Agree completely :up:
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While I can say that I don't watch much :Nebraska: or :Wisconsin: I can also say that I have never seen the Bubble Screen ran like they have it in that video. It's used - primarily - in Shot Gun because you have the ball going forward, and like Beartide said, you don't have the risk of a fumble. But all that aside, if EA is going to show us how they've improved the Bubble Screen then how does this play get chosen? Under center - which is used so minimally that I've never seen it - and the pass doesn't even go forward.
I get why teams like you mentioned run it that way - they play in pro style offenses and going to the Gun may tip the D off, so they run it from under center to - as you put it - keep defenses honest. But EA couldn't have shown us one in Shot Gun where the ball actually goes forward??? :fp:
Just got home to start looking at this. Nice job, Kwizzy, of getting some things cleared up for us. I appreciate it. :up:
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Yeah, I'm not a fan of the streak instantly becoming a corner route without the WR looking backwards or anything. That pass should have been incomplete.
As to the Bubble Screen. The Steelers used it quite a bit from under center with Bruce Arians as their OC.
This article does a nice job of breaking down when they used it in 2011, and the Play-by-play synopsis at the bottom tells you if they were in shotgun. Even if some of these have been misidentified by the author, they can't ALL be.
The point is, the Steelers have definitely run it from under center.
http://www.steelersdepot.com/2012/01...ubble-screens/
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I was hoping we would see part three of that Oregon-USC match. I desperately want to see and HEAR the USC crowd when Oregon has the ball. Let's see this new and improved crowd noise that EA has told us about.
Only things I have problems with are lack of momentum and ball speed. The ball just seems to be moving too fast, it seemed perfect back in last-gen. Also, I believe they should take some notes from 2k football in the momentum, juking, foot planting department. They had it perfect. The throwing animation needs to be completely redone, and having multiple throwing animations for different style QB's would be awesome.
One more thing, juke is not effective enough and spin move is unrealistically useful.
Yeah, I did want to hear what that was going to sound like. I thought they might just use the Oregon-USC match for each Quick Clip, just showing a different portion of the game with each clip. Obviously not.
I still say that they need to dump this Varsity shit and start using AA or Heisman only when making these videos. Obviously they want to show off some of the new features and additions to gameplay and Freshman and Varsity are the easiest to show those things on, but for the full flow of gameplay that we're going to see in the final version, AA or Heisman are the only options.
Freshman and Varsity are going to make the overall big picture of gameplay look like shit and just stoke the fires for those people who already complain nonstop about EA and do nothing but look for the next thing they sink their teeth into about "why EA sucks" and "why the game will suck".
I like being able to throw people to open spaces to an enhanced degree. If he doesn't look back, fine. I really don't care about the aesthetic points when it pertains to that. To me, the bubble screen looked horrible. Kwizzy corrected me about the coverage, it's indeed man. That in mind, hopefully it looks better vs zone coverage, but I doubt it. I can't really judge jukes because I have to clue about the skill level of the guy playing. I know for myself I can make people miss in the open field even though I think the juke needs to go back to the cut motion on PS2.
I never waste time with bubble screens anyway
(cynical post) I'm guessing they may have not shown it because the cpu still sucks at running the spread and the crowd noise is still weak. The cpu offense had no personality last year. Can't run the different offenses, don't get the balls in the hands of their best WRs and the RBs all used the same logic no matter their size and speed.
I'm really hoping to see some cpu footage but it just seems more and more of EAs games are catered to the online crowd. CPU AI needs major work in NCAA and I think the offline guy like me is just getting left in the dust. I guess I'm just a whiny dinosaur at this point.
On another note it's nice to know some other people here want the juke move of the PS2 back. I'll take anything other than NCAA 12's version. :)
I don't know, they can have some uses. I've used a bubble screen once or twice in a game now and then when the defense isn't being honest. Worked fairly well. It's not going to be a money play like the dumbass 4 Verts is, but if you use it when it's been set up properly, when the defense isn't being honest, it can give you a nice result. I know it definitely saved my ass on a couple drives where I would have probably ended up having to punt the ball.
Rudy, can you refresh my memory? The PS2 juke, was that the arcadey "super" juke or was it a realistic juke move? I'd like to see an effective juke move in the game that does actually work, but not so arcadey and overpowered like we've seen in a couple past games. I'd like to see a middle ground between what we had in NCAA 12 and the arcade "super" juke, where it is effective and works, but also realistic.
As for the CPU, agreed. The CPU AI does need a lot of work. Some of what the team has worked on, great if you play online matches, but for those of us who play offline dynasties, the CPU is still stupid as hell at times.
I miss the small and large jukes they had on PS2. You could really break ankles with the small juke moves. Hit L1 and R1 back to back and ankles would break! :nod:
In all honesty Smooth, I think the jukes have always been over powered but they were fun. The PS2 wasn't as bad but the players had more momentum so it was very effective. In the new video where Denard gets taken down easily that is frustrating. My success ratio in the open field in NCAA 12 was almost zero (I may also suck). It's like playing a baseball game and never hitting a HR. It sapped that fun aspect for me last year.
I have NCAA 10 for my PS3 ( PS2 version ) so I'll work on a video on the juke.
I'd love to see you start a thread on PS2 NCAA titles and say which one your favourites are. I never played a PS2 title after NCAA 07. I thought 07 was largely better than 06 but the momentum meter killed a lot of the fun since most games snowballed into easy wins or big defeats.
Found a PS2 NCAA 10 juke.
http://www.youtube.com/watch?v=wpv68SUNyUI
The read play imo was great! Only thing the DE could do better is get up the field and chase the rb from behind.
I agree on the receiver route. I thought the whole thing this year was that you have to see it to play it??? Read and React! I'm fine that he makes the catch, but he should have to adjust just like the dbs when the ball is thrown off of his route. If they fix that we'll have ourselves a sweet system, otherwise, it's gonna be user cheats all day to throw streaks to the corner.
That was a missed juke. I think the user was too slow with his reaction. I guarantee we all turn that into 6. I was running with Kentucky qb just last week against my brother and avoided a sack, then scrambled out to the right. Got about 10 yards downfield and spun inside on the cb, who missed the tackle. About 3 steps later I shimmied back outside with a juke and got bumped but avoided the safety. Down the sidelines I went, until the defender from the other side rode the angle to cut me off inside the 15, but I just slowed down and ran inside 2 steps while my wr took him outta bounds and walked into the endzone.
It was a thing of beauty. 1 half decently timed juke move with D.R. puts that defender in a straight-jacket and Denard scores easily. But he mistimed it.
Christian McLeod of EA (@Bumble14_EA) tweeted at me about the juke.
"... the juke move has been improved over '12. Jukes are heavily dependent on ratings in 13.You'll feel the difference b/t different players, and feel an improvement over 12."
This makes me feel better. I still need to know if the cpu can execute properly. I also hope the stiff arm and truck moves are better this year.
Here is a highlight video of NCAA 06. Just check the first run at 10 seconds. When the player manually jukes left and right there is a definite slowdown and then speed back up. You can't cut at 100 mph although the quick juke is good. You could really feel and see the players lean with momentum. I think Michigan runs a reverse that's effective just after the 1 minute mark. Mike Hart was great back then! AT 3:05 you see the urinate on the goal post TD celebration lol.
http://www.youtube.com/watch?v=GjEQ-9vacLM&feature=youtu.be
I'm sorry, but that is just atrocious. The reason why the running game felt so open was because the hit detection was ATROCIOUS. Guys running into the ball carrier and just going the other way instead of auto-tackling.
I think the Quick Clip would be tons easier to analyze if there was some kind of commentary from the devs. As others have said on the last few pages, there's way too much unknown here to analyze it.
so on the comeback play, look at the sam linebacker covering the "A" receiver. When A slants inside, it looks as though the backer cuts before him. Am I just seeing things, or does that mean psychic db's?!?!
Yeah I would say that the DB's have much more realistic movement than the LB's in coverage, but having said that I think the head turning aspect is being way overdone especially by the DB covering the WR Curl(looks unrealistic as if EA simply took their old animation and changed the head to be looking back when turning upfield (ouch gives me a crook in my neck just thinking about anybody doing that in real life). I would have preferred them making completely new animations of a defender running while looking back that looks more natural with upper body turned in more and much slower movement running while looking back at WR. The LB's seem to instantly react (psychic-like) more so than the DB's in this WIP video showcase. In the WR creating space clip the RB runs his blue delay route and the LB instantly jumps inside even though the RB(who in this case is the RB receiver icon) just starts planting his feet and hasn't made his move inside or outside yet, but the LB knows the RB is going inside. I know the ability to completely remove psychic DB's will be a challenge for you EA, but you have done a much better job in showing proper foot planting and delay in reponses to receiver movement by the DB's so just make it happen with the LB's.
I didn't take a look at the clip again, but there are several reasons that a player in coverage should cut early. Players jump routes all the time during CFB/NFL games. The question of whether or not it's psychic DBs is whether they do it all the time, and whether or not a double move (Sluggo, in this case) can take advantage of the occasional jump.
I know there is a system in place where the defense analyzes the routes you run, and (theoretically) can capitalize when you run the same routes repeatedly. That was an AI enhancement a few years ago, I can't recall what it was called. But if the coverage player only occasionally jumps routes, that could be what you're seeing. Maybe they ran that play over and over again to get the right clip for the recording :)
Watching that video again and I must concur... it doesn't do much for me simply because we have no idea as to the situation (playing level, repetition of play selection, etc.). I suspect that at E3 we will get to see a ton of "real" footage and get a much better feel for this game (and a demo date too).
By the way in the Mich vs Mary game the MLB route jumps at 0:54...:deadhorse::easy:
I don't think you understand the point of either of those emoticons....
The "jump" is actually near simultaneous. Obviously it's not quite what's been advertised, but simultaneous would still be better than what we were seeing in NCAA 11 and 12.
is the the latest video from an old build maybe ncaa 12? there is no ticker at the bottom of the screen.