not tryin to be rude here, but i'm not asking about what you or any other player could do in real life, i'm asking the guys who've played ncaa12 already if this animation is in there or not.
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i think a wind up animation should occur more often for those weaker arm qb's who try to throw long. i was playin madden11 earlier, and matt hasselbeck threw a 47 yard pass against me like it was a 5 yard in route. it doesnt feel like long throws require any effort to make from average qb's. i'd also like there to be a greater accuracy penalty for qb's who are about to be lit up (maybe, the lower the awareness, the greater the penalty?)
can u actually block kicks this year? like NCAA football 07
Yes, let's never go back to that way ever again. It seems very hard for EA to find a happy medium when it comes to special teams. NCAA 11 special teams like block kicks(almost impossible to do realistically), returning punts(again almost impossible to get even a 20 yard return let alone a TD), and field goal kicking (which is way to easy) it is definitely time for a special teams overhaul.
Hey community day guys, I would like to get as many of your takes on this if possible. I remember from earlier in the thread you guys talked about the HB being more responsive when running the ball and then I watched the Madden gameplay video and they discuss open field running with regards to the new collision detection system that is in both games. My questions pertain to the ability of the ball carrier to avoid being tackled in open space. This interests me for both avoiding defenders by using jukes and spins, as well as by just using the left analog stick to make people miss who are coming at you from an angle in the open field.
1) How easy is it to come really close to a defender and use a special move to make him miss? Considering that in the past we always had to push the button or flick the right analog early to make sure the animation would be shown over a tackle animation.
2) How close can you come to a player in the open field say like when you cutback using just the left analog stick against a defender who has an angle on you running down the sideline? In NCAA 11 many times I tried this with high agility guys and if I got within about 3 yards of a defender I could never completely avoid them(while Madden 11 was a little more lenient was closer to 1 or 2 yards)
Jay, all I can really say is that I did use a left stick juke or cut (I can't remember which) to get past a defender on NCAA 12 ... and that's something I've never been able to do on 11. I didn't notice right stick or "special" moves being any easier, but I've also gotten away from them because of their ineffectiveness on 11 -- so it's possible I barely tried.
If I have a chance, I'll look into that more in May.
Thanks Jeff. I look forward to your impressions from the next visit to EA/Tiburon. I think I just want an overall feel for movement by your ball carrier in the open field and whether the special moves are able to be used a split second before contact with defender.
I'd have a hard time imagining that the contact slightly before going past a CPU defender would be much different this year. I have felt while the big moves with the Right stick weren't great in 2011 the ability to cut back using the Left stick was the key to long gains and positive yards. PapaLoneStar was very good at this and I know he had/has studs at his RB positions but even myself with converted FB's as HB's was able to cut back towards the middle of the field for solid gains or break them for TD's.
I guess what I am saying is that this could and should be a very fine line to walk as far as effectiveness in my opinion. I wouldn't want it to be easy to flick either analog stick to go past a defender at the last second because it just wouldn't seem right to me. I also don't want the ball carrier to get sucked into the defender either, maybe a couple new arm tackle animations would fit here.
Good stuff. I was thinking the same thing. I think the biggest key for the ea team is making momentum a little more prevalent (just a little) in the stop and go of players, of course dependent upon their agility and acceleration ratings. Direction change is fine, but the stop and go is a tad bit fast.
One question I have been dying to ask, and didn't really read the entire thread here, but how was the return game? Both KO and Punts......were they a bit easier or as hard as it was in 2011, in my honest opinion? I know they are MUCH easier in Madden, and they USED to be a bit easier to take a few to the house on the PS2. LOL! Also, I am sorry if this question has been asked already! If it has, My bad!!
Kickoff Returns were far too easy a few times early. They weren't rampantly or consistently easy, so that may have just been coincidence/luck.
All I can really remember from Punt Return is that my gunners did not do a very good job of blocking the opposing team's gunners.
I had some success in returns in 11 nothing great but the key was just a super explosive return man. I usually averaged a couple punt returns for TD's and usually a couple kickoff returns. I just tried to get the first guy to miss and then cut back using the left stick never using the right stick really.
I for one don't really want to see this any easier though I have a decent direction kicking game to avoid a game changer. I'll tell you who does a good job with their directional kicks and that is Gschwendt.
Not sure where else to post this so why not here... from the NCAA Football Facebook page.
http://farm3.static.flickr.com/2522/...4ff34898_o.jpg
G, you should probably make a screenshot thread for NCAA 12.
That's what NCAA 12 Info Central basically is, Kingpin. Look at the right side for practically every screenshot we've got.
To all the guys that went to CD, what was your overall feel of how the team REALLY addresses concerns and how they relate to the experience of the game and the realism of saturday...I know you guys said that they are very attentive to comm request and all, but sometimes I get the feel from videos like the other night with Ben, that its more of a goofy experience than serious improvements or even pointing them out...Dont get me wrong I am not a hater and love what the team does from year to year, however I would appreciate more a video that breaks down improvements and points them out by showcasing certain corrections and gameplay advances...I think they should have someone else do videos from now on....Like I said I still love the improvements and the game, just a little change in showcasing would help...
Tarhead10 - Overall, I think they are attentive and serious about the details. The IGN format makes it difficult to see that side of things as the guys from IGN don't follow or play the game nearly as in-depth as we do. Also, right now there are some big features that have not been announced that should alleviate some concern in regards to the team listening to community requests and focusing on details.
To get a better feel for what has been added or addressed, check out our NCAA Football 12 Information Central page. Sometimes it is easy to focus on the big announced items or what didn't get in and we forget what did receive focus from the devs.
Today's uStream Live Chat should be more formal and in-depth than the IGN LiveStream or 'On The Spot' program.
Thanks for replying....I agree and I do check the information page out like every 30 seconds..:nod: I wish they would let one of you guys play the game and do interviews like ign the other night... And like I said overall I always get this game at midnight and probably will always do so...
I got a question is the QB sneak still "broken"
Of course I know exactly why they changed it from how it use to be 2-3 years ago, but its annoying that the QB Dives automatically instead of putting his head down and driving for those short yards.
I dont know anyone who runs QB sneak like the game portrays it.
I think that's more of a function of the IGN event than anything else. Greg Miller (the IGN host) is a generally goofy, energetic guy, and it seemed like Ben responded to that.
The team, overall, definitely takes it seriously. They take issues and problems with the game just as seriously as we (the fans) do, if not more.
I didn't go to the events, but just watching the videos and being a part of this since the inception of TGT, the devs are a serious group about both satisfying the gamer and reflecting real life in a way that pleases everybody. Like us, they want to put real players on the field and say "go at it realistically you droid", but obviously there are limitations.
As to the IGN cheesy fest. Greg is not football savvy, and you could tell that in his answer about the rolling out qb. And then he didn't understand why his qb was overthrowing and underthrowing everyone, even though it was obvious that it was because there are changes to the rolling out qb, which Ben mentioned. And then Ben laughed at his attempts. That was awesome. The snickering that you could see on Ben's face was classic. Anyways, it's always gonna be a little less serious when the trash talk is flying towards the developer when the guy is just putting the game in for the first time. And especially since I seriously doubt that Greg is much of a NCAA blogger.
I am very interested in seeing how the 3D crowd looks when the stadium is not sold out. Did any of you cd guys get to see a stadium that was only mostly full, or does Play Now only have "sell outs"? If you did, was there much of a difference in the look? Now that the crowd reacts within the right atmosphere for its size, I want to know if the look matches the sound.
This seems awesome, the way to go is to pick people like USF (bucs), San Diego (charger), or Pitt (steelers), Miami (Dolphins), Tulane (saints), Temple (eagles) or Aloha Stadium (old pro bowl site), That will be fun having a massive fairly empty stadium, that grows into something comparable to the big house.