Here's the official blog from Russ (pretty much the same as what cdj posted above)
http://ncaafootball.easports.com/blo...?blogId=Patch2
Here's the official blog from Russ (pretty much the same as what cdj posted above)
http://ncaafootball.easports.com/blo...?blogId=Patch2
As Rudy reported, the CPU uses hard counts now as well.
That's good to hear. It will make people think before just setting their d-line to aggressive all game long. I'm hoping the CPU mixes the snap count up frequently enough to where you really will get punished if you just set the d-line to aggressive all game long.
Kicker and Punter recruits are considerably better. There still are quite a few [1star]s that are D-/D- but the the [2star] and better have better chance of decent ratings. I even saw a [3star] punter with A+ KPW and a [4star] punting prospect.
Thumbs-up, sounds like some positive stuff.
I wonder how the adjusted pass coverage stuff will impact current slider settings. Sounds like sliders might need to be bumped back up if the man coverage isn't stuck to the receivers all psychic-like. I'm anxious to see what the adjusted zone coverage looks like since dump-offs short against zone were so easy and resulted in more YAC than should have been all the time.
Sounds like a nice patch to me... I especially like that they fixed the voice communications in the online dynasty lobbies. That was a feature that I was missing. Looking forward to playing a little tonight with the new settings.
This makes me ecstatic. The weak special teams prospects was slowly killing Dynasty for me. I just couldn't bear the thought of actually recruiting a specialist with D-/D- as Florida, so I ended up wasting hours each week in recruiting going after kickers and punters who had me low on their list. If there are even just a few more good kickers and punters, that's an improvement in my book.
This patch sounds absolutely awesome. Of course I have a meeting tonight and may not be home until 10!!!
Holy shit... GREAT update.
Now I gotta play around with sliders again though...
Yeah, I'm wondering what the effect this will have on the sliders. I've read people may want to dumb down cpu pass coverage and possibly boost human pass rush. I will play a game tonight with both the patch and tuner set and see what differences I see. I have Texas Tech at home and a ton of recruits coming in. I need to win baby!
They still didn't fix the numbers not showing up on the sides of helmets in TeamBuilder.
Would they be able to fix scheduling through patches?
I played one game today post patch. Granted it was against FCS East and I blew them out as I expected. In truth I didn't see very much difference before and after the patch. However, FCS East isn't that much of a gage.
Just a question, when you get on, will the game download tuner set #1 and then tuner set #2, or how does that work? I haven't been on my xbox at all since last Tuesday thanks to being sick, so I don't have either tuner set nor the 2nd patch downloaded, so just wondering what I should expect to see when it goes to download the tuner sets when I eventually get back to being able to get on xbox again.
It checks with the servers during the time that it's loading all your other stuff (settings, profile, etc) and will ask you if you want to update them. I would assume that the 2nd update includes the first update (usually how that works) but I don't know for sure.
As for the patch, it'll grab that before it even enters the game, like normal.
Yeah, I knew the patch would be like normal. Just wasn't sure if I should expect to see it download 2 separate tuner sets, or just one, which would be tuner set #2, with #1 included in it. I guess I'll find out sometime over the next couple days when I finally get back online, lol.
i'm reading on other sites from twitter that the pump fake get the whole defense leaving wide recievers completely open anyone know thisis true?
ohh i thought if you pump fake in general . who pumpfake backwards
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