Depth charts and formation subs remain the same to my knowledge which obviously means no custom packages.
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Depth charts and formation subs remain the same to my knowledge which obviously means no custom packages.
hey can someone answer my question?
Did you guys notice any differences in how different teams call plays on defense like one team plays majority man because of their scheme or one teams blitzes alot or does every team still play the same zone defense 85% of the time?
Do CPU Coaches have Skills. I.e. will they turn "hot" in the 4th quarter due to their coach, etc....?
For those that have asked, it's of very little surprise, but the demo is expected sometime in June.
Probably E3 or shortly before/after.
I have pre-orederd from GameStop for years now and have never got any of the deals. Why is that?? Does it not work with pre-ordering from in store?
First time poster, I am surprised these questions have not been asked.
Are there points in the pre-season while starting your board? I believe in NCAA 13 there was 20:00 or so of scouting time available before beginning the new season.
Are the recruit's "bonus factors" known while initially establishing a recruiting board? Or is there still some system to "learn" which factors are most important to the new recruit? Last year for instance, instead of making a pitch there was an option to "Find Importance".
Finally that safeties are included as "competitive visits". How does this potentially negatively effect recruiting 4-2-5 or 3-3-5 defenses? I notice that safeties are singled out as 3+ creates a "competitive visit" while other positions (DE, DT, CB) which play no more than 2 on the field in a base defense does not have such a limit. Also the inclusion of WR as a "competitive visit" when some teams regularly play with 4 or 5 on the field at a time seems counter-intuitive. Especially when, for instance, no team plays with more than 2 DEs at once, or DTs, or CBs, or OLBs, or MLBs, or OTs, or OGs, especially not Cs. Will a team such as Georgia Tech (regularly playing with 2 HBs on the field at once) be set to the same "competitive visit" limit as Missouri, who frequently lines up without a HB on the field? While Missouri is equally hampered by the WR limit?
Just answered my own question. #ReadMore
I asked the Devs a few questions about dynasty... here are their responses. Of course mileage will vary due to a wide variety of factors but at least gives us an idea of coach progression. Obviously we'll be experimenting with some of this stuff ourselves once we get the game, but wanted to share their answers in the meantime.
1. With changes to recruiting, I'd the CPU more competitive and intelligent with how they recruit? For example on 13 most felt that in OD, if you wanted a player and targeted him earlier enough, the CPU had very little chance to get him... you only had to worry about fellow humans. As well, do they still end up signing multiple players at the same position (ie 3 QBs)?
EA - The CPU will show a sense of competition, especially if that prospect is one of their top prospects. The CPU should not be over-signing prospects.
2. With slowest xp progression, what level would a typical coach end the first season be?
EA - The choice of team can lend itself to the success of the coach and how many levels they will obtain, along with: having an excellent season, with setting school or NCAA records, mindful distribution of accumulated skills, good draft class results, having a good signing class and very good success on the field, throughout the season.
A HC of a 5 star team, on varsity difficulty, could see up to level 5 - 6, by the end of the first season, while a HC of a 1 star team (GA State or UMass) could reach level 3 - 4.
In an internal OD, we saw User Head Coaches (3 star teams) reach levels up to level 11 (ranging 7-11), on All American difficulty with Normal progression. The level 11 user had one loss and went to the National Championship.
Thanks G!
I assumed if playing on All American and starting with a 1 Star team slow progression would be the way to go for longevity's sake.
if there's a team need though, does the cpu still only take the first recruit to sign? many times on 13, the cpu dumped elite recruits because a lower caliber recruit signed with them and eliminated a team need (like MLB, FS, etc). i've seen 5* players get dumped because a 3* signed first. i almost wish that the cpu had a way of telling a recruit to hold off on his commitment. it would help ensure that the elite recruits get a spot on the elite teams.
unless heisman is way more difficult, getting up to level 11 on AA seems too easy, imo, especially for a 3* school. based off of that info, i'd think it should be tuned down a little.
But thanks G for that info.
Agreed on the recruiting deal. The lower rated recruit is going to be faster in most instances to commit to the bigger CPU teams, leaving the elite guys without a scholly, even if they're first on that school's list at the time.
As far as leveling up, you gotta remember that most guys don't get through more than 3-4 seasons max. I'd say with that in mind for normal 7-11 on AA is probably ok, as long as slowest leaves us at 4-6 or so. They still want ppl who don't play long to get the most out of the game.