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