cdj
04-19-2012, 07:38 AM
http://thegamingtailgate.com/images/NCAA13/NCAA13PodcastLogo.jpg The third episode of the Official EA SPORTS NCAA Football Podcast (http://hw.libsyn.com/p/a/4/d/a4dd992c47684aaa/NCAAFB13Podcast_Ep3.mp3?sid=6272bddd4f4eb78a5e0cc8 16f3e67874&l_sid=36169&l_eid=&l_mid=2980493&expiration=1334867696&hwt=c1da54698a02c474ffac0c6fa8198c7e) is now available. The primary area of focus is additional gameplay coverage and follow-up questions from the community. After listening, share your thoughts with the community.
Recap:
Host AJ is joined by Community Manager Justin Dewiel, Producer Ben Haumiller, and Gameplay Designer 'The Legend' Larry Richart.
Richart discusses the improvements coming to the passing game: Total Control Passing Mechanic, new QB drop-backs, new pass trajectories, new pump fake animations, new pass animations, elimination of set-up when throwing on run, shovel passes, and more.
Richart went into more specifics regarding the new pass icons. "Timing matters." Pass icons dimmed at start, will light up when player enters part of route where they are looking/awaiting pass. Can pass at anytime, but player will not auto-catch; must manually user-catch then.Goal is to emulate real-life and timing of routes.
What happens if you throw when they aren't looking? (Icon is grayed out): If not looking, they won't know you threw it. "Could hit them in head, go over their head...they won't make a play on the ball." You can attempt to user-catch, however. Lit icon does not mean they are open.
WR Alignment: 3-4 on one side can cause issue with hashes. New rules in place. Different splits and adjustments than in past.
How does new Read & React defense affect defense? Receivers can run off defenders, may take a few yards for DBs to realize it isn't a pass play.
Read & React to eliminate 'psychic DBs.'
WR/DB Interaction: New set of catch tackles. Knockout chances, decreased catch chances on jump balls, etc.
New Dropbacks on Route Timing: 'Goal is to get CPU user and player to understand timing on routes.'
OL/DL Interaction: Instant win chances tuned, should be less frequent.
Heisman skill level: CPU smarter, less 60+ yard FG attempts.
Catch System: Gives ability to fix catch issues faster, 430+ new catch animations.
Next Webcast is May 7: Dynasty Mode.
Recap:
Host AJ is joined by Community Manager Justin Dewiel, Producer Ben Haumiller, and Gameplay Designer 'The Legend' Larry Richart.
Richart discusses the improvements coming to the passing game: Total Control Passing Mechanic, new QB drop-backs, new pass trajectories, new pump fake animations, new pass animations, elimination of set-up when throwing on run, shovel passes, and more.
Richart went into more specifics regarding the new pass icons. "Timing matters." Pass icons dimmed at start, will light up when player enters part of route where they are looking/awaiting pass. Can pass at anytime, but player will not auto-catch; must manually user-catch then.Goal is to emulate real-life and timing of routes.
What happens if you throw when they aren't looking? (Icon is grayed out): If not looking, they won't know you threw it. "Could hit them in head, go over their head...they won't make a play on the ball." You can attempt to user-catch, however. Lit icon does not mean they are open.
WR Alignment: 3-4 on one side can cause issue with hashes. New rules in place. Different splits and adjustments than in past.
How does new Read & React defense affect defense? Receivers can run off defenders, may take a few yards for DBs to realize it isn't a pass play.
Read & React to eliminate 'psychic DBs.'
WR/DB Interaction: New set of catch tackles. Knockout chances, decreased catch chances on jump balls, etc.
New Dropbacks on Route Timing: 'Goal is to get CPU user and player to understand timing on routes.'
OL/DL Interaction: Instant win chances tuned, should be less frequent.
Heisman skill level: CPU smarter, less 60+ yard FG attempts.
Catch System: Gives ability to fix catch issues faster, 430+ new catch animations.
Next Webcast is May 7: Dynasty Mode.