Looking into both of these.
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^^This. I meant to ask this yesterday, but it slipped my mind. And with relation to this, will it depend on what offense you run? So, say I run a spread offense, well, most of the time I'm going to have three or four WR's on the field at all times. Or, let's say I run an offense alternating RB's frequently, will I be penalized for bringing two RB's during recruiting? The recruit should be able to distinguish between what offenses are run for each team, and factor that in when visiting.
First post! I know y'all can't do much about it, but I REALLY wish NCAA used the GT logo for Georgia Tech instead of Buzz. GT is our primary logo... was hoping it'd be changed this year.
What's new with equipment this year? Are there more items? And what's the deal with sleeves? I saw that FSU has the ones they actually wear. Are many schools going to have custom sleeves?
^^This. I meant to ask this yesterday, but it slipped my mind. And with relation to this, will it depend on what offense you run? So, say I run a spread offense, well, most of the time I'm going to have three or four WR's on the field at all times. I shouldn't be penalized for bringing that many because chances are, they will start at some point. Or, let's say I run an offense alternating RB's frequently, will I be penalized for bringing two RB's during recruiting? Will the recruit also factor in depth chart and how old/young players are while on visits? For example, if two highly rated WR's comes to visit and they see that I have three senior WR's playing, they have a really great chance to BOTH start the following season for my team depending on what the younger guys look like and how good those guys are. The recruit should be able to distinguish between what styles of offense are run for each team, and factor that in when visiting as well.
EDIT: Sorry for the double post, went back in to make edits to my original, and I must have pressed the wrong button. So, it duplicated it. Still trying to brush off the cobwebs with posting again! :blush:
Welcome to the site! Well, this topic discussion is for Dynasty mode, but to answer your question in short, yes, there have been equipment additions. To get an idea of what was changed/added, go to the presentation forum here: http://www.thegamingtailgate.com/for...A-Presentation :)
You're good, man! You are new to the site, so no big deal! Also, this may help a little more, too: http://www.thegamingtailgate.com/for...2-Presentation
What about FS and SS? I know the 3-3-5 and 4-2-5 uses 3 safeties but most other Ds only use one FS and one SS. Also the 4-3 only uses 1 MLB so if you are a 4-3 team will that hurt to bring in 2 MLBs.
I'm probably over analyzing the situation now just wanted to make sure it was only limited to QB/HB/FB/K/P positions.
What are the odds we get the DEMO before E3
Did they add a "JUCO" search filter in recruiting? Or at least a JUCO Top 50 list?
I am not sure. I don't think so. The only change in searching that I know of is instead of filtering Top 10, 8, etc. it's by lock %, but that wasn't in yet in March as I just had suggested it at the community day, so we may not know for sure til the game hits, unless EA covers it or shows a screen shot.
Maybe getting further off dynasty topic, but wanted to follow up here... In NCAA 13 I like to run no-huddle and switch between formations with 1 FB and 1 TE and 2 TEs. I like the personnel-based playcalling, but was hoping for some new "hybrid" positions in the depth chart like an H-Back that would allow me to still switch between formations like this.
http://www.playbooks.ncaaplaybook.co...UN%2000050.jpghttp://www.playbooks.ncaaplaybook.co...UN%2000015.jpg
Not sure if its been answered yet, but with scouting coming from recruiting points, will you still be able to scout in preseason?
true...but i run a 4 and 5 wide offense, and there are times when i have 1 or 2 wr's who are dead tired, while the other 2 or 3 are perfectly fine. there's no ability to sub those guys out individually. its the on the fly aspect that formation subs lack, imo.
jb, tommy, cdj.....when using formation subs, can you apply subs to the different formation packages? ie: i formation twins left, default package. if my top 2 wr's are small, agile, speed wr's, could i use the "spell rb" package and sub in 2 wr's who are big bodied, blocking type receivers, instead of the small shifty guys?
also, has there been any update to the depth chart? added depth slots? or is it still one depth chart to fit every kind of playing style possible?
Depth charts and formation subs remain the same to my knowledge which obviously means no custom packages.
hey can someone answer my question?
Did you guys notice any differences in how different teams call plays on defense like one team plays majority man because of their scheme or one teams blitzes alot or does every team still play the same zone defense 85% of the time?
Do CPU Coaches have Skills. I.e. will they turn "hot" in the 4th quarter due to their coach, etc....?
For those that have asked, it's of very little surprise, but the demo is expected sometime in June.
Probably E3 or shortly before/after.
I have pre-orederd from GameStop for years now and have never got any of the deals. Why is that?? Does it not work with pre-ordering from in store?
First time poster, I am surprised these questions have not been asked.
Are there points in the pre-season while starting your board? I believe in NCAA 13 there was 20:00 or so of scouting time available before beginning the new season.
Are the recruit's "bonus factors" known while initially establishing a recruiting board? Or is there still some system to "learn" which factors are most important to the new recruit? Last year for instance, instead of making a pitch there was an option to "Find Importance".
Finally that safeties are included as "competitive visits". How does this potentially negatively effect recruiting 4-2-5 or 3-3-5 defenses? I notice that safeties are singled out as 3+ creates a "competitive visit" while other positions (DE, DT, CB) which play no more than 2 on the field in a base defense does not have such a limit. Also the inclusion of WR as a "competitive visit" when some teams regularly play with 4 or 5 on the field at a time seems counter-intuitive. Especially when, for instance, no team plays with more than 2 DEs at once, or DTs, or CBs, or OLBs, or MLBs, or OTs, or OGs, especially not Cs. Will a team such as Georgia Tech (regularly playing with 2 HBs on the field at once) be set to the same "competitive visit" limit as Missouri, who frequently lines up without a HB on the field? While Missouri is equally hampered by the WR limit?
Just answered my own question. #ReadMore
I asked the Devs a few questions about dynasty... here are their responses. Of course mileage will vary due to a wide variety of factors but at least gives us an idea of coach progression. Obviously we'll be experimenting with some of this stuff ourselves once we get the game, but wanted to share their answers in the meantime.
1. With changes to recruiting, I'd the CPU more competitive and intelligent with how they recruit? For example on 13 most felt that in OD, if you wanted a player and targeted him earlier enough, the CPU had very little chance to get him... you only had to worry about fellow humans. As well, do they still end up signing multiple players at the same position (ie 3 QBs)?
EA - The CPU will show a sense of competition, especially if that prospect is one of their top prospects. The CPU should not be over-signing prospects.
2. With slowest xp progression, what level would a typical coach end the first season be?
EA - The choice of team can lend itself to the success of the coach and how many levels they will obtain, along with: having an excellent season, with setting school or NCAA records, mindful distribution of accumulated skills, good draft class results, having a good signing class and very good success on the field, throughout the season.
A HC of a 5 star team, on varsity difficulty, could see up to level 5 - 6, by the end of the first season, while a HC of a 1 star team (GA State or UMass) could reach level 3 - 4.
In an internal OD, we saw User Head Coaches (3 star teams) reach levels up to level 11 (ranging 7-11), on All American difficulty with Normal progression. The level 11 user had one loss and went to the National Championship.
Thanks G!
I assumed if playing on All American and starting with a 1 Star team slow progression would be the way to go for longevity's sake.
if there's a team need though, does the cpu still only take the first recruit to sign? many times on 13, the cpu dumped elite recruits because a lower caliber recruit signed with them and eliminated a team need (like MLB, FS, etc). i've seen 5* players get dumped because a 3* signed first. i almost wish that the cpu had a way of telling a recruit to hold off on his commitment. it would help ensure that the elite recruits get a spot on the elite teams.
unless heisman is way more difficult, getting up to level 11 on AA seems too easy, imo, especially for a 3* school. based off of that info, i'd think it should be tuned down a little.
But thanks G for that info.
Agreed on the recruiting deal. The lower rated recruit is going to be faster in most instances to commit to the bigger CPU teams, leaving the elite guys without a scholly, even if they're first on that school's list at the time.
As far as leveling up, you gotta remember that most guys don't get through more than 3-4 seasons max. I'd say with that in mind for normal 7-11 on AA is probably ok, as long as slowest leaves us at 4-6 or so. They still want ppl who don't play long to get the most out of the game.