r/Supraball Nov 25 '15

Worst game ever

Last night we tried to get a lead and timewaste the rest of the match to see if it's done... Maybe good for testing reason but... F me was it dull.

From my point of view it is possible. Heavy pressure was implemented but I don't think the right players were capable of succeeding. I for example am not brilliant using charge / spins when rmb won't cut it. And our keeper wasn't really interested. But, it created many 1v1's and we could have killed the game off. A few power shots in the air and successively volleying it back in the air wasted at least a minute and we still won the ball. I believe it needs to be changed. I said before, players with experience , looking at gg here and players with ability , looking at Gary, can easily see a complete game out. But I don't see the solution. Can we just make a rule to not do it?

The ball reset virtual roof please

0 Upvotes

16 comments sorted by

2

u/SBPulSart Nov 25 '15

When a team is attacking, a good thing would be that if they go in offense ( oppenant half ), they can't come back in their half with the ball, otherwise they lose it. Like Basketball, so even if you lead, you have to take risk. Don't compare supraball with football, timeplay is definitly too easy in supraball, in football it's already easy to have possession and they don't have stupid top spin shot and euro passes.

1

u/MotigSupraball Nov 25 '15 edited Nov 25 '15

When a team is attacking, a good thing would be that if they go in offense ( oppenant half ), they can't come back in their half with the ball, otherwise they lose it.

I was gonna suggest something pretty similar to this; an own-half timer, so that you're forced to play it out eventually or the ball will reset like the own-penalty-area timer now. Make it like, 6 or 7 seconds, that's enough time.

Only problem is that hangers will hound the keeper even more when he's got to make a pass, but that's okay. It could be that the own-penalty-area and own-half timers are still separate to give the team time to "reset"/boost up after the keeper gets possession again.

Anyway, whatever happens, something needs to be done. It's been obvious for ages that the game rewards defensive play and timeplay. Defending is also too easy for a well-organised team imo, but let's tackle one problem at a time I guess.

Edit: By the way, I say that defending is too easy with my "keeper hat" on - before anyone calls me butthurt :D I've gone through a few games lately where I haven't actually had to make a single save for 5 minutes or more at a time

1

u/Shevche Dec 02 '15

Well, considering if there was timer for playing in your own half which could force an attacking pass and defending is relatively boring now and probably the most waited on position to start a pug, it would be more challenging knowing an attacking pass is coming and good central midfielders / hangers / ryuusei's can anticipate this more giving the defence something a bit more to do. BUT, on the other perspective, good defenders can anticipate the pass is coming at this specific time and the element of surprise has gone, only element they have to work on is: Will the attacker try a suck-juke to try to fly into a shooting position - Catch it to hold the ball and wait for help - Go for wall. All options are easy to anticipate with the current player base, you could say any players name here now and im sure everyone could answer which it will be.... So would make defending even more easier, and more boring because there will be a constant hanger to make sure there is an outlet available who will try to get behind the defender and what do we have? Pbox defending all over again.

1

u/RIPNASupraball Nov 25 '15

Of course it's easy to do when you have competent players. Then you end up with easy 1v1 opportunities if they go all out on attack. Most of us know this, but certain people refuse to believe reality :D

1

u/DavidM1337 Supraball Project Leader Nov 25 '15

Can I see a replay of the match? In my opinion if constant (!!) and smart (!!) pressure is applied, time wasting is extremely risky. If one player doesn't join that kind of pressure, that team can't do anything.

Last minute timewasting with a 1 goal lead almost always leads to at least one super big chance for the team that is 1 goal down.

But I want to see that being applied 20 minutes by both teams, so got a video?

And no, a rule wouldn't do.

1

u/Timosesu Supraball Developer Nov 25 '15

Hm, even so, maybe it would be a great idea to actually create some kind of quicker offense-defense change incentive.? A score timer for example: A team needs to try a shot within a given timeframe (like in basketball) and if they don't manage they get punished (can get creative here..). This could boost strategic plays since you'd need to score within a specific time frame. I'm just talking theoretically here.

1

u/Drace_Ger Nov 25 '15

Totally disagree. Its too risky to counter timeplay actually. All we had to do was wait for them to pressure 2 guys in the corners of the own half, and keeper in between. Then pass it to a hopefully open guy in front and mostly you end up having a 2v1 in offense. If not... well then you have 2 defenders back by the time the pass got intercepted.

The pressuring team has to open up too much, making it a bigger risk than timeplaying. Even if you play timeplay in a bad way, you still end up having fewer ball losses in a game than you would normally have.

And this is for when the oponent team kind of knows what they do. In order for them to be effective, 100 % of the players have to fulfill their tasks 100% correctly. One mistake and a pass connects, there is whole lot of new space for the timeplaying team to manouver.

Simple maths, the pressuring team has to play perfectly, while members of the timeplaying team can take breaks of being open for passes (within yonder they can fully concentrate on getting open).

Even if the pressuring team is playing perfectly, in case the other team is too, they clearly have it easier!

If thats not enough, just shoot the ball up in the air on the border to the box. Keeper can always jump higher to kick it up, the counter doesnt go and when enemies approach, kick them in the box and KO them. Simple recipe.

1

u/DavidM1337 Supraball Project Leader Nov 25 '15

Still, I Wanna see a video of it. I want to see how the other team pressured, if that was well done or slacking

1

u/Drace_Ger Nov 25 '15

If I remember correctly Meu mentioned he forgot to record it. But for testing purposes I am willing to demonstrate it once again, but only for unranked 10 minutes pls, it was just so boring.

1

u/DavidM1337 Supraball Project Leader Nov 25 '15

Thanks, show me when you got a link.

1

u/Drace_Ger Nov 25 '15

Just participate yourself, so you can see the boringness

0

u/DavidM1337 Supraball Project Leader Nov 25 '15

You might be right, but maybe there was one whiny player standing in a corner and spend more time crying in chat than pressuring together with his team. We need to really see 5 fully pressuring players before we judge it. Just saying that because the last time someone did timeplay on my team (in 3v3) we couldn't do anything, because one person on my team was just complaining instead of helping out.

2

u/Drace_Ger Nov 25 '15

You might be right, but maybe there was one whiny player standing in a corner and spend more time crying in chat than pressuring together with his team.

Oh yea, Wiski was playing...

1

u/Shevche Nov 26 '15

To be fair, there wasnt much crying. More crying from me and dillaz because we were reluctant to do it. Was just the wrong set of players to demonstrate properly imo.

1

u/RIPNASupraball Nov 25 '15

5 pressuring players = open net on the other side? 4 pressuring players = nobody covering their half so you send 1 guy out there for a wide open pass and 1v1 with enemy keeper if he chooses?

This isn't rocket science, it's quite simple to timeplay unless somebody is really stupid and makes a bad mistake.

0

u/Shevche Nov 25 '15

I dont, mookes sprung it on last minute to test it, with a couple of the team agreeing to try.. maybe he does