Anyone else see a blocked FG yet? The very first attempt by the CPU got blocked (I called FG block). It seems like the outside guys (CPU controlled) are very quick and I'm wondering if they randomly get a little faster and get in there for a block.
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Anyone else see a blocked FG yet? The very first attempt by the CPU got blocked (I called FG block). It seems like the outside guys (CPU controlled) are very quick and I'm wondering if they randomly get a little faster and get in there for a block.
Played my first game Kentucky (me) vs Baylor. I won 18-0, though it should have ended 14-0 but I wanted to get in as many plays as possible so I went for a 2pt conversion and ticked an fg with 7 seconds left. Overall, I like the colour, like the pre-game, and LOVE the updates. R1 as a reciever takes a little to get used to but I don't have any major gripes. Leaping linebackers are gone and there isn't as much psychic db stuff as last year. Overall this is a nice improvement from 12. It's NOT a huge step up like Madden looks to be but I fully suspect I will play the heck out of this game nonetheless.
Quote:
ram - even though there's auto-sprint, a lot of people still hit R2 post-snap out of habit
its been 2 years
The Kansas ST QB can run like the wind. I played a couple more games tonight. The more I play, the better I like the new passing system. I can't wait to try it out as South Carolina.
I hear you there sir, I just bought the game 2 weeks ago. I couldn't get on par 5s to save my life. Then I found since I purchase the Masters' Edition it came with fancy "masters' edtion" irons, woods, wedges, etc....so they all gave my game a boost. I'm not able to get on in 2, slowly but surely starting to shoot under par rounds.
I downloaded the demo and only got two games in tonight after kids baseball. The demo is fine. It feels more polished than NCAA 12 (which I didn't like) but it doesn't wow me either.
I didn't see any super LBs so I liked that. You can really lead guys if you want to. I had fun running the option with Oregon. I am really rusty though and my passing skills stink. The juke move is better. It's not big but it is quick and I used it with an Oregon WR to get past a defender. It's not overdone and can't be used all the time but the fact I used it successfully in one demo game meant it was more successful than any juke I tried in NCAA 12! A nice improvement there. The player movement feels smoother but I would still like more momentum and it feels a bit twitchy. I think Slow speed may be better. I liked the Rece Davis updates but imagine how good they would be if EA used fake video highlights like 2K5! 2K5 used different angles to trick us into thinking they had more than they did but it was cool.
When I tried to shift the LBs over in a Nickel Cover 2 Man defense the one LB wouldn't budge and he wasn't aligned far enough imo. Worked on other plays so not sure why that happened. I don't like the Coach Cam backing out at some retarded diagonal angle. What is going on there? The punt return camera is too low for my tastes as well. The grass at LSU looked like crap. Reminded me of Madden 12's grass which was ugly. Hopefully just a demo thing. The crowd is pretty bad. They aren't loud and are too dormant at times. Audio settings could help but there wasn't very much atmosphere. I still think this needs to be a lot better.
Overall the game felt fine. It feels like a positive step for this franchise but I wasn't wowed by anything. And every time I saw a tackle it just reminded me of an old animation I've seen. I think the Infinity engine would have added a lot of life in this department. I think the Madden videos look great and Madden's visuals are better than NCAA's overall. The demo keeps this game on my radar after being pissed off about no Infinity earlier. The cpu offense sucked in my two demo games on Varsity so the jury is still really out on how well they execute and how they execute (do big RBs run big, small RBs use jukes and spins, do they utilize their playmaking WRs more, can they run the spread?). It's a shame you couldn't adjust the difficulty level before the game starts.
Not sure what to think just yet - just downloaded the demo and played Bama (me) vs LSU and went 22-27 for 294 yards and 4 TDs. Zone defenses are going to get torched in 13.
Game 2: USC 13 (ME) VE Oregon 3; Game 3: Alabama 10 (ME) vs LSU 3 The cpu offense is non-existent BUT it's nice to see cpu QB's take off for big runs. I am getting absolutely demolished with the HB screen. Not once have I had a positive gain from the HB screen. As for the run game, overall I really like it. My RB is kind of like a pinball just bouncing off defenders. Shockinly the cpu almost took a kickoff return to the house in the USC Oregon game (that didn't happen once in NCAA 12). I must admit I am struggling a little with passing. I guess I haven't totally got into sync with the icons lighting up. Also the R1 versus L1 continues to fluster me. There still are some bals bouncing off of helmets but they occur far less than in NCAA 12.Heisman mode... ??? ... wow... really??? I played one drive and can honestly say that I will NEVER use the mode once 13 drops. I got absolutely nothing out of it and the L2 is just gimmicky. The mode just seems to have nothing to offer. Overall, my feelings are pretty similar to Rudy. I find the game superior to 12 but there is no WOW moment for me. Don't get me wrong, the game updates are awesome but I still would have liked something more with regards to dynasty. Regardless, I will 100% buy the game and it is far, far superior to 12 but this game still needs some "maddenesque" improvements to enhance the overall experience.
I was thinking that also when I read his thoughts and wanted to type it. But I assume he knows the drill and understands that....?
from this build, I wonder if theres catches that we will not see till actual game ? I know they say there is many, but you usually see a top 10-20 all the time
I'm glad to see they added the star for the game of the week on the TV listings. It has been a pet peeve of mine the last few years to not know which game was classified as game of the week. I see they also put local games and national games as seperate icons again. These are the little touches that add to the game.
I want to say early on it just seems like the players are moving too fast..maybe i'll like it later but it just looks like they are skittering everywhere LOL..maybe a weaker team wont look like USC ( fast) but damn
.the players seem more aware of the sidelines...but Rece can stop interupting me for all I care LOL
I do keep wanting to see replays of the catch animations I see but of course you cant do that damnit
i love the speed... its about what it was with 11... seems so fast because 12 had cement cleats... it feels like college football... explosive
it may not have RTP but the players still seem to react differently to hits and tackles...maybe its just the newness and my giddyness and eventually it will seem the same..but right now it doesnt seem like the usual player interaction from 12'
Bug I just encountered
http://www.youtube.com/watch?v=4e4KINOuPAk
Same game, and the clock hit 0:00 but no change. Had to be like this for 15 while I messes with the
Videos
http://www.youtube.com/watch?v=P_S3kbJMJ-8
that was frightening...and funny...the players moved really fluid in that though...like ghosts
The players do seem more aware of the sidelines. I don't see WRs running instantly out of bounds.
Jaymo, I have run a successful HB screen and WR screen. I have not seen the cpu run a successful HB screen although I don't know if they tried one. They usually sucked at running that. That's what scares me a lot about this demo since you can't judge a lot of the core problems. Without changing the difficulty or sliders how can we tell if the cpu offense is going to suck at running certain things again? Given the fact they sucked running the spread-option last year and that the devs said fixing that was not a priority item I simply don't believe it will be significantly better this year. I've said this before - all the different college offenses should give NCAA a huge advantage over Madden but if they can't run the unique offenses right it becomes a black eye. Madden has a lot of custom formations for each team so it gives them some personality. NCAA needs to step up in this area.
Bug--
In the dime package there is a new sub package "4 DE". The pre-play art appears correct but if you call this it puts your QBs in on the defensive line.
I did this as USC but I assume this would be the case for any of the teams on the demo.
First off, I'm use to playing on slow speed with the speed threshold at 0 so right now, the speed of the game is like drinking a Red Bull laced with cocaine. It's FAST.
Secondly, I just beat USC 28-3 with Oregon. Oh baby is the option deadlier to run now. My QB went bananas on read options. Had I looked to see that the pitch button changed earlier in the game, I would have burnt the defense 2 more times on speed options. The DE completely sell out when going for the RB and the QB not moving like he's wearing cement shoes makes a WORLD of difference. I am SO ready to start a dynasty now with my custom playbook. Screens don't work at all for me however. WR screens were my favorite pass plays but everything is bottled up now.
Long story short, I'm completely sold. This game is gonna be a nice upgrade from '12 and definitely should hold me over until '14 so I can see what the fuss is about with RTP.
Ok so I played 4 games last night:
KSU(me)14-BAY 10- Scored both of my TDs in the 4th, fun game.
USC(me)10-Ducks 21- Threw 3 INTs trying to get a feel for the new passing mechanics.
LSU(me)16-Bama 10- Got a safety early, and moved the ball pretty well in the run game.
Ducks(me) 28- USC 7- Pretty much had everything going on offense.
I typically have a tough time breaking down things too much without instant replay, especially so with the fast paced gameplay (which I love btw). That being said, here are my early impressions:
-Overall I think I am really going to like this game. I’m assuming that the step up to AA and some basic slider tweaks will clear up some of the issues I’m seeing. I did not expect the game to feel as different as it does, especially since the last time I played it in Jan. it felt exactly like ’12 with some things added in.
-The shotgun run game is a blast! Hopefully it’s defended a bit tougher on AA but man it’s a lot of fun!
-Player movement feels much better to me. It’s obviously still not what we’d like it to be, but I think it’s taken a pretty strong step in the right direction & RTP next year should continue that growth. I was able to make some nice jukes & cuts in the open field that actually made people miss.
-There are still some alignment issues but it is much improved. I am still seeing some zone assignments flipped/crossing when a nickel/dime comes across the field to match the formation. I haven’t been able to tell yet if it’s just the play art that gets screwy or if they are actually playing the wrong assignment. I like the base align feature too, it will keep you in the standard shell of the formation you called no matter what the offense comes out in. That will be nice to add some confusion/disguise for the defense. (Dr. Death, you can use the base align to remedy the cover 2 zone vs twins issue you had mentioned. It will at least keep your CB from going across the formation.)
-It’s all well and good that I can flip my defensive play to make sure I get aligned normal on blitz calls but the CPU can’t & it’s a dead giveaway to what is coming sometimes. I’d really like to see a system implemented to help the CPU Defense in that regard.
-One negative effect of the new (correct) alignments is that it showcases some of the shortfalls of the game when it comes to run fits & leverage. Players don’t play with leverage to keep contain & don’t try to maintain gap integrity at all. This used to be countered somewhat by the fact that the D remained fairly evenly distributed no matter what sets the Offense used. Now with defenders lining up to match some of these trips formations & whatnot, these shortcomings become a much bigger issue. An example of this would be on some of the trips HB weak type formations where you call a speed option. The DE easily gets sucked inside with no regard to outside leverage, a true “force” assignment doesn’t exist & the result is often not pretty. This is obviously just 1 example of a bigger issue.
-Overall though I had a ton of fun last night with this game & I am really looking forward to getting my hands on the game on AA. I thought that it reintroduced some of the fun, open feel to the game which has been missing the last couple years.
There should be some Pantera playing with the mosh pit that is occurring in those videos :D
Thanks for posting them SpreadOption!
Finally found something that I don't like about the demo:
UAB 38 - Southern Miss 22
:(
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Apparently there's a glitch that if you play a game in the demo and then turn around and play another game (without backing out to the main menu), you'll carry the first team's playbook with you. I wondered why Alabama had so much Shotgun in their playbook.
Essentially if you play a second game, you'll want to back out to the main menu of the demo, and then go back into the Dynasty mode before starting your second game.
I don't know anything about file limits and whatnot but I would gladly wait another hour or so to download a bigger demo if they could add instant replay. I've wanted to go back and see good blocks, missed assignments, big runs, awesome catches, and big hits but I can't due to a lack of replay. I'd LOVE to have instant replay in the demo going forward.
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