build. This is a speed
Strength: 30, Speed: 65, Agility: 45, Jumping: 20, Catching: 25, Stamina: 35, Carrying: 40, Vision: 45 Confidence: 30

TE
Strength: 45, Blocking: 45, Speed: 45, Agility: 40, Jumping: 35, Catching: 40, Stamina: 30, Carrying: 25, Vision: 40, Confidence: 30

FB
Strength: 50, Blocking: 50, Speed: 40, Agility: 35, Jumping: 35, Catching: 40, Stamina: 30, Carrying: 35, Vision: 40, Confidence: 30

- Defense
DT
Strength: 60, Speed: 45, Tackling: 35, Agility: 40, Stamina: 35, Vision: 35, Confidence: 30

DE
Strength: 50, Speed: 50, Tackling: 35, Agility: 50, Stamina: 35, Vision: 30, Confidence: 30

LB
Strength: 45, Speed: 55, Tackling: 40, Agility: 45, Jumping: 25, Catching: 25, Stamina: 35, Vision: 45, Confidence: 30

CB
Strength: 25, Speed: 55, Tackling: 30, Agility: 45, Jumping: 30, Catching: 30, Stamina: 35, Vision: 50, Confidence: 35

FS
Strength: 20, Speed: 50, Tackling: 30, Agility: 40, Jumping: 35, Catching: 30, Stamina: 35, Vision: 50, Confidence: 30

SS
Strength: 30, Speed: 55, Tackling: 35, Agility: 40, Jumping: 30, Catching: 25, Stamina: 35, Vision: 50, Confidence: 30
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Old July 9th, 2008, 07:52 AM   #4
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Old July 15th, 2008, 08:16 AM   #5
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This is from the forum of a team I have a player on:

"When the Season 4 sim goes into full effect (which obviously it won't this season), Carrying will be intentionally emphasized to avoid fumbles.

WR's will need to be over 20, TE's in the low to mid 20's, and HB's and anyone who returns kicks will need to be at least at 30, preferably higher.

This will be because wrap-up will be weakened, but partially by also raising the chances of causing fumbles by other forms of tackling.

The rise in Carrying requirements won't be a complete sinkhole, though, as just a means to prevent fumbles; it will also add to the chance to break tackles.

This comes from an Alpha tester and he gets inside info."

Originally posted by choacr
I found this on another team's forum. I mostly agree so I'm posting it here...

We have the opportunity to build players from the ground up and for the long term. Take this time to perfect your player. This knowledge has been accumulated over three months and I give it to you for free; you will benefit from it even if you do not stay with us.

1. The most important thing you can take from this thread is this: SPECIAL ABILITIES ARE A COMPLETE WASTE OF YOUR SKILL POINTS at these lower/mid levels. Do not spend ANOTHER point into special abilities until you have reached the 2 or 3 point soft cap in your position’s most important stats. This is the biggest secret in the game. You’ll find threads suggesting that you put 1 put into specials every level (or every 5 skill points) and they are WRONG. Wrong, wrong, wrong.

2. Each position usually has two or three skills that are their most important stat. These skills need to be maxed out as soon as possible so that you can fully maximize the natural bonus received from leveling. Example: a center gets 1 str and 1 blk each time they level. When str and blk are at the 2 point soft cap (48 naturally w/o equipment) the natural bonus (1+1) you receive is actually saving you skill points. The faster the Center reaches 48 str/blk the more points he will save over time. This is EXTREMELY important later in your careers when leveling screeches to a halt.

3. Be very careful when spending your points. Experimenting or miss-clicking will cost you dearly. Player creation is absolute key for building a strong player throughout their career. Mistakes cannot be reversed. The leveling slows down so much that if your player is considered weak for their level then they are stuck forever.

4. We are developing players so you have time to max a skill or two. You don’t need to spread out points just yet. Reread #2.

Skills will be numbered by order of importance/priority. You should max the number one skill first, and work your way down the list. Every skill point you earn should be put into the most important skill until its capped at 48. Then work on the second till its maxed out. Remember, NO SPECIALS. Every point is critical at these lower levels.

Train the #2 stat while you’re maxing out the first. When #1 is maxed, switch to maxing #2 while training #3. Continue this process for the next stat, and so on.

Offense
Notes: Speed is king for most positions.

Quaterback
1) Throwing max (+all equip)
2) Vision max
3) Train confidence, then strength

Power Half Back
1) Strength max (+all equip)
2) Speed max
3) Train carrying up a bit, then switch to agility/vision

Elusive Half Back
1) Agility max
2) Speed max (+all equip)
3) Train carrying up a bit, then switch to vision

Blocking Full Back – one of the few positions you don’t max. A good blocking full back is one of the most underrated positions in Goal Line Blitz. In fact, our blocking FB is key to our offense on the Bel Air Beardogs.
1) Speed needs to be even with or a little higher than your team’s HB
2) Vision, Strength, Blocking, Agility should be about equal

Receiver
1) Speed max, period. (+all equip)
2) Agility
3) Put a point into catching each level while maxing speed, train it and vision.
4) Train jumping/carrying when feasible.

Tight End – Dual Threat. This position is like full back, it’s not a max position with the exception of speed.
1) Speed (+all equip)
2) Strength
3) Put a point into catching each level while maxing speed, train it and vision.
4) Train jumping/carrying when feasible.

Center
1) Strength max (+all equip or split with blocking)
2) Blocking max
3) Train agility while you are maxing out str/blocking
4) Speed/Vision, Str/Blk max quickly, so switch to training these when you start pumping agility

Guard
1) Strength max (+all equip or split with blocking)
2) Blocking max
3) Train agility while you are maxing out str/blocking
4) Speed/Vision, Str/Blk max quickly, so switch to training these when you start pumping agility

Offensive Tackle – Max blocking and keep the other stats well rounded.
1) Blocking max (+all equip)
2) Agility/Str split
3) Train speed and vision – These two stats are very important, so do not neglect them. You may want to place 1 point in which ever one you decide NOT to train while getting agility/str up.


Defense
Notes: Don’t worry about the tackling skill right now. Train it up later.

Defensive/Nose Tackle
1) Strength max (+all equip or split with agility)
2) Agility max
3) Train speed, then max it
4) Train vision/tackling

Defensive End – There’s some debate here, but its very similar to a DT
1) Strength max
2) Agility max (+all equip or split with speed)
3) Speed
4) Train vision/tackling

Linebacker
1) Speed max {+all equip)
2) Agility max
3) Train vision, then get it up around 40
4) Train Strength/Tackling

Cornerback
1) Speed max {+all equip)
2) Agility max
3) Train vision, then get it up around 40
4) Train jumping/catching eventually

Free Safety
1) Speed max
2) Train Vision, then max it later {+all equip)
3) Train Agility, then max it later
4) Train jumping/catching eventually

Strong Safety
1) Speed max
2) Train Vision, then max it later {+all equip)
3) Train Agility, then max it later
4) Train Strength/Tackling/Jumping/Catching eventually

pretty much. This is genius. Start following this to the period. It will especcially organize our D-line and O-lines.

another thing i found interesting, when it starts costing 2-3 to level up a skill, that skill will start recieving more points each time you level up. You know how when you level up you get a few points added to you important skills for that player right? Well essentially, the higher that skill is, the more points you will automatically get when you level up.

Sure its up to you if you follow this, but i HIGHLY recomend it.

Originally posted by choacr
Bort sprinkles some knowledge in the linked thread, but here are the highlights as to what's going to happen in an upcoming update to the game:

1) Agility is going to become more important relative to speed.
2) Power tackling is going to start causing more fumbles (and missed tackles)
3) Due to #2, WR'S and RB's need to start working on carrying.
4) Carrying gives a boost to breaking tackles (it's not just strength).
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Old July 15th, 2008, 08:16 AM   #6
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More stuff!

Few notes about certain positions and the attributes which seem to trigger certain SA.

Corner Back - SA Shutdown - Swat Ball - Jumping (16-20) Sticky Hands - Catching (20) Super Vision - Vision (20-25) Shutdown Coverage - Speed/Agility/Jumping (40/30/25)
Speedster - First Step - Agility (20) Change Direction - Agility (25-30) Return Specialist - Speed/Agility/Vision 40/30/20 Blitz - Speed/Agility 40/30 Closing Speed - Speed/Agility (40/30)

The number are about whats needed in that attribute to trigger those SA properly


Line Backer - SA Hard Hitter - Snarl - Confidence (25) Aura of Intimidation - Confidence (25) Diving Tackle - Jumping (15) Monster Hit - Tackling/Strength (40/30) Defensive General - Confidence (25-30)
Pass Rusher - Trash Talk - Confidence (25) The Glare - Confidence (25-30) Shed Block - Agility (30-35) Swat Ball - Jumping (16-20) Big Sack - Confidence (25-30)


Defensive Tackle - SA Pass Rusher - The Glare - Confidence (25) shed Block - Agility (30-35) Swat Ball - Jumping (15) Strong Base - Strength (40-50) Big Sack - Confidence (25-30)
Run Stuffer - Wall - Strength (40) Break Thru - Strength (50) Snarl - Confidence (25) Big Hit - Tackling/Strength (40/50) D-Line General - Confidence (25-30)


Full Back - SA Blocking - Hands - Blocking (20) Lead Block - Blocking/Strength (40/40) Spot Blitz - Vision (25) Strong Arm - Strength (40-50) Pancake - Strength/Blocking (50//40)
Offensive - Cover Up - Strength/Carrying (30/30) Sticky Hands - Catching (20) Power Thru - Strength (40) Quick Cut - Agility/Speed (30/40) Dive 4 Yards - Strength/Jumping (40/15-20)

Offensive Tackle - SA Pass Blocking - Pass Block - Blocking/Agility (40/20) Shock Block - Strength (50) Foundation - Strength (50) Absorb Pain - Confidence (20-25) Protector - Speed/Agility/Blocking (20/30/50)
Run Blocking - Run Block - Blocking/Agility (40/20) Get Low - Strength (40) Hands - Blocking (40) Cut Block - Agility (30) Pancake - Strength (50)


These are the ones I have a good idea about when they actually start to work. For just about any given SA the attribute that triggers it will be as low as 15 to as high as 50. All the SA does is to give a percentage boost to a given action. Max without custom equipment is 10. an Hb with 10 in Juke will basically fake out anyone with the needed attribute to counter it. I've seen replays of a level 11 HB actually freeze all 11 defenders. All of them were backups, when he tried that against the starters, who were 4-6 levels higher, he froze maybe 1.


With all that said, as soon as you have your target numbers feel free to put a point or two into your SAs as you level. Just try to keep near the listed goals
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Old July 15th, 2008, 08:18 AM   #7
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http://goallineblitz.com/game/forum_...=477743&page=6

These are all the words of Bort (or in some cases a question followed by Bort's answer):

Bort:
FYI, a bit of info that's relevant to this topic: An acceleration change, requiring a little more agility to get up to speed than currently needed, is on the list of random updates for the season 4 sim update, along with kicking, etc.

You might need a little more carrying/catching as well, since "power" tackling has also gotten a little boost to forcing fumbles and drops. We'll see how it goes I guess; min/max players will always find a way to elevate their game!

___________________


Ack. Do we really need more fumbles?

Bort:
If wrap up tackling is becoming even less likely to force fumbles, then power tackling should get a little boost to make it worthwhile, especially if the chance to make the tackle isn't as good.

Carrying = fumble less and break more tackles.

____________________

Originally posted by seven7
so kickers are geting a nerf , WR's are geting a nerf next season also , what else , so i'll know what to expect in the offseason.?

Bort:

LOL, it's not like they're suddenly going to suck to all getout...just toning down the 50+ yard automatic FG's and making acceleration a little more important.

____________________

whoa carrying makes you break tackles?!

Bort:

Carrying is actually pretty important for all ball carriers...in multiple ways -- it's more than just reducing fumbling, though that's its main function.

Kinda makes sense, doesn't it?

____________________

k bort we covered offense side of ball , now give us some build tips for the defense =)

Bort:
Um...mainly just the wrap-up/power tackling stuff.

Oh, and vision is good, along with a bunch of other attributes!

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Bort:
Agility helps you keep speed as you make your cut, and increases the angle at which the cuts can be made without majorly slowing down.

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Originally posted by Montclaire


Whoa! Don't run that far with it. It's prolly not 1+1=2, but: more carrying = less likely to fumble, therefore more likely to break a tackle (aimed to cause fumbles). More like 1+1.3=2, if that makes sense. (i.e.: if you don't fumble, the chances of breaking a tackle aimed at causing you to fumble is increased).

Bort:

Sorta true...but it does actually increase your chance to break a tackle by a little bit. Strength and agility are generally more valuable in that area, though (along with a crappy tackler LOL).

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Originally posted by Skanker irl
Ah...at last. The reason for the sudden increase in fumbles is explained.

Bort:

No, it hasn't been implemented yet. It's in that mass of sim updates that are waiting until I can finish all the defense AI plays, ugh. I'm guessing the increase in fumbles is because defenders have been increasing strength and tackling while ball carriers have been increasing speed and agility while neglecting carrying.

Think about it...two 60+ speed guys smashing into each other at high velocity. One of them has the ball and 20 carrying. Is he going to hold on to the ball?
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Old July 15th, 2008, 08:23 AM   #8
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Originally Posted by jkf296 View Post
...The number are about whats needed in that attribute to trigger those SA properly

Line Backer - SA Hard Hitter - Snarl - Confidence (25) Aura of Intimidation - Confidence (25) Diving Tackle - Jumping (15) Monster Hit - Tackling/Strength (40/30) Defensive General - Confidence (25-30)
Pass Rusher - Trash Talk - Confidence (25) The Glare - Confidence (25-30) Shed Block - Agility (30-35) Swat Ball - Jumping (16-20) Big Sack - Confidence (25-30)


Defensive Tackle - SA Pass Rusher - The Glare - Confidence (25) shed Block - Agility (30-35) Swat Ball - Jumping (15) Strong Base - Strength (40-50) Big Sack - Confidence (25-30)
Run Stuffer - Wall - Strength (40) Break Thru - Strength (50) Snarl - Confidence (25) Big Hit - Tackling/Strength (40/50) D-Line General - Confidence (25-30)


Full Back - SA Blocking - Hands - Blocking (20) Lead Block - Blocking/Strength (40/40) Spot Blitz - Vision (25) Strong Arm - Strength (40-50) Pancake - Strength/Blocking (50//40)
Offensive - Cover Up - Strength/Carrying (30/30) Sticky Hands - Catching (20) Power Thru - Strength (40) Quick Cut - Agility/Speed (30/40) Dive 4 Yards - Strength/Jumping (40/15-20)

Offensive Tackle - SA Pass Blocking - Pass Block - Blocking/Agility (40/20) Shock Block - Strength (50) Foundation - Strength (50) Absorb Pain - Confidence (20-25) Protector - Speed/Agility/Blocking (20/30/50)
Run Blocking - Run Block - Blocking/Agility (40/20) Get Low - Strength (40) Hands - Blocking (40) Cut Block - Agility (30) Pancake - Strength (50)....
Wow...this is awesome.

Joel do you think this is legit?
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Old July 15th, 2008, 08:28 AM   #9
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I have no reason to doubt it.
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Old July 15th, 2008, 01:30 PM   #10
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After reading this, I am happy with my builds. My strategy for C and DE runs with theirs. Except maybe the SA part, but they sound so cool!
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Old July 15th, 2008, 02:29 PM   #11
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Seems a lot of effective pass rushing is mental.

Quote:
Pass Rusher - Trash Talk - Confidence (25) The Glare - Confidence (25-30) Shed Block - Agility (30-35) Swat Ball - Jumping (16-20) Big Sack - Confidence (25-30)
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