Do you think that we could get some gameplay or pictures of NC STATE vs UNC rivalry? :confused: I really wanna know if they updated the jersey this year! :(
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Do you think that we could get some gameplay or pictures of NC STATE vs UNC rivalry? :confused: I really wanna know if they updated the jersey this year! :(
None of us have the full version of the game. You can try to send requests to EA directly (Facebook or Twitter are best options probably) but more than likely you'll have to either wait until one of us gets the game early or possibly get your answer when TeamBuilder is updated.
I have a question for you gschwendt and all the guys that went to the last community day. How close gameplay wise is this demo to the version you played last time you were in Orlando. I mean is this exactly the same as the last build you played? Further into development? Or is this a really old build? I would like as much in-depth impressions as you can give about this demo and the NCAA 13 game you played. I would very much appreciate your thoughts guys.
Does anyone know how/when the two/three different types of jukes are triggered? I noticed there may two types of the hop juke, one that slows you down completely and one that is does not slow you down as much but still hinders your momentum. Anyway it would be awesome if someone could clear this up for me because I would prefer to only do the quick juke. Much better for running through holes and changing direction. Thanks.
I'm Oregon at USC-
the Oregon receiver routes shook the entire game and players were confused on every play..even when the game was well in hand and USC wasted all its time outs. It was just freaking annoying as well. Its Oregon for crying out loud. They aint afraid of nobody LOL.
and even if it was WKU, I shouldnt have to put up with that animation an entire game
I don't know for sure when the demo was cut but from the time I've had with the demo, I'd say it's a very similar build to what we saw in late April. I still see some of the issues with the demo that I saw in April (putting together a video now to showcase) but I also see some of the issues fixed.
Maybe when guys get back from E3 they can give some feedback and compare the demo to the latest version they played, though from what I've been reading on twitter, not sure how many guys dedicated to NCAA but instead put more time in Madden.
Similarly, there are times where it's to your advantage to let the team huddle and just hurry to the line, as opposed to running a no-huddle play and having your players run from 20+ yards downfield. NCAA 2000 had a thing where you had to wait for players to run on/off the field when you changed the formation while in huddle. That is something I sorely miss, from a strategic standpoint.
Game 5: Baylor (me) 30 KSU 7. This game I was pretty pass happy. With varsity as the setting and the repetition of the game updates I probably will only occasionally play this until the 7th of July (season pass). Overall I am enjoying the game and have no major concerns at this time. It's not excellent but it offers up a solid football experience.
I believe they may be referring to when the user is on offense. It is easy to exploit the CPU defense when the CPU defense "disguises" coverages. The CPU gets taken out of position and leaves parts of the field wide open.
If the user is on defense then it would be easy to keep the defense in position using the method you described.
I've played 7 demo games now and here's some of my thoughts, and I am aware that some of these will echo what others have already said:
The Good -
WR's actually go up and fight for passes and I saw one kick-ass diving catch as :Oregon: playing at :USC:
The QB throwing motion has been vastly improved... Thank GOD!!!
The Bad -
Anyone who knows me on this board knows that I throw more than Mike Leach and June Jones combined. I think I set a new Demo Record as I just played as :Baylor: against :Kansas_State: and my QB was 27 of 33... :D 33 passes in a demo has to be a new record... That said, something that is very troubling in the demo are Drag Routes and Mesh Routes when run against Man coverage. So far I've run these types of plays 8 times against Man... 6 have been picked off and returned for TD's, one was batted down and one was caught for a 1 yard gain.
No matter how far I "LEAD" the receiver, the DB or LBer is always able to jump the pass. The one time I did complete it for a 1 yard gain, for some reason the DE was covering him??? :fp: It hasn't mattered how much pressure I apply either... hard, regular or lob, all have been returned for pick-sixes. I would love for someone else here to play a game, use 5-wide and run Drag and/or Mesh Routes against Man and let me know if this happens to you as well. I have noticed the "lead passing" seems very sensitive... but this makes me wonder if EA pulled another EA... they can never find a middle ground... it's always one extreme or the other. Two years ago on Mesh Routes you had WR's actually running interference w/ the defense... which happens every Saturday and Sunday, yet last year it was removed and now... those routes against Man are almost totally useless. And that does not reflect real life. And just in case you're wondering, there were times my WR had a good 2 yards on the DB/LB, yet the DB or LBer was still able to look at the last possible second and jump the pass.
Why EA, why? Why does the CPU ALWAYS call time-out w/ 1:00 left in the half or game? WHY???
Speaking of time-outs, I was playing as :Alabama: at :LSU: and was driving down the field w/ :33 left. I hit a pass down to their 8 yard line and called timeout w/ :22 left. The announcer then said this: "Alabama is confused, so they took a time-out." Uh... NO... I wasn't confused... I was trying to win a game in the final seconds... :fp:
The :USC: QB threw a ball out of the back of the end-zone... the ball hit an invisible wall!!! WTF???
HDR Lighting... what does this stand for? Horribly, Dysfunctional and Ridiculous??? The lighting ruins team's uniforms/colors and don't even get me started on trying to play as :Colorado: or :Notre_Dame: at night w/ their gold helmets... :fp:
Ice The Kicker - This has been addressed but in my game against :Kansas_State: I threw a TD w/ :00 left, making it 9-10. I line up for the X-tra point and they call timeout... then I am kicking, looking at the ball as if I am an ant on the field. Thank God it was an XP and lined up dead center, because I have no idea how one would be able to tell the angle from the hash. :fp: I get the whole "Ice The Kicker" thing, but seriously EA... kickers kick... that's what they do. 99% of the time that "icing" only gives them more time to settle down, visualize the kick and then they drill it through. This has to be changed to something else.
Sacking the QB - The :Kansas_State: QB is in the pocket, my MLB comes barreling in for the sack but instead of planting the guy in the ground, the QB suddenly turns into some guy doing the Heisman pose and it takes an additional 4-5 seconds to sack him.
The CPU spiking the ball - Good God man... I was beating :USC: 10-0 and they were driving in the final minute... 4 times they spiked the ball to stop the clock, and each time the QB yelled "Hut" three times... wasting about 10-12 seconds total on their drive. :fp:
Completion % - As has been noted, the CPU QB's in the Updates are all around - or under - 50%. Does EA realize that in the past six years we've had Colt McCoy hit 76.7% and 70.6%, Colt Brennan hit 72.6% and 70.4%, Graham Harrell hit 71.8 and 70.6, Kellen Moore hit 71.3% and 74.3% and Case Keenum hitting 70.3% and 71.0%? I understand a Freshman QB on some scrub school going 12 for 30... but every single CPU QB???
I noticed that :Texas_State: is 4-3 in the demo!!! :fp:
The Ugly -
Probably should have put HDR Lighting here, but :Baylor: has their colors all wrong and I know that many other team's will as well. Either fix the HDR or drop it. I want to play as a team w/ a gold helmet and have it shine like they do in real life, not look like it's been sitting in dried mud for two days.
Ok maybe I think I may have solved my own problem, but I don't know if it should be the way it is...It seems you have to HOLD the catch and swat buttons to actually perform the action, not just "tap" it. Is this intentional? I think I can get used to it, but it kind of throws off timing because you end up having to press the button before you're near the ball...
This has been the case for a couple of years. If I am not mistaken, holding the catch button would result in a possession catch and tapping it would result in an aggressive catch. However, it seems you have to hold the catch button down now to catch the ball period.
I actually tested this out because I wanted to see if it happened, so I intentionally ran out of bounds and came back in to catch it, resulting in an illegal touching. I must say, I am very thankful that penalty is in this year. Too many times in the past guys scored TD's against me because of this issue.
I've had tons of success with drag routes in the demo and I don't think I've thrown a pick on one yet.
I've put together a video highlighting some of the issues I've come across with the demo. There's still a possibility that these are fixed in retail or even already fixed, but if not, it will cause some headaches.
http://www.youtube.com/watch?v=oF3h15vR7xs
Nice vid Tommy. Nice editing work.
The zig zag running has been a big issue for me. I believe a solution is easy but this is an area where I think the EA devs are unwilling to sacrifice total control over your players. They would rather let people zig zag all over the place than punish players changing direction through slow downs/animations and heavier momentum. I truly think this is a design decision rather than a software problem. I truly believe this may hurt the offense a tiny bit but it would really make playing pass defense better. It would also look more realistic and ultimately be more fun.
I do think the timing of passes is a lot better than in the past and helped in part by the icons turning on. It keys when you can throw it and the comeback routes are a lot better.
I don't mind some of the busted coverages. I think that should be random depending on the awareness of the DB.
Agreed... when you can create the same look over and over, then it's an issue.
I'm not exactly sure how Cover 2 normally covers 4-Verts but if it remains as is in retail, then it's going to be an easy exploit in online games.
I have noticed quite a bit of the "busted" coverages and agree to an extent on it should happen based on ratings. The problem is that it happens like in the first pass play in G's vid in which you would think it would never happen. There was no reason for that corner to go up because there was not threat in his area within 20 yards. If a receiver came across and threatened his area, then okay. But no CB with a scholarship would do that, especially with another defender in front of him. Even Ray Ray Armstrong is not that bad in coverage and he is absolutely terrible.
Can't you roll coverages still? It's what you have to do when the ball is on the far hashmarks. It'll prevent the safeties from playing too far toward the harshmark sideline.
As for the last play Tommy showed, that used to be covered up by the DBs running toward the ball as soon as you threw it. Now that they actually have to see the ball to even start that, it's a HUGE hole to throw the ball into.
Played several games and several things stick out to me. 1. FBs blocking on run plays run toward the correct assignment and block them. in 12 they start out then find the closest person (often behind the running back) to block instead of the assigned person.2. the just throw the ball deep and the CB/S will just watch him catch the ball is gone. Now the DB actually jumps and knocks the ball down.3.Saw a DL int a screen...amazing. I didnt see the pick fest that a lot of other posters described. only 2 total in the 3 matchups.4. Kickoffs are always wide open in the demo so it will be interesting to see the final version.5. Thomas/HB#6 is fast as lighting for Oregon.
I think the main problem will be if the issues with deep coverage are like that on any level. You get a receiver with any amount of speed and they can run right by the DB's. Lets hope there is a upgraded pass rush compared to what there has been the last few seasons also. G had a good 5 or 6 seconds on those deep plays even with a 4 man rush to allow those guys to get open.
I agree, not to mention we do not know individual ratings. I was just saying it could cause some serious problems if it is like this on AA or Heisman.
Same here. I didn't throw to guys who were blanketed on drags and thus no problems. It is apparent when your receiver has a step or more and it is easy yards this year, especially you hit the guy in stride and he can turn it upfield.
The game feels a bit like NCAA 2005 (I think it was 2005, I always confuse the various versions, but it was the wide-open gameplay one where guys were always running free) in that regard.
I've had a lot of success too - against Zone. Have you run any Drag Routes against Man? And if so, how are you throwing to the receiver? Because "lead passing" just hasn't worked for me one bit. I'll try some more today and report back, but when I'm playing as :Alabama: and :USC: or :Oregon:, you would think that their WR's are fast enough to out-run a LBer or a 3rd or 5th CB...
Well you're going to have a lot of success on Varsity right?
Thanks for taking the time to make and post the videos. Do you think a lot of this has to do w/ the CPU is on Varsity? If you play on a higher difficulty level isn't the "awareness" of the players higher? So maybe a lot of these blown assignments or coverages would actually work? Hopefully?
Thanks again for posting the videos.
Also I dont know it anyone else has noticed, but in the KSU(me) vs Baylor game the halfback doesnt take the handoff during the Misdirection play in ACE twin TE slot... TE comes across but halfback never approaches the QB to get handoff...
Good video. Zig zag and blocking issues are problems. The busted coverages hopefully will get fixed. But Cover 2 vs verticals is just a mismatch. I guess I would like the safeties to take the outside guys and the MLB or slot CB's to carry the deep middle. The way you see LB's do it in the Tampa 2.
Damn the demo is out where the F$@$ have I been all year.
Thanks I'm gonna have to download this puppy and give it a try.