So I always press up, aggresive, on run plays but that doesn't do any good for running? How does it help passing. They just get a good punch on the defender to keep them from getting by?
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So I always press up, aggresive, on run plays but that doesn't do any good for running? How does it help passing. They just get a good punch on the defender to keep them from getting by?
Yeah, O-line play has ZERO impact on the run game (words of EA/Tiburon) and in truth other than slide left or slide right, I really don't think the other two choices do much if anything IMO. However, the effectiveness probably has a lot to do with the quality of your o-line... mine is avg. at best right now.
Aggressive on passing, I've never quite figured out. The only advantage I can think of is if you are expecting a blitz up the middle. Because then you're more likely to pick it up. But I would think the DEs would get around your tackles pretty quickly, unless you have running backs in to block or you're doing a quick throw.
Down ... which is Spread, I think, spreads out the line pretty thin, but is good for outside blitzes. Again, though, you probably want at least one back in to block because somebody might get through.
Just like past years, if you and the defense know you HAVE to pass, leaving a RB or TE in is a good thing, especially on Heisman this year because the CPU is aggressive with sending a lot of blitzers to outnumber your blockers. So much so that they'll leave receivers running free, which I've exploited for long TDs. They almost stupidly blitz at times, as they are very high-risk, high-reward.
Check the Heisman sliders I'm using in the sliders forum. I've had blitzes get there in 3-4 seconds because the CPU hangs on to the ball instead of insta-finding the open receiver like on Heisman default. By sending 6 and creating overloads, I've had LBs get there before the end of the CPU's drop.
Every time? Hell no. They adjust. The beautiful thing is to come out in a zone showing blitz but only sending 4 (maybe 5) and the CPU QB just bounces around in the pocket with happy feet.
And in actuality, I've checked on CPU blitzes on me, and they timed out at 4 seconds pretty consistently when they get the sack. Sometimes in the 3s it seems if they really get someone close free right away.
Honestly if you spend two more seconds to see if you know where the blitz is coming from line adjusting and maybe hot route a back or te to blocking really helps.
Because my team sucks in dynasty (D rated team playing in the PAC-10), I've been sitting on the ball, snapping it at :01 on the playclock. I've been able to see A LOT of blitzes early and make corrections pre-snap.
I have the same problem as everyone else though. I can blitz all 11 guys and they'll never get there fast enough. The computers receivers get wide open instantly, it seems and the computer has a knack of being able to get rid of the ball a nanosecond before getting sacked, even if the sack animation appears to be starting.
I'm probably missing something completely obvious, but is there a way to have the list of available audibles display (with the corresponding buttons) when I hit the audible button at the line of scrimmage (like it was in '10)? I'm too old (and I change them too often) to memorize them. I have the same problem with the defensive adjustments as well.
On 360, click the right stick and it'll bring the 'cheatsheets' up.
Does the coach preferences for computer controlled teams not work if you (user) adjust them? New Mexico has lost 20 straight so I thought I would help them out. I "changed" their offense to a run balanced approach with the run balanced playbook and I moved their D to a 3-4 to help with the pass D. After a few weeks I want to see how they are playing so I played a game AGAINST them using Bowling Green... well... I was very dissapointed. They did NOT have the new offense I gave them and they did NOT play a 3-4 D. I went back after the game and checked and the changes I made were still there. What gives???
Has anyone else had the problem of Texas Tech's fight music not play after they score points?
Okay I went and bought the NCAA Football 11: Recruiting Reports for 160G for use in my offline dynasty. It said, "It can take a lot of time and effort to see where your rivals are spending their Recruiting Time every week in Dynasty Mode. The Recruiting Reports will bring the information from the previous week. Knowing which recruits your opponent is targeting and how much time they are spending with each recruit can help you make informed decisions while spending your Recruiting Time. This will affect every team you control in Dynasty Mode and Online Dynasty Mode."
When I go to it it only shows Player name, Caliber, Position, and Weekly Time Spent Being Recruited. Which to my understanding is how much time I spend on them. Where is the other schools targeting them and how much time they spent?
Do I have to look at the teams on his list and then press LT and go to their team and find him? It should just come up with a list and show how much time each team on his top 10 spent on him...
Waste of $2...
Yes. At least as far as I know. It is clunky to do unfortunately.Quote:
Do I have to look at the teams on his list and then press LT and go to their team and find him? It should just come up with a list and show how much time each team on his top 10 spent on him...
While yes, the ones that tell you which guys to go after, the report that just tells you how much time the CPU is spending on the recruit isn't that bad of a deal. It's basically just giving you an idea of whether or not the CPU has given up on the guy you're going after or not or how truly interested they are in getting that guy compared to you. And it can also give you an idea of whether or not you are truly out of your league for the player (like they are only spending 30 or 40 minutes and still keeping pace with you spending 60 minutes).
It's a strategic leveling of the playing field is all, especially since the CPU knows exactly what you're doing.
I do just fine in recruiting in my online dynasties with them off and I even requested to turn all of those things off to keep things even and fair.
I did make sure I said it was for my offline dynasty and I don't see it as cheap. I see it as it lets me take my recruiting more in depth. It lets me see how the other teams on a certain prospect view him. Are they going full 60 minutes on him and if they have a already huge lead is it worth continued chase of him? Or if I should let them go and find another player instead of wasting my time.
Thanks, I knew I was missing something obvious!
Not that it does you much good now, but you can actually see how much time the CPU is spending on every recruit just by enabling your online pass and turning on dynasty time savers.
just a quick question: what does the zone coverage rating do to affect gameplay? or is it one of the ratings that is used more for sim logic?
Well, it may. The "official" description from last year's strategy guide is "The ability of a defender to play zone coverage". This could encompass everything from size of a zone to coverage to finding a man to reacting to the ball. No telling what all it covers.
Do you remember the good 'ol days of manuals that told you everything about everything. I would love to see EA/Tiburon post an online manual that goes over EVERYTHING in specific detail. I buy this title every year and there is still stuff I don't know... just imagine if you are new to the game...
Off topic I know
But is there a way to deactivate the online pass code?
I'm looking to sell my copy of NCAA since I don't have the time to play it anymore.
I don't believe so. It's a one-time use code that can't be turned on/off.
Agreed this can't be deactivated once activated.
Yeah that would defeat the purpose of it if you could deactivate it.
when a player gets on a hotstreak, is there any advantage to it (like does he receive a slight ratings bonus)? or is it purely visual and have no effect on gameplay?
I thought a slight ratings boost occurs sometimes, but maybe not for every Hot Streak.
It's very easy to get players on the DL into Hot Streaks. Manually control each for a few plays at the start of the game and they will get 'hot' quickly. I'm not sure if there is a huge bonus, but it has to do something behind the scenes - or at least you would think, or why else would it be there.
That makes some level of sense. If I'm "in the zone", as the cliché goes, I'm going to have a temporarily superior (to my norm) ability to play my position. That is not going to make me physically faster or stronger, but enhances my ability to make a play.
I should also point out that there is also a small bonus to those same attributes simply for retaining control of the same player throughout the play. Meaning, in essence, over the 3-8 or so seconds the ball is in play, those attributes are increasing by a small amount. Should you switch off the player you are controlling, the bonuses reset. It doesn't carry over to the next snap, and I'm not sure how it works on offense... I would assume you'd have to take direct control of a back or something before the handoff to get it. I think it was put in back when controlling any player on a play was a new feature.
I'm not sure why they do this... it's in both games, but its effect is greatly diminished in Madden compared to NCAA. To be honest, it's possible it was removed last year, but I don't think so. I'll ask around.