Any update or release notes on the "tuning update" that NCAA 13 had me download today? I did the patch update yesterday, today it wanted to update the game-tuning data.
Any update or release notes on the "tuning update" that NCAA 13 had me download today? I did the patch update yesterday, today it wanted to update the game-tuning data.
From Twitter:
https://twitter.com/EANCAAFootball/s...96553919533057
The latest #NCAAFootball13 tuner update is now available on the Xbox 360 and PS3.
The rate that you earn/lose coach trust points in Road to Glory has been adjusted in the tuner update.
The tuner update also addresses the way LBs react to option plays in #NCAAFootball13.
I'm about to fire up an OD game using Michigan so I'll quickly be able to give feedback regarding the new option defense. I'm hoping that it applies to both LBs and DBs (since DBs are the more obvious ones) but we'll see.
If it makes it harder outside of stopping defenders from freezing in place, I'm gonna rage. The blocking is already bad so better defenders will drive me nuts.
In about a half of gameplay so far, granted we're on modified Heisman sliders so they were already somewhat difficult, but on the speed/pitch options, the LBs definitely are more attacking. It essentially forces you to make a decision whether to pitch or not if the LB goes unblocked. Obviously that may not be as much the case on other difficulties or sliders, but that's what I'm seeing so far.
BTW, just so we're clear, this does not fix the mindless DBs against the option.
Maybe a fix for the custom stadium sounds? I know it probably isn't too high on the to do list, but I sure would be happy if they increased the volume of the sounds.
Is it possible for a tuner update that will basically tell offensive linemen to block blitzers and outside rushers? I really like this game... BUT... the blocking or lack thereof is very frustrating and has cost me a few games already.
GIG 'EM AGGIES! I watched the making of the game shows tonight on ESPNU. They had some cool quick shots of TGT, that was cool to see. They also showed some clips visiting the Adidas headquarters and they showed off the new A&M uniforms they said will be coming out in the uniform update.
So, my question is if someone might know...should I hold off on continuing my A&M offline dynasty until this uniform update comes out? YES I want to use the new unis but I kinda want to know if my current offline dynasty will update the unis once the update comes out? Hope this ? makes sense I'm just really happy to see our new digs made the update!
GIG 'EM!
Gus '99
Any uniforms you purchase should likely be available in any current future dynasties.
really pisses me off, as i like to play at a light speed type of pace in my games vs the cpu, that you now have to wait 5 seconds before calling a play. this destroys the hurry up feel that one is able to get when playing with a no huddle team.
i know that i've said this before, but i shouldnt have to be forced to watch a cutscene. i know some of our guys were in favor of making it harder to skip the cutscenes, but i would much rather have the ability to skip over the cutscenes immediately, than be forced to watch them. i just got done with a game just now and i had 70 offensive plays. thats almost 6 minutes worth of forced cutscenes, just on my side of the ball.
Plus, if you try to skip a cut-scene, you run the risk of the "No Huddle" trigger not working, and being forced to huddle.
Twitter: @3YardsandACloud
anything being done about the shotgun counter play that counts as a loss of 4 yards every time you run it? as a worst case scenario can't we just take that play out of the game? It's not helping anyone.
Bill's right, and here's the explanation for his post.
Twitter: @3YardsandACloud
I appreciate the information, and the workaround, but a workaround is just that, a way for the user to get around something that is broken. That being said, this is still something that should be a priority to be fixed. Setting my game speed on normal is really no different than saying, don't call the hb counter. I'm in multiple online dynasties that prefer the slow game speed so that's not really an option. Every glitch in every game has a workaround, it still very much needs to be fixed.
Nobody here disagrees. But we've seen no information on whether or not a fix is forthcoming. So in the meantime, there's the workaround.
Also, according to that workaround, you can also use a playbook that is not "Spread" style, and still play on Slow speed. Potentially, if you wanted to do so, you could take a non-Spread style playbook, add the exact same plays as your preferred Spread style playbook, and use it that way.
Twitter: @3YardsandACloud
Well, when I was confirming your original report, I took Shotgun Spread - HB Counter from TCU's Spread playbook and ... somebody's ... Air Raid playbook. This was on Slow game speed. We know in the default playbooks, it works for the Air Raid but not the Spread. I created Custom playbooks based off of each, one for TCU and one for the other team, and it followed expectations. The TCU-Custom book didn't work, while the Air Raid-Custom book did.
Twitter: @3YardsandACloud
That is the most ridiculous bug I've ever heard of before. Wow. Talk about some seriously weird shit.
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