after a touchdown against cpu the game just stalls and doesn't transition to the next thing.
when you go to instant replay and hold R2 to slowly go through a replay its jutty and choppy
5 - Best
4
3
2
1 - Worst
after a touchdown against cpu the game just stalls and doesn't transition to the next thing.
when you go to instant replay and hold R2 to slowly go through a replay its jutty and choppy
So far my one big complaint about this game is the sound. Between plays there is absolutely no sound and overall the crowd noise is just atrocious. Other than that I am really loving this game.
online h2h ncaaUT game-when someone calls hurry up the game still takes forever for the defensive plays to come up
Yep. First game of the season, they could show some warm-ups, the players coming out, etc, similar to last year, just not as long. Then from week 2 on, you bring in highlights from the game(s) played in the weeks before. Show a couple highlights from the home team's previous games, show a couple highlights from the away team's previous games, and you're golden. You'll still get to see the star players in action in highlights, and it'll be true highlights, not some made up crap from a game you haven't even played yet.
I hope they are able to fix the delay in triggering custom stadium sounds. Prior to it starting for whatever event it was set for, it stutters and then it plays a second or two later.
Mode without computer generated names. Exhibition mode I can not In season mode.
online the kicking meter sucks..the power starts sinking instead of staying at full after you've flicked the stick upward and the ball just dies
I've really really enjoyed this game. The presentation is much better than last year's game. Especially in conference games the presentation is great. The only thing that could make it better next year is making Brad & Kirk's commentating more smooth and continuous. It's a little too choppy but overall with all of the additions it's great. I don't know why ppl are disliking the intros?? I enjoy them a lot. It adds something new that makes the game feel more like an actual broadcast. The gameplay is smooth and extremely enjoyable. For example my LBs feel like LBs. I can tell the difference between seperate positions on my defense. I haven't experienced this in past games. Many times I've jumped out of my seat after my LB has leveled my opponent. While DBs are not leveling my opponent unless their facing small RBs or WRs. I've bumped my penalty sliders up to 54 just to make them happen a little more often. The blocking is muuuuuuucccchhhhh better than in last year's game I love running the ball now. This is my favorite NCAA Football game yet. As in every game their is issues and improvements to be made. But this game is fun and is consistently fun. I give EA a big thumbs up!
Go to your recruiting menu and go over to Recruiting strategy. Their you can turn off CPU recruiting assistance. That will keep the CPU from adding unwanted recruits to your recruiting board.
Overall, yes, it is a nice breath of fresh air to the game intros and it's better than seeing the same team run out of the tunnel cutscene 12 times a season. The only thing I hate are the "highlights" shown during the intro. Highlights of a game I have yet to even play! There is just something about it that bugs me and annoys me, seeing my players celebrating a sack or seeing the opposing RB run in for a touchdown in "highlights" during the pregame of the actual game.
If they would draw the highlights from other sources, other games (past games, past seasons, etc), I'd be 100% happy and content with the new intros. It's just the highlights of the two teams, in a game that I have yet to even kickoff, that bugs me every time I start a new game.
They really need to tone down some of these win expectations.
Navy has an expectation of 10 wins by their head coach. Yeah... Navy has won 10 games in a season exactly twice since 1980, 2004 (10-2) and 2009 (10-4). Even 9 wins or better (the most recent 9 wins season coming back in 2010), they've only achieved 5 times since 1980.
They've got the target wins for Navy set way too high. A contract target goal of 8 wins per year is more in line with Navy produces as opposed to 10. You're almost guaranteed to get fired if you become HC at Navy just because 10 wins a year is gonna be damn difficult.
Makes me wonder what other targets they've set for some teams that are going to be almost impossible to meet.
Week six of recruiting and I am being destroyed. I have two players that I am good with and 11 players that have now locked me out. I used break lock on one of them but I'm still behind. Originally my goal was to keep Florida as a pipeline. Now my goal is to just get a couple of players. Recruiting is streamlined and 1000x better than anything this current gen IMO.
My recommendation for coach skills is to set it on slow (if you are planning 10+ seasons). I am using NORMAL and after five games I am now up to LEVEL 5 as an OC. It will take awhile to get to the next unlock but the xp adds up so quickly during games. Each game you will most likely get 200 xp as a minimum. Then, upsets, comeback wins, etc. all give huge boosts. Personally I think there needs to be a balance. Maybe we should lose xp for poor performances???
Yeah, they might need to tone down recruiting difficulty a bit. I was getting bitchslapped by the CPU in recruiting while simming through a dynasty season last night. Even pumping the maximum points I was allowed into a player, I was still constantly losing ground to other teams. And this was for players rated in the low to mid 60s! The only players I was able to build a safe and guaranteed lead on were players rated between 55 to 62 OVR.
It really sucks they took the recruiting difficulty option out of the game this year, because that is badly needed.
Although I have yet to try recruiting, I believe you can upgrade your coaches recruiting abilities (RPG like) to allow for greater recruit success.
Pretty much your only real option for "decent" success recruiting for the first couple years is to go after no more than 10-12 players at a time. Being able to max out 10 players at 500pts a week helps out a lot.
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