That's not good then. Hopefully this type of stuff can be tuned and fixed quickly. I really, really wish we had sliders to adjust while playing the demo.
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The thing that sold me with NCAA 12 was this ad. :D
http://i.imgur.com/7xiJi.png
Back in America from vacation but still hours away from being home. I'll finally get to play the demo.
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The juke move has been destroyed by the dev team and I don't consider this a good thing. Quite frankly I didn't think the juke was over powered last year. The spin move is often more effective. As it stands right now the juke move does virtually nothing. That was my favourite move and now it's been neutered completely. It is useless. I guess I better learn to just use the L-stick for moves or rely completely on the spin because the juke is dead. Not happy about this.
Played the game last night for a bit and I although it feels like a slight upgrade from last year, the 3 biggest issues for me are STILL IN THE GAME!
1) CPU still knows my play call and is calling defenses accordingly. Call a pass and get a weak 3 man front, call a run and get a 4 man front.
2) CPU CB blitz is far TOO EASY to see coming and DESTROY. They also call this far too often no matter how bad you destroy it. Stinks because just when I get a good drive going and the game is tough they start CB blitzing and all I have to do is whip it out to the WR.
3) I still see SUPER jumping to knock balls out of the sky. In real life the ball would be 12+ feet in the air and no one would be touching it.
I did like the fact that not all passes end up in either a catch or INT. I LOVE the READ OPTION this year. I like how the counters were fixed. Looks like they nerfed the speed option possibly to the point of useless. Game seems a tad bit more balanced between run/pass.
Looks like I suffered from eye cancer... ;)
the colours seem to blend and even dazzle a little bit (PS3). I'm used to the NCAA11 colour scheme.
Anybody else reporting this problem?
The juke was overpowered in past versions IMO. I honestly felt it more appropriate playing the demo, although I agree that a RB with the highest of agility and acceleration should be able to break a single defender down pretty easily.
Played the demo a couple more times last night on Heisman still using only Texas. The game felt even better than the first night, but part of that is getting used to how it plays of course. Heisman feels the best it has in years though, being pretty fair about stuff instead of cheap. The only complaint I have thus far is that the CPU running game (blocking, really) is probably a bit overpowered in that you'll be stuffing it, stuffing it, and then all of a sudden their OL completely destroys your DL and the RB goes for TD a remarkably high % of the time when that happens.
Really like seeing the CPU QB realism so far or so it feels at least since we can't really check stats, not hitting every perfect pass. Makes some bad throws, holds onto the ball when nobody is open, has to deal with pressure......still takes too many sacks when waiting on screens though....throw it in the damn dirt would be a nice logic choice for EA to add someday! Overall, nicely done.
The zones are much more effective. Defense seems like a return to '09 (I think it was '09) in which if you got someone in 3rd and long, it would be a pass breakup, a short pass to force 4th down, or a sack if they sat waiting on long routes.......not as wide-open as the past couple of versions.
Now that I'm back from my cruise to Mexico, I'm about to play the demo for the first time!
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Just had an interesting thing happen in the demo:
I went for two accidently on a fake FG. QB throws to the TE and the ball hits the defenders knees and the TE dives for it and makes the play but is originally called no good. The booth reviews it and overturns it before the kickoff.
Played 1 game. I won 17-0, AA default. It's going to take awhile for me to get used to the new playcalling screen. I keep changing formations because I'm used to hitting left and right to change plays. The 3D grass looked funny at first to me. The first time I saw it, it just looked like the screen was fuzzy.
Small nit-picky thing. Teams warm-up BEFORE the intro/entrances. Teams come out, warm up, go back inside, then when they come out with their unique entrance, they go to the sidelines and the captains go out to the 50 for the coin flip.
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The cpu AI is pretty dumb in the demo. I'm trying to let the cpu score to tie it sometimes by calling a goalline all out blitz against a 3 WR package and the cpu ran one time against me and on two pass plays refused to throw it to the wide open slot WR. Don't you want to score? They need to be able to recognize those mismatches and take advantage of them. I think we are still a long, long way from having the cpu resemble a thinking human opponent.
I blocked a FG. Human controlled. Haven't done that in an unbelievable amount of time. CPU was going for a FG before half expired from 40+ yards. I decided to manual the MLB, moved slightly left of the G and somehow got through between the two blockers and blocked it clean. Very surprised by it. Wish I had video.
I've noticed since then that it seems like the outside guys seem to get a touch closer to the kicker/holder routinely than in '11, but I might be imagining things.....
Played more last night and like always, this game feels like it could be AWESOME with a few game play issues cleaned up that of course never get cleaned up.
1) CPU shows CB blitz they should sometimes NOT BLITZ and drop into a zone. This would severely lesson the problem with this horrible play.
2) Safeties need to cover the deep zone on the wide side of the field much better. Either that or the corners need to funnel the receivers inside to give the safety a chance.
3) 25 yard passes over the middle need to not be tipped up in the air so much.
4) CPU QB sometimes gets stuck back there until he is sacked. Its almost like the code is stuck in an infinite loop or something.
5) Jump the snap is still in the game and easily the most non realistic thing ever, thanks EA.
6) The defense is pre-snap shifting TOO much and showing too much of their hand IMO.
7) Option pitches.... I have a feeling that EA didn't know how to tone down the speed option other then to break it completely.
8) Still not sure if a slow QB is a viable option relative to a fast QB since THP and THA don't seem to matter that much.
Stuff I like:
1) SG running game = FINALLY a reason to use it!
2) And I don't only mean the SG SPRINT option for a change!!!
3) SG READ Option is now viable with the QB.
4) Suction blocking is greatly turned DOWN!
5) The Scramble and CHUCK it seems to be less effective.
6) Obviously the custom playbooks are going to make the game MUCH more friendly.
7) Looks like DEFAULT HEISMAN is a very playable level!!!!
8) Last year's demo I was putting up 40+, this year typically between 10 and 20.
I'll have to pay more attention during tv telecasts but let's say it's the BCS championship game. When they first start the telecast, they show the players warming up as they talk about who's important and why (like they do in NCAA 12). Eventually the players go back inside the locker room (this is when players start really amping up and coaches give their rah-rah speeches), then they come running out as a team. Then comes the coin flip, national anthem, opening kickoff.
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A few things of note that could be issues specific to the demo:
•The CPU chooses to kickoff every time
•I did not get any ‘Game Tracks’ though some have reported seeing them.
•Post-game auto screenshots are still pretty poor in what they capture.
•The controller rumbles after breaking the huddle on offense.
Most often that's because you moved the joystick around as they're breaking the huddle so the game begins to think you have control of the QB... then as the huddle is breaking up, your QB is bumping into his teammates. Not saying it couldn't/shouldn't be fixed, just giving an explanation for what I believe it is.
As well, JB is right, the CPU should choose to kickoff the vast majority of the time.
I've played a few games and these are the things I can remember off the top of my head.
1) The developers weren't kidding about taking away the flats. They're covered instantly.
2) I already couldn't pass before but with zone being good, I'll be even more dependent on the run.
3) Speaking of the run, no suction tackling makes running much easier if people actually block.
4) Alabama #3 and Oregon #21 are REALLY good. They ran crazy on me.
5) I can't wait to make my own playbook.
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In three of my last four demo games on PS3 the game has frozen with a white screen during the 3rd quarter highlights... please tell me this is the demo and not my system....
FINALLY starting to settle in and got my net today. Fired up the PS3 and downloaded the demo. Only got 2 games in tonight both on Heisman both ended 10-7 on last second scores. I think the game is pretty solid right now and looks/feels like a VERY polished version of NCAA 11.
There were quite a few "little" things that I liked. CPU faked snapped and sometimes false started; the presentation looked allot better and the animations just looked better.
After 10 demo games there is no doubt that ZONE D and Man D (both hum and cpu) are vastly improved. In some ways, they may be overdone. Slants and flats are nearly impossible if the cpu is pressing/jamming. I have never been the best at passing so I will need to play with the sliders on retail.
Zone D is definitely improved but man D appears to be worse, at least to me it does. Granted, I've been playing a lot as Texas against a superior Oregon team yet, to me, man d hasn't been nearly as effective as zone coverage.
Also, Oregon FS #20 is a white Ed Reed. He gets at least 1 pick every game against me. He even got this one pick where he basically ran all the across the field to get it. The Oregon secondary seems to have better hands the the Texas receiving core. The only guy I can seem to depend on is TE #87.
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I BLOCKED A PUNT!!!!
Granted, I was Alabama and Florida St. was punting from their own 1-yard line but still in all, it happened. It was the play of the game (I won 5-0 on AA difficulty).
Something else I'm learning: I get better results running up the middle then to the outside. If I try to go outside, it's usually for a minimal gain if not for a lost yet I break big runs up the gut all the time.
Also, I REALLY suck at passing now. I was never a passing guru but I can barely pass at all now. If the retail version is harder then the demo then I may be back to playing on Varsity.
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Guess I won't be playing on Varsity after all. I beat an Oregon team who I STRUGGLE with on AA 21-0 on Varsity. It's unfortunate because I was actually able to throw the ball better. I wasn't lighting the sky on fire or anything as I'm still a bad passer but I was at least better.
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Anyone who has no problems passing or think it's too easy, I bow to you. I just can't do it on AA. I can complete one every now and then but I bet my passing percentage is below 50% and I have way more picks then TDs.
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I just had my best game of the demo, won 21-0 with Oregon, LMJ had almost 250 yards rushing including 3 70+ yard TD runs. The best part about the runs? Three different plays, Wing Offset Wk HB Counter, Wing Offset Wk Buck Sweep, and Wing Offset HB Toss. Which is awesome because HB Counter and Toss out of the offset formations would have been 5 yard losses last year
I'm with you brother. I can't pass well in 12 for the life of me. The zones close so quicky and it seems like everytime I pass the DB's speed to the area and jump to block the incoming pass. I am still seeing far, far too many passes blocked by leaping LB's (especially #11) for Florida. I am going to need serious, serious slider tweeks to "dumb/slow" down cpu coverage. :fp:
Is anyone alarmed by the rate at which the CPU is able to recover onside kicks? They're up around 80% on recovering their onside kicks against me.
I've been able to pass pretty well with Oregon, not so well with other teams. Seam routes need to be fixed. More times than not, if you audible your TE or Z receiver to a seem route, he will get past the LBs and safeties.