Ohio State's kicker has hit from around 58 with wind against him, in a practice setting. So anything in the 50-55 range is manageable, but nailing 60 yarders for most any kicker should never be happening.
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Ohio State's kicker has hit from around 58 with wind against him, in a practice setting. So anything in the 50-55 range is manageable, but nailing 60 yarders for most any kicker should never be happening.
Yep, I'm having issues with the no huddle as well. I chalk it up to a 'demo' thing. ...I also saw a highlight with the player being invisible and the only thing that was visible was the football. Pretty funny actually. ...a football floating down the field and scoring a td.
Typed by thumbs.
Yeah with parts being taken out, demo not being full featured, I'd assume some performance isn't going to match retail. I have sometimes where there is a delay after I call a play for when it takes me to the field. If it happens in retail, then I'll worry about it.
Forgive me if this has already been posted. I am seeing a small issue, after scoring about half the time the wipe does not show and if I do not press x the camera stays on the player that scored while the play clock ticks. Press x and go to extra point, don't and you get delay of game penalty. This happens on player and computer scores. I say it is small because "just press x" and at most a 5 yard penalty on the xp.
Wrong thread but looking for a quick response. Does anybody know if the roster size was increased this year?
Thanks guys
I am o.k. with the country/rock style guitar for A&M and even Bama but it seems out of place for the intro to Michigan/Ohio St. :dunno:
Yes the special teams sliders are out of whack. Why can I hit a 56 yd FG with the Oregon kicker when I lowered the FG power to 25 and the accuracy to 0. I saw no difference in accuracy no matter where I put the User FG Accuracy slider. I did see a difference for the CPU kickers they miss extra points if you put FG accuracy at 25 or less. The CPU kickers pretty much require 35 or 40 CPU FG accuracy or they miss many makeable kicks.
I do like the Shotgun option game this year, it definitely has been upgraded. I especially like that I haven't noticed any defenders backpedaling away and I have not seen the zoned out frozen defenders. I just couldn't use the option last year because of those two issues.
The read option is about the same as NCAA 13, but the load option and speed option are way better this year.
I simply can't play on anything slower than normal which I feel is too slow. The game speed on fast feels much closer to what I see in real life. Football at the higher levels is a fast game and I want the speedy runners to feel like they are hauling butt when I press the acceleration burst. Fast game speed gives me that and the break tackle animations play out faster.
should have just kept team entrances. These new wannabe tv style intros or what ever you call it is silly. LOL but i'm curious to see what other teams look like. But losing stuff like ND going down the staircase and FSU is a mistake.
:) and someone should have the where-with-all and humor and creative sense to sneak in a Ice machine somewhere !
http://thesupplychainlab.files.wordp...ce_machine.jpg
right now it appears they made all these run/option plays and made them easy to execute while making the passing game harder...justa little harder.
the fade near the end zone isn't a guarantee anymore, streaks don't seem thaaaaat easy. but to make up for the streak not being there the slant seems much more of a constant and deep over the middle the AI ignores alot still.
Another thing I noticed that was new to me and I guess to 14. The flat and smoke screen route for the WR/TE. An the Option route for the HB.
Seeing the option game with Oregon I cannot wait to see what they have added to the Flexbone--my offense of choice