I feel like I noticed that in NCAA 11 too, but it may have just been 12. Anyway, I actually wondered if that was intentional. Otherwise it seemed weird that it would suddenly happen with a new game.
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NCAA '12 has officially been removed from my PS3, never to be played again.
I just played about an hour of the demo. Before, when I played, I was playing it just to be playing it. Today, I played it as if it were the real game. I LOVED it.
First off, when EA said they had 400+ new catches, I never cared about that bulletpoint. It sounded like marketing speak so I was always, "Whatever." How many ways can you really catch a ball anyway? Well now I've bought it. It really does make a difference. Catching and running looks a lot more natural now. I haven't seen any mirror animations from the secondary (yet) which killed my pass defense in '12. Also, I love how DBs make plays on the ball instead of standing and watching a WR jump and get it. I got burned so many times in '12 because my secondary would overrun the ball and the WR would jump and catch it.
Passing trajectories will FINALLY allow me to be a serviceable passer. For years, I've made smart decisions on my throws only to be stopped by LBs with Spud Webb-esque hops or DBs who ran my routes before my receivers. Today, I threw a TD on a slant that went over the LB's head but in front of the safety and I wanted to cry (metaphorically speaking). I may finally be able to run a balanced offense if I'm not going 6-17 anymore.
What I REALLY love, however, is running the option out of shotgun. Now, I know the QBs at Oregon and K-St. are fast but the sped up mesh and QB take off make a world of difference. Also, making the pitch button L1 has helped me also. The L2 button (on the PS3) was just never responsive enough for me. Not sure if its because the button is analog or not but the digital L1 button is working out perfectly. Playing '12, there were plenty of times that I hit L2 before contact but the QB never pitched the ball. I've been able to pitch the ball everytime when hitting L1 so I'm really loving that change.
All in all, the demo for '13 is a better game then the retail version of '12 so I'll just play the demo until release day.
Soulja, I agree that the movement/running/hits look a lot better in 13. It's nice to see something "new" after so many years. Honestly, I'm okay with this game not having infinity. However, until i play on AA with slider tweaks it will be difficult to say how different the game is from 12.
I'm definitely switching back to my Air Raid after having used the spread option the past several years due to how defenders would run the route ahead of receivers. The passing game feels so much better than anything they've come out with so far this generation, so well done there. I've played more games in the '13 demo so far than all the other demos for this generation combined, so I'm hopeful the final game will play as well. I wont know for sure until I get online and see how the defense reacts to outside running plays.
I wish I could make subs so I could try out things like the "goon kick" to see if it's still there.
Is it just me or do HB's drop too many easy passes?
I asked this a couple days ago but.... Does anyone know how to trigger the two different types of jukes? I would prefer to only do the quick cut juke
I've actually done it twice: Once when I was scrambling out of the pocket and I dumped it to my RB running into the flat, and another time I did it but it hit a player's helmet :D. I think it was on Baylor's mid-screen. I never knew you were supposed to throw it before the RB stopped though, lol I gotta try it now.
Hold on there... in real life that's how they run it... in the game the RB has to "see" the ball... so if you throw it too early it may just hit him in the butt and fall incomplete. I was explaining the way the play is run in real life... like this:
http://www.youtube.com/watch?v=L9UbZGh1aHc
And this:
http://www.youtube.com/watch?v=IbviHDZCecg
Completely aesthetic to my ears, but I do hope the crowd noise is better & more consistent in retail.
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He plays all 3 match ups and Heisman mode
http://www.youtube.com/watch?v=9qgtiQ5aJXE[/QUOTE]
last post of this......for now LOL
What teams do you guys like playing as? I, surprisingly, like to play as K-St. When I build whatever lowly school I use, K-St. is the school I'm modeling after. A versatile QB who can run and throw and a quick RB are the staples for the offense I want to run. A team with big play ability but more content to go on sustained drives to move the ball.
I've been using Baylor a lot for their playbook. I've thrown for 350+ nearly every game of the demo I've used their playbook. For the first time in a very, very long time the Air Raid is going to be a competent offense again. As Hit Stick said, it's unbelievable how much more fluid the passing game is(and all the other animations for that matter). This is what '10 should have been like instead of the robotic animations we've had for so long. Better late than never.
I only play online except for the occasional time that I spend in practice trying to get my reads down and when I'm trying out a new playbook. I stopped playing against the CPU when they first included online play in '04. I don't like the CPU knowing my play and they never gave me much competition anyway, even on Heisman with all their sliders cranked. I much prefer human play even if it does mean going against randoms and their endless cheap tactics.
Some things to mention after playing some more games today...
I noticed in the pre-game warm-ups that when the two guys jostling/mirroring each other, supposed to be WR and DB, both of the guys are WR's. So, you have a WR attempting to give the other WR a defensive look. I would think that a DB would be covering the WR and not another WR. In this instance, I was Alabama, so WR #2 was being "covered" by WR #7. Obviously it is not that big of a deal, but it was something I noticed.
Also, as a lot of guys have mentioned on here, the RB's drop wayyyy too many passes. In my case, my first three passes to a RB were all shovel passes and he dropped everyone of them. That is just a little toss from less than 5 yards that should not be dropped that frequently. Note: This was with catching on conservative, too.
So, these are a couple things I have noticed. Obviously it is the demo, so it could be something to do with that fact, but I feel these should be brought to attention no matter how minor they may be.
I'm right there with you I OU... the CPU, for me, has gotten extremely easy over the last few years. That may not be the case for others, but for me at least. Last year, I struggled to find sliders that would give me competition, and I never really did find any good competition from the CPU. No matter what difficulty it was on, it just didn't really matter.
The problem I have with online play is finding guys that don't cheese and exploit the game consistently. Plus, the lag, even if it is slight, effects my game way too much and just frustrates me in the end. I have never been able to completely eliminate the lag enough to where I was not frustrated with it.
shifting the defensive line to set up to the left or right doesnt seem to work 100% of the time
those Rece updates show up at the worst possible times...its happed alot where, right after a fantastic diving catch or just a great different catch, I'm waiting for a replay. But no, Rece gets in the way again
One of my biggest gripe w/ EA is that they have no subtlety. It's either all in one way or the complete opposite. They know no middle ground. The updates should be maybe one per quarter and after punts/kickoffs... not after a huge play w/ :28 seconds to play in the half or a game. Talk about a momentum killer.
ya, i almost wish there was a way to turn em off. i was someone who never really cared about knowing what's going on with the other 118 teams in dynasty in the first place, so the studio updates take me away from my game in a way. i know i'm probably in the minority, but i feel that the studio updates are a little bit of a distraction......and i hope that they dont pop up in critical moments of the game (like with under a minute to play in the 4th and being down by 7 or something).
From the @EANCAAFootball "Seen some comments on the frequency of Studio Updates. It's because you're playing 3 min quarters. It'll be less frequent in the full game."
I figured it was because of the low quarter times, but the timing is the real issue not the amount of them which varies for me quite a bit (2-8 a game for my games). I don't like the constant interruption after big plays it should only come on change of possesions after boring plays (short returns, fair catches, touchbacks, and at the end of each quarter including the 4th quarter). If those are the times the updates would occur then I would absolutely love them but that doesn't seem to be the case for some reason(ahemmm hint hint hint EA Tiburon).
The more I play the demo the more I'm not sure about keeping my pre-order(still leaning towards yes for now). The issues with blown coverages in the secondary, bad defensive AI when on hash marks, overly aggressive AI on play action, poor defensive AI on options, piss poor pursuit angles on run defense, the same old same old with OL/DL interactions, lack of penalties being called despite it being obvious(intentional grounding, pass interference, and roughing the passer), the CPU's atrocious offensive playcalls and piss poor execution of the rarely seen good playcall, and all these glitches(games are ending on defensive penalty, accepting facemask penalty negates my run yardage on the play, CPU calling spike the ball play with 1 second remaining in the game, CPU QB running out back of the endzone on screen passes(wtf you calling a screen from your own 2 anyways?), and the glitches or blatant mistakes with the commentary. All of these are serious issues to me and I really doubt EA Tiburon can fix these major issues before release (maybe a couple will be addressed in a patch but the laundry list is quite long for me so I'm really going back and forth on whether I'll get NCAA 13) I'm disappointed after seeing the earlier gameplay vids and now playing the demo that the same issues are popping up, plus Gschwendt's video lowlights pointing out things that were still there back on community day. I hope the NCAA team is in hyperdrive when it comes to fine tuning this game because it needs alot of work before release IMO.
I'm still not very happy with the RB screen. 90% of the time I run the play it ends up as a loss. I just can't seem to get any seperation. However, I am very happy with play action. It doesn't result in an automatic sack which is nice.
Question for the CD guys...or anyone that knows. With the demo coming out a little early will they be able to fix any of the issues that G pointed out in his video? Will it make retail or will it be a day 1 patch? Secondly, will we get word from EA on what they've corrected from demo to retail? I know in the past they've done this so I'm hoping we get the same thing this year.
My only concern is the passing game being too easy. The 2 things that give me hope are 1) it's on varsity and 2) playing with LSU against Alabama is much tougher IMO. That bodes well for my cupcake roster going up against higher rated teams.
I would guess probably a day one patch. If 13 hasn't already gone gold, it's gotta be getting close. And I want to think that Ben or one of the guys usually put out a blog detailing what they fixed between retail and the day one patch within a week or so before the game comes out.
Two questions.
Anyone noticed that Nessler will cut himself off? For example, starts talking about the start of the play and mid-sentence will acknowledge a TD or whatever. It's somewhat awkward but better than a long spiel ignoring what's actually happening as before.
Second, does anyone agree that it seems that route based passing is indeed in? I saw examples in April and I've seen examples in the demo. Anyone else agree?
sometimes i wish Kirk would SHUT UP... some of his stuff is so long it will run through 3 of my no-huddle plays as Oregon lol
as far as the route based passing, i think it appears to be
I haven't played enough to say for sure but it does feel like it. As soon as the icon becomes active (instead of grayed out) you can throw it and the receiver will still finish his route and the timing should be good. At least that's what I was doing when throwing the comeback route and it was working. In years past if I threw it that early the WR would continue into a streak.
Now that I think back when I played high school ball back in 06, our WR group did this pre-game. I remember catching passes over fellow WR's while the DB's would be working on breaking on the ball and such.
Now what Jeff said doesn't sound correct. I don't think a QB should be handing off to a WR in warm-ups.
Demo is always full of bugs. Thing is how many of these glitches will make it to release and how many will get patched before the developers move on to the next cycle. I see a ship jumping to Madden in my future. New physics engine is too big a carrot to pass up.
I'm now a little concerned that it's going to be too easy to run the Shotgun Option with even slow QBs. I just racked up over 100 rushing yards (announcers recognized it) in the demo with Alabama's 64SPD QB running pretty much all Shotgun Trey Open Read Option. Obviously it's on Varsity so that's likely related, but still, seemed a bit too easy.