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Forum > Goal Line Blitz 2 > GLB2Scout : Rolled over to Season 61 Completed

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Last Online: Aug 15, 2022 22:50:11
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Originally posted by Stobie
Thank you for your time in advance and lets see how we can make GLB2Scout better.

No, thank you! I use the site a lot but after taking the survey it introduced me to options that I didn't even know existed and will be using now for sure!

Last Online: Aug 15, 2022 22:50:11
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I couldn't remember one suggestion for the survey which I just remembered... in Team Scout > Show Defensive Report there should be a column showing whether the defensive play is a man or zone (M/Z column)

Last Online: Aug 16, 2022 03:31:18
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Originally posted by Ace of Spades 7
I couldn't remember one suggestion for the survey which I just remembered... in Team Scout > Show Defensive Report there should be a column showing whether the defensive play is a man or zone (M/Z column)


Added Blitz and Man/Zone indicators.
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Last Online: Aug 15, 2022 22:50:11
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Originally posted by Stobie
Added Blitz and Man/Zone indicators.

That's great! The only problem is that it's listing every defensive play as Man.

Last Online: Aug 16, 2022 03:31:18
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Originally posted by Ace of Spades 7

That's great! The only problem is that it's listing every defensive play as Man.


Will look into this
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Last Online: Aug 16, 2022 03:31:18
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Fixed
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Last Online: Aug 16, 2022 03:31:18
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Updated all Abilities, Traits and Skills. LONG LIST BELOW

Ability Contain Expert has many changes

LVL 1 Description Change
NEW == The player excels at breaking his blocks against outside rushes./n/nAbility type: Passive/nPowered by: Pursuit/nActivation condition: Engaged in a block while ball carrier is outside of the pocket./nActivation chance: up to 20%/nDuration: Entire play/nWhile active: +4 Break Run Block and Balance.
OLD == The player excels at breaking his blocks against outside rushes./n/nAbility type: Active/nPowered by: Pursuit/nActivation condition: Engaged in a block while ball carrier is outside of the pocket./nActivation chance: up to 20%/nDuration: 1 to 1.2 seconds/nWhile active: +4 Break Run Block and Balance.

LVL 1 Min Duration change from 20 to 1000
LVL 1 Max Duration change from 25 to 1000
LVL 1 Group change from run_blitz to contain_expert

LVL 2 Description Change
NEW == The player excels at breaking his blocks against outside rushes./n/nAbility type: Passive/nPowered by: Pursuit/nActivation condition: Engaged in a block while ball carrier is outside of the pocket./nActivation chance: up to 40%/nDuration: Entire play/nWhile active: +8 Break Run Block and Balance.
OLD == The player excels at breaking his blocks against outside rushes./n/nAbility type: Active/nPowered by: Pursuit/nActivation condition: Engaged in a block while ball carrier is outside of the pocket./nActivation chance: up to 40%/nDuration: 1.2 to 1.4 seconds/nWhile active: +8 Break Run Block and Balance.

LVL 2 Min Duration change from 25 to 1000
LVL 2 Max Duration change from 30 to 1000
LVL 2 Group change from run_blitz to contain_expert

LVL 3 Description Change
NEW == The player excels at breaking his blocks against outside rushes./n/nAbility type: Passive/nPowered by: Pursuit/nActivation condition: Engaged in a block while ball carrier is outside of the pocket./nActivation chance: up to 80%/nDuration: Entire play/nWhile active: +15 Break Run Block and Balance.
OLD == The player excels at breaking his blocks against outside rushes./n/nAbility type: Active/nPowered by: Pursuit/nActivation condition: Engaged in a block while ball carrier is outside of the pocket./nActivation chance: up to 75%/nDuration: 1.4 to 1.6 seconds/nWhile active: +15 Break Run Block and Balance.

LVL 3 Min Duration change from 30 to 1000
LVL 3 Max Duration change from 35 to 1000
LVL 3 Group change from run_blitz to contain_expert
LVL 3 Activation Chance change from 0.75 to 0.80

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Ability Eyes On The Prize changed min/max duration on all levels from 90 to 45

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Ability On The Run changes to descriptions on all levels

LVL 1 Description
Ability on_the_run has an issue with description on Level 1.
NEW == This QB is exceptional at getting the ball away while moving out of the pocket./n/nAbility type: Active/nPowered by: Pocket Awareness/nActivation condition: Throwing a pass while moving./nActivation chance: up to 30%/nWhile active: Accuracy penalties from throwing while moving are decreased by 20%.
OLD == This QB is exceptional at getting the ball away while moving out of the pocket./n/nAbility type: Passive/nPowered by: Pocket Awareness/nActivation condition: Throwing a pass while moving./nActivation chance: up to 30%/nWhile active: Accuracy penalties from throwing while moving are decreased by 20%.

LVL 2 Description
NEW == This QB is exceptional at getting the ball away while moving out of the pocket./n/nAbility type: Active/nPowered by: Pocket Awareness/nActivation condition: Throwing a pass while moving./nActivation chance: up to 60%/nWhile active: Accuracy penalties from throwing while moving are decreased by 40%.
OLD == This QB is exceptional at getting the ball away while moving out of the pocket./n/nAbility type: Passive/nPowered by: Pocket Awareness/nActivation condition: Throwing a pass while moving./nActivation chance: up to 60%/nWhile active: Accuracy penalties from throwing while moving are decreased by 40%.

LVL 3 Description
NEW == This QB is exceptional at getting the ball away while moving out of the pocket./n/nAbility type: Active/nPowered by: Pocket Awareness/nActivation condition: Throwing a pass while moving./nActivation chance: up to 95%/nWhile active: Accuracy penalties from throwing while moving are decreased by 80%.
OLD == This QB is exceptional at getting the ball away while moving out of the pocket./n/nAbility type: Passive/nPowered by: Pocket Awareness/nActivation condition: Throwing a pass while moving./nActivation chance: up to 95%/nWhile active: Accuracy penalties from throwing while moving are decreased by 80%.

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Ability Pull Specialist changes to descriptions on all levels

LVL 1 Description
NEW == This blocker excels when pulling to block outside./n/nAbility type: Active/nPowered by: Lead Block Awareness/nActivation condition: Pulling and blocking to the outside on an outside run or screen play/nActivation chance: up to 30%/nDuration: 1.5 to 2.0 seconds/nWhile active: +5 to Sprinting and Quickness; All Run Blocking Technique rolls are guaranteed to be at least 30% of max.
OLD == This blocker excels when pulling to block outside./n/nAbility type: Passive/nPowered by: Lead Block Awareness/nActivation condition: Pulling and blocking to the outside on an outside run or screen play/nActivation chance: up to 30%/nDuration: 1.5 to 2.0 seconds/nWhile active: +5 to Sprinting and Quickness; All Run Blocking Technique rolls are guaranteed to be at least 30% of max.

LVL 2 Description
NEW == This blocker excels when pulling to block outside./n/nAbility type: Active/nPowered by: Lead Block Awareness/nActivation condition: Pulling and blocking to the outside on an outside run or screen play/nActivation chance: up to 50%/nDuration: 2.0 to 2.5 seconds/nWhile active: +8 to Sprinting and Quickness; All Run Blocking Technique rolls are guaranteed to be at least 50% of max.
OLD == This blocker excels when pulling to block outside./n/nAbility type: Passive/nPowered by: Lead Block Awareness/nActivation condition: Pulling and blocking to the outside on an outside run or screen play/nActivation chance: up to 50%/nDuration: 2.0 to 2.5 seconds/nWhile active: +8 to Sprinting and Quickness; All Run Blocking Technique rolls are guaranteed to be at least 50% of max.

LVL 3 Description
NEW == This blocker excels when pulling to block outside./n/nAbility type: Active/nPowered by: Lead Block Awareness/nActivation condition: Pulling and blocking to the outside on an outside run or screen play/nActivation chance: up to 90%/nDuration: 2.5 to 3.0 seconds/nWhile active: +12 to Sprinting and Quickness; All Run Blocking Technique rolls are guaranteed to be at least 75% of max.
OLD == This blocker excels when pulling to block outside./n/nAbility type: Passive/nPowered by: Lead Block Awareness/nActivation condition: Pulling and blocking to the outside on an outside run or screen play/nActivation chance: up to 90%/nDuration: 2.5 to 3.0 seconds/nWhile active: +12 to Sprinting and Quickness; All Run Blocking Technique rolls are guaranteed to be at least 75% of max.

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Ability Quick Read changes to descriptions on all levels

LVL 1 Description
NEW == This QB can scan the field very quickly./n/nAbility type: Active/nPowered by: Pass Awareness/nActivation condition: Passing, not being hurried./nActivation chance: up to 15%/nDuration: 0.3 to 0.6 seconds/nWhile active: QB checkdown ability is increased by 50%.
OLD == This QB can scan the field very quickly./n/nAbility type: Passive/nPowered by: Pass Awareness/nActivation condition: Passing, not being hurried./nActivation chance: up to 15%/nDuration: 0.3 to 0.6 seconds/nWhile active: QB checkdown ability is increased by 50%.

LVL 2 Description
NEW == This QB can scan the field very quickly./n/nAbility type: Active/nPowered by: Pass Awareness/nActivation condition: Passing, not being hurried./nActivation chance: up to 30%/nDuration: 0.6 to 1.0 seconds/nWhile active: QB checkdown ability is increased by 100%.
OLD == This QB can scan the field very quickly./n/nAbility type: Passive/nPowered by: Pass Awareness/nActivation condition: Passing, not being hurried./nActivation chance: up to 30%/nDuration: 0.6 to 1.0 seconds/nWhile active: QB checkdown ability is increased by 100%.

LVL 3 Description
NEW == This QB can scan the field very quickly./n/nAbility type: Active/nPowered by: Pass Awareness/nActivation condition: Passing, not being hurried./nActivation chance: up to 40%/nDuration: 1.0 to 2.0 seconds/nWhile active: QB checkdown ability is increased by 200%.
OLD == This QB can scan the field very quickly./n/nAbility type: Passive/nPowered by: Pass Awareness/nActivation condition: Passing, not being hurried./nActivation chance: up to 40%/nDuration: 1.0 to 2.0 seconds/nWhile active: QB checkdown ability is increased by 200%.

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Ability Zone Shark has many changes across all levels

LVL 1 Description
NEW == This player makes up for lack of coverage with his tenacity./n/nAbility type: Active/nPowered by: Zone Coverage Awareness/nActivation condition: After a completed pass while in zone coverage./nActivation chance: up to 20%/nDuration: 1.5 seconds/nWhile active: +5 to Power Tackling, Strip Technique and Intimidation; If the ball is knocked loose, entire defense gains 3 morale, and the receiver loses an additional 5 morale.
OLD == This player makes up for lack of coverage with his tenacity./n/nAbility type: Active/nPowered by: Zone Coverage Awareness/nActivation condition: After a completed pass while in zone coverage with over the top help./nActivation chance: up to 30%/nDuration: 3 seconds/nWhile active: +5 to Power Tackling, Strip Technique and Intimidation; If the ball is knocked loose, entire defense gains 3 morale, and the receiver loses an additional 5 morale.

LVL 1 Activation Change change from 0.3 to 0.2
LVL 1 Min Duration change from 90 to 22
LVL 1 Max Duration change from 90 to 22

LVL 2 Description
NEW == This player makes up for lack of coverage with his tenacity./n/nAbility type: Active/nPowered by: Zone Coverage Awareness/nActivation condition: After a completed pass while in zone coverage./nActivation chance: up to 30%/nDuration: 2 seconds/nWhile active: +10 to Power Tackling, Strip Technique and Intimidation; If the ball is knocked loose, entire defense gains 5 morale, and the receiver loses an additional 10 morale.
OLD == This player makes up for lack of coverage with his tenacity./n/nAbility type: Active/nPowered by: Zone Coverage Awareness/nActivation condition: After a completed pass while in zone coverage with over the top help./nActivation chance: up to 50%/nDuration: 3 seconds/nWhile active: +10 to Power Tackling, Strip Technique and Intimidation; If the ball is knocked loose, entire defense gains 5 morale, and the receiver loses an additional 10 morale.

LVL 2 Activation Change change from 0.5 to 0.3
LVL 2 Min Duration change from 90 to 30
LVL 2 Max Duration change from 90 to 30

LVL 3 Description
NEW == This player makes up for lack of coverage with his tenacity./n/nAbility type: Active/nPowered by: Zone Coverage Awareness/nActivation condition: After a completed pass while in zone coverage./nActivation chance: up to 50%/nDuration: 3 seconds/nWhile active: +15 to Power Tackling, Strip Technique and Intimidation; If the ball is knocked loose, entire defense gains 10 morale, and the receiver loses an additional 15 morale.
OLD == This player makes up for lack of coverage with his tenacity./n/nAbility type: Active/nPowered by: Zone Coverage Awareness/nActivation condition: After a completed pass while in zone coverage with over the top help./nActivation chance: up to 75%/nDuration: 3 seconds/nWhile active: +15 to Power Tackling, Strip Technique and Intimidation; If the ball is knocked loose, entire defense gains 10 morale, and the receiver loses an additional 15 morale.

LVL 3 Activation Change change from 0.75 to 0.5
LVL 3 Min Duration change from 90 to 45
LVL 3 Max Duration change from 90 to 45

===================================================

Trait Active Hands changed a few items

Description
NEW == Strip Tech: 10% lower SP cost, +6 max
OLD == Strip Tech: 5% lower SP cost, +3 max

Skill Modifiers of Tackle Strip changes
Cost changes from -.05 to -.1
Max changed from 3 to 6

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Trait Ball Hawk changed a few items

Description
NEW == This defender is always looking for interceptions.
Intercepting: 10% lower SP cost, +6 max
Deflecting: 10% higher SP cost, -6 max
OLD == This defender is always looking for interceptions.
Intercepting: 6% lower SP cost, +5 max
Deflecting: 10% higher SP cost, -6 max
Min Salary: +8%

Skill Modifiers of Coverage Interception changes
Cost changes from -.06 to -.1
Max changed from 4 to 6
Salary Modifier changed from 0.08 to 0

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Trait FB Scat Back changed a few items

Description
NEW == This FB focuses on his receiving skills over blocking.
Receiving Hands: 8% lower SP cost, +4 max
Receiving Grip: 8% lower SP cost, +4 max
Rec Consistency: 8% lower SP cost, +4 max
Catch In Traffic: 8% lower SP cost, +4 max
Min Salary: +12%
OLD == This FB focuses on his receiving skills over blocking.
Receiving Hands: 8% lower SP cost, +4 max
Receiving Grip: 8% lower SP cost, +4 max
Catch In Traffic: 8% lower SP cost, +4 max
Min Salary: +12%

Skill Modifiers of Rec Consistency has been added
Cost = -.08
Max = 4

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Trait HB Scat Back changed a few items

Description
NEW == This HB focuses on his receiving skills first and foremost.
Receiving Grip: 10% lower SP cost, +6 max
Receiving Hands: 10% lower SP cost, +6 max
Rec Consistency: 10% lower SP cost, +6 max
Catch in Traffic: 10% lower SP cost, +6 max
Route Technique: 10% lower SP cost, +6 max
Min Salary: +12%
OLD == This HB focuses on his receiving skills first and foremost.
Receiving Grip: 10% lower SP cost, +6 max
Receiving Hands: 10% lower SP cost, +6 max
Catch in Traffic: 10% lower SP cost, +6 max
Route Technique: 10% lower SP cost, +6 max
Min Salary: +12%

Skill Modifiers of Rec Consistency has been added
Cost = -.1
Max = 6

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Trait Long reach changed a few items

Description
NEW == This defender just focuses on stopping the pass.
Deflecting: 10% lower SP cost, +6 max
Intercepting: 10% higher SP cost, -6 max
OLD == This defender just focuses on stopping the pass.
Deflecting: 6% lower SP cost, +4 max
Intercepting: 10% higher SP cost, -6 max
Min Salary: +6%

Skill Modifiers of Coverage Deflection has changed
Cost changed from -.06 to -.1
Max changed from 4 to 6

Salary Modifier changed from 0.06 to 0

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Trait Nerves of Steel changed a few items

Description
NEW == When this player catches a pass, he holds on tight.
Receiving Grip: 8% lower SP cost, +4 max
Catching in Traffic: 8% lower SP cost, +4 max
Rec Consistency: 5% lower SP cost, +3 max
Receiving Hands: 5% higher SP cost, -3 max
Receiving Aware: 5% higher SP cost, -3 max
OLD == When this player catches a pass, he holds on tight.
Receiving Grip: 8% lower SP cost, +4 max
Catching in Traffic: 8% lower SP cost, +4 max
Receiving Hands: 5% higher SP cost, -3 max
Receiving Aware: 5% higher SP cost, -3 max
Min Salary: +6%

Skill Modifiers of Rec Consistency has been added
Cost = -.05
Max = 3

Salary Modifier changed from 0.06 to 0

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Trait Return Specialist changed a few items

Description
NEW == Half of a third of the game
Return Awareness: 10% lower SP cost, +10 max
OLD == Half of a third of the game
Return Awareness: 5% lower SP cost, +3 max

Skill Modifiers of Return Awareness has changed
Cost changed from -.05 to -.1
Max changed from 3 to 10

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Trait Soft Hands changed a few items

Description
NEW == You seen that glove on his left hand? Well, that glove's full of vaseline.
Receiving Hands: 8% lower SP cost, +4 max
Receiving Aware: 8% lower SP cost, +4 max
Rec Consistency: 5% lower SP cost, +3 max
Receiving Grip: 5% higher SP cost, -3 max
Catching in Traffic: 5% higher SP cost, -3 max
OLD == You seen that glove on his left hand? Well, that glove's full of vaseline.
Receiving Hands: 8% lower SP cost, +4 max
Receiving Aware: 8% lower SP cost, +4 max
Receiving Grip: 5% higher SP cost, -3 max
Catching in Traffic: 5% higher SP cost, -3 max
Min Salary: +6%

Skill Modifiers of Rec Consistence has been added
Cost = -0.05
Max = 3

Salary Modifier changed from 0.06 to 0

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Trait Soft Hands changed a few items

Description
NEW == Does he have springs in his shoes?
Diving: 15% lower SP cost, +10 max
Vertical: 15% lower SP cost, +10 max
Quickness: 4% lower SP cost, +2 max
OLD == Does he have springs in his shoes?
Diving: 8% lower SP cost, +6 max
Vertical: 8% lower SP cost, +6 max

Skill Modifiers of Quickness has been added
Cost = -0.04
Max = 2

Skill Modifiers of Diving has been changed
Cost changed from -0.08 to -0.15
Max changed from 6 to 10

Skill Modifiers of Vertical has been changed
Cost changed from -0.08 to -0.15
Max changed from 6 to 10

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Trait Strong Base changed a few items

Description
NEW == Fall once, shame on me.
Balance: 8% lower SP cost, +4 max
Quickness: 4% higher SP cost, -2 max
OLD == Fall once, shame on me.
Balance: 6% lower SP cost, +3 max
Quickness: 6% higher SP cost, -3 max

Skill Modifiers of Quickness has been changed
Cost changed from -0.06 to -0.04
Max changed from -3 to -2

Skill Modifiers of Balance has been changed
Cost changed from -0.06 to -0.08
Max changed from 3 to 4

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Trait TE Receiving Specialist changed a few items

Description
This TE focuses on going downfield for passes.
Route Technique: 10% lower SP cost, +6 max
Receiving Hands: 10% lower SP cost, +6 max
Receiving Grip: 10% lower SP cost, +6 max
Catch In Traffic: 10% lower SP cost, +6 max
Rec Consistency: 5% lower SP cost, +3 max
Min Salary: +16%
OLD == This TE focuses on going downfield for passes.
Route Technique: 10% lower SP cost, +6 max
Receiving Hands: 10% lower SP cost, +6 max
Receiving Grip: 10% lower SP cost, +6 max
Catch In Traffic: 10% lower SP cost, +6 max
Min Salary: +16%

Skill Modifiers of Rec Consistency has been added
Cost = -0.05
Max = 3
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Last Online: Aug 16, 2022 03:31:18
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Rolled over to season 58
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Last Online: Aug 15, 2022 23:22:40
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Decepticons, attack!

Last Online: Aug 15, 2022 20:00:13
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The fox knows many tricks. The hedgehog knows one good one.

Last Online: Aug 15, 2022 22:50:11
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Suggestion: Have an Adjusted Yard per Carry (aYPC) column for Rushing plays. Maybe like the YPA/YPC passing column?

Calculate the aYPC by subtracting the longest carry from the total yards then average it.

Example
Play: HB Pitch Strong
Times: 21
Long: 94
YPC: 6.8
aYPC: 21 * 6.8 = 142.8 - 94 = 48.8 / 20 = 2.4

One long run (94 yards) can really throw off the YPC (6.8). By subtracting it you'll have a more accurate gauge (2.4 aYPC) as to how good the play really is.

Last Online: Feb 15, 2022 15:06:31
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Originally posted by Ace of Spades 7
Suggestion: Have an Adjusted Yard per Carry (aYPC) column for Rushing plays. Maybe like the YPA/YPC passing column?

Calculate the aYPC by subtracting the longest carry from the total yards then average it.

Example
Play: HB Pitch Strong
Times: 21
Long: 94
YPC: 6.8
aYPC: 21 * 6.8 = 142.8 - 94 = 48.8 / 20 = 2.4

One long run (94 yards) can really throw off the YPC (6.8). By subtracting it you'll have a more accurate gauge (2.4 aYPC) as to how good the play really is.


If you want to do that and your point is quite valid you may want to show the median run. That way it's less vulnerable to be dependant on how many times the play was run.



Edited by william78 on Feb 10, 2022 13:50:59

Last Online: Aug 15, 2022 20:00:13
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Yeah, if you want to throw out the highest, you should also throw out the lowest. william78 is correct that median would be better than average.

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Last Online: Aug 15, 2022 22:50:11
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Originally posted by atlbruce
Yeah, if you want to throw out the highest, you should also throw out the lowest. william78 is correct that median would be better than average.

True. But, I don't think the lowest number is that important because it would be from 0 to -5 yards, maybe? Not as much impact on YPC like massive positive yardage is. Plus, then you're throwing out results from two runs when, many times, you have very few rushes to begin with.
Edited by Ace of Spades 7 on Feb 10, 2022 19:05:55

Last Online: Aug 16, 2022 03:31:18
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Originally posted by Ace of Spades 7

True. But, I don't think the lowest number is that important because it would be from 0 to -5 yards, maybe? Not as much impact on YPC like massive positive yardage is. Plus, then you're throwing out results from two runs when, many times, you have very few rushes to begin with.


I would argue the Average obviously can be skewed but taking out the largest, still skews it if you have a 94 and then a 93 run.

Median is still up for skewed results but is more of an accurate value of percentage basis of what is more likely to happen essentially.

Now ideally, would be cool if there was a heat map of yards gained to essentially show this visually rather than a direct number, but I feel like Median is a better representation than Average.

But keep in mind guys, early in the season all results are skewed AF and there isn't much we can do about it until more data comes in anyway.

I am open to suggestions, but as I see it, Median seems to make the most sense imo.
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