How about run/pass commit and gameplanning--any significant tweaks that jumped out at anyone?
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How about run/pass commit and gameplanning--any significant tweaks that jumped out at anyone?
"The running joke from the events is that we'll be seeing a lot of 'the game is broke' comments on forums the first week (or month) as users adjust to the defense as they (at least on higher difficulties) shouldn't be able to wing the ball all over the field."
I was thinking the same thing. I cant wait to get mad at myself for not reading the D right! I just hope it stays this way and no tuner screws it up.
"In the tournament last week, I played RynoAid and lost 7-3. He was Oklahoma, I was Alabama. Neither one of us could mount drives against the other's defense. For comparison's sake, last year he defeated me in the tourney 27-14, most notably by running with the QB. That didn't work for either of us against OU/Bama."
Great to hear I enjoy a D battle more than a score fest.
"Presentation - All of it is great. In March, Tommy and I played with the new Stadium Sounds briefly and that adds so much to the team entrance. Like steelerfan said, I also get a kick out of watching and seeing all of the team specific entrances, stadium nuances, etc. GameTrack is a feature visible in Play Now that no one has mentioned yet. After the opening kick-off of the third quarter Brad will toss it to Erin and she will give an update from the coaches or on the game while the big plays of the game are shown. While I did not listen to the in-game audio nearly enough, the little I heard was impressive and the devs themselves (non-presentation) were very pleased with the commentary improvements this year."
This answers another one of my questions. I was wondering if you guys got the chance to play with the sounds.
Thank all you guys for taking the time to answer our questions.
all of it sounds good, cant wait for OD and regular dynasty info.
Is there a noticeable difference from the elite defense's compared to say average or below average?
Glad to do it! TGT was VERY well represented at these events, you will definitely get a lot of perspectives here.Quote:
Thank all you guys for taking the time to answer our questions.
One thing I don't know that I've seen clarified is that the new dive catches can be user triggered. I had one where the ball was WAY overthrown deep & I was able to haul it in by diving for the ball. Very nice to have more control over that type of thing.
Everything sounds very encouraging, so far. I have a few specific questions.
1) It sounds like the improvements to zone AI will dramatically lessen the effectiveness of things like SG 5 wide and 4 verticals type plays. Is that the case?
2) Did you notice any difference in terms of defensive reaction to counter plays? On NCAA '11 they are way over-effective.
3) To what extent did you see a more fully developed running game from the shotgun? In other words, do more playbooks have non-finesse HB runs, such as dive and power plays? In a similar vein, the QB wrap plays from last year were basically broken. Do these work effectively now?
4) Bubble screens on NCAA '11 did not really work all that well because of poor blocking AI and some odd animations that seemed to throw off the timing of the play. Do these work better now?
5) Is play action fixed so that it does not result in a disproportionate number of sacks? Similarly, is the defense able to respond/recognize play action effectively?
6) In terms of pass rush, did you see any significant changes in terms of DEs/OLBs getting better speed pressure off the edge and/or containing mobile QBs? Have there been any changes to how "QB contain" works? What about DTs? Do dominant DTs get penetration against both the run and the pass?
Generally speaking, how would you compare the pass rush in '12 to '11. I don't just mean in terms of sacks generated, but do you see a more realistic pocket? Do you see more realistic amounts of time in the pocket to pass against a 4 man pass rush? On NCAA '11 it basically felt like you either had all day or no time at all, and the real problem is that there weren't enough instances where the offense did not get sacked but was forced to throw it in under 4 seconds. To what extent is that still the case?
7) I don't know if this counts as a non-play now feature, but do we have the Madden QB ratings yet? Similarly, NCAA QBs have been way too accurate for years, which has contributed to zones being under-effective and spread offenses being too hard to stop. To what extent is that the case this year (on default sliders)? Will there finally be a premium on pocket passers? Are there more significant penalties for throwing off-balance or on the run?
8) Any changes to the way run/pass commit work?
9) Do dominant nose-tackles, particularly in a 3-4 defense, actually command a double team, particularly in the run game?
10) Ever since NCAA '09, the OL has basically been psychic, in that they know who is blitzing and who is dropping back into coverage based on pre-snap assignments. This tends to make overload blitzes much less effective than they should be, and actually opens up some potential exploits with "fake blitzing." One of the most frustrating things about pass defense on NCAA '11 is drawing up a zone blitz, and the having the OT on the complete opposite side of the play peel back at the snap of the ball to pick up an overload blitz to the other side. Does this still happen on NCAA '12?
11) Many of the triple option and read option plays on NCAA '11 did not work as well as they should have because the double team logic often struggled to correctly identify players at the second level to block. This was especially an issue when the defense blitzed linebackers in the gaps between offensive linemen. Is this issue improved in any way on NCAA '12?
12) Suppose my opponent keeps throwing the same route over and over. For instance, let's say that he keeps coming out and throwing the slant pattern to the right side on 3rd and short. Does the defense ever react to this? Is there any mechanism for me to manually tell a defender to shade to a particular side?
Generally speaking, is the defensive AI better suited to adjust when the offense runs the same play (or very similar plays) over and over?
13) Any adjustments to hot routes on offense or defense?
14) Any changes to the kicking game? Will FGs be any more difficult to make than they have in the past?
15) One of the things that is frustrating about run defense on NCAA '11 is that defenders really have no concept of gap responsibility. Essentially, at the snap of the ball everybody moves to try and tackle the ballcarrier, without any respect to the gap/hole they are responsible to fill. This is primarily an issue for DL and LBs. Do we see any changes in this respect? Will linebackers who are not assigned to blitz be more effective at stepping up and plugging holes when they recognize the play?
Off topic, and I know the community guys cant answer but has anyone heard if teambuilder will be out early this year?
lol rhombic dropped a bomb, gonna take a while to chew through that ;)
OS dropped a interesting bit of info but I'm not sure if you guys can talk about it:
http://www.operationsports.com/previ...ll-12-preview/Quote:
Custom Playbooks
Custom playbooks are in the game this year, and the interface to tweak your selected plays is really intuitive. Beyond just picking plays, you can even switch the three plays you see on each page of your playbook. So that means while you are in a game, you can flip through your playbook and know what three plays are on each page of that playbook.
It sounds to me like no play creator but you can pick and choose formations/plays from the different playbooks to create your own playbook and even select where each play is in the formation.
#2 Can anyone comment on the Aggressive/Balanced/Conservative Coaching Options? Specifically, is there any negative to setting the d-line to aggressive every play? Since this was implemented I don't think I've ever seen a player jump off-sides when set to aggressive even with a fake snap. If this has been fixed will the CPU mix up their snap count so they don't snap the ball on the first sound?
DAMNIT! Right in the middle to replying to Rhombic's questions & it disappears. FML! I'm gonna take it in chunks if that's ok... This may take awhile.
1) Obviously still being tweaked but I'm confident it will based on where it's at already.
2) I ran them quite a bit and defended them quite a bit and I didn't notice any running stats that seemed too far off. I think the game has a great chess match balance to it right now. It feels like you're always one or two blocks away from breaking the big one.
3) Def. noticed more shotgun & pistol runs like you described. QB Wrap & Shotgun HB Counter blocking has been redone. Had a real nice 12 yd gain on a Shotgun HB Counter & the Wrap blocking looked improved. I only ran it twice, once for no gain & once for 2 yds but it felt realistic when it happened, no more instant pressure for a loss.
4) More tweaks made to this aspect rather than dramatic changes though I know that they'd like to do more. I will say that the tweaks definitely had an impact as I was able to have some success with WR screens in general.
5) PA Blocking is fixed & more realistic. As for how the defense reacts to it, I can't say anything definite however I felt like the production I got from PA was realistic.