CPU vs CPU, using playbooks that have nothing but Pass Plays (which means this is a scramble): http://www.easports.com/media/play/video/80024898
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CPU vs CPU, using playbooks that have nothing but Pass Plays (which means this is a scramble): http://www.easports.com/media/play/video/80024898
Although I know you're only posting someone else's thread, whilst I would love the No-Huddle to be implemented better and I also agree about the CPU having no concept of Time Of Possession, if the above were implemented EA would really have to get it right. Because if not... w/ the CPU, as well as On-Line, this could be an absolute nightmare.
I am all for a more authentic game, but I don't know if this gen can handle it all. It seems that things like the No-Huddle are so poorly implemented that the people doing the implementation are either not football savvy or are hand-cuffed by the current gen of consoles.
One thing that bothers me to no end is when a new "feature" is announced... like Custom Conferences last year and even more-so this year, yet seemingly simple things like Conference Patches on jerseys stay stagnant. It kills the realism if you create your own custom conferences but the teams are wearing a mish-mash of patches from previous conferences.
It's like... someone comes up w/ an idea and they rush to get that in, but don't properly think every little detail through or... they have thought of every little detail and purposely implement new ideas in increments to make us feel like we're getting something new every year. Either way... it's frustrating.
its a video game- worrying about extensive hurry up details is a waste of intellectual time and quite silly...
the only people that do hurry up almost all game are a bunch of 15 year olds not worried about having a heart attack or something, I want to play video games to relax ( even though its minor competition haha) not to speed things up...now of course i'm talking about online not human vs cpu where seeing more entertaining stuff and detail can be interesting, but what you are talking about is years down the line and it probably wont be EA that has anything to do with it. They arent human, they are animations running around, they dont get tired soon enough anyway, so worrying about hurry up detail is pointless in the long run. ....IMO :)
Does the CPU still choose to receive at the start of every game as they did in the past if they win the coin toss? I have noticed in the demo it appears they do not, but was wondering what someone with the game had to say about it.
Wow surprise that QB got caught from behind on that Ohio St scramble. Thought for sure he would have took it to the house.
I couldn't find hornfan's quote, but I am 90% sure that that particular situation is illegal, the Offense would get slapped with an illegal proceeding foul, because if the offense subsitutes the defense must have the right to. (I remember hearing this in an Oregon game)
You are correct. The offense must give the defense time to substitute if they do so. One of the officials will stand over the ball until the defense has had sufficient time to substitute.
Though that doesn't always happen quite the way it should (see LSU/Tennessee).
does the cpu still auto correct your players if you've manually moved them? like if you move your d-tackle 2 steps over to his right, then switch to another player, does the cpu move him back to where he originally was? or does he stay in the spot you moved him to?
Agreed, I would love to see them make changes to how the no huddle offense is executed. Also, Ram, the no huddle offense isn't exclusive to 15 year old kids jacked up on Mountain Dew. There's several teams in college football that run the no huddle offense almost exclusively...Oklahoma being one of them. A no huddle offense and a hurry up offense are two very different things.
One thing I have noticed, that I wish could be fixed/adjusted is that WR's need to go up and get the ball!! I want to see a WR actually be able to turn around and jump over that small CB and bomb on a guy and embarrass him lol. They try to catch it over the shoulder almost every deep pass play. It would just be a nice addition to the deep ball. Also, I know how they added the dive button/feature for passes this year again, but half the time it seems that you really don't even need to dive for the ball because you could just as easily run through the pass and keep running down field. Why stop to dive and kill the play early? My question is are any of these things entirely different in the retail? From videos it doesn't seem to be, but it could be a thought for tuning updates, patches, or future iterations of the game. One last thing, can you dive for interceptions on defense? Thanks in advance! You guys are doing a great job with feedback.
I imagine this is something you can test yourself with the demo. I can't remember off hand but I think it's the same as always, i find this annoying too but it probably has to do that so the cpu works correctly, since when you're controlling them you choose their movement otherwise it's scripted sorta. Mess up where he starts off and you mess up the script?
Cal at UCLA
http://www.youtube.com/watch?v=hOTpE0UgDd8
UConn at Cincinnati
http://www.youtube.com/watch?v=jZyBbbDPo3o
I like how UCLA has "Revolver".
Nice user skills, G. Especially on defense. Do you know when online will be up and running?
One thing that I have noticed is that the play art is wrong for a lot of the option plays. Or at least it's not very clear at identifying who the QB is going to read. Not sure if it can be patched/should be patched, but it's definitely something to pass on to the dev team. I really like Travis' idea of highlighting the player that you're going to read on these plays, as this would make it easier for people to know who is going to be left unblocked (this would especially help casual players that don't spend a lot of time in practice mode running option plays against various fronts).
We're hoping that we'll be able to go online tomorrow. We made sure they know we're itching to get some user games in.
Yeah, I've definitely noted the option read man not being clear. I'm hoping it's already on the list of things to be patched but in case it's not, it should be patched just because there are a lot of casual users that will call foul when it's not acting like the blocking art says it will.
I wouldn't mind something more obvious (circle, flashing red, something) but at the same time, after a point that you learn how to know who you're reading, I'd like the option to turn off the "flashing neon sign" of an indicator and just use the blocking art (so long as it's correct).
One problem I had with '11, along the same lines, is that it seemed like my Read was often behind one of the receiver's icons in the formations I ran. So I had to guess, seemingly more often than not, about whether or not the blocking art was showing him as unblocked.
Okay. Thanks for the quick reply.
this happens to me quite a bit, but does reblitzing individual d-linemen cause an automatic encroachment penalty for anyone else?
ok...maybe by setting my d-line to conservative, it would nullify that?
kind of disappointing though, that by hitting the right stick down, it assumes you want to jump offsides, instead of recognizing how you've already hit the left bumper and simply want to reblitz your d-lineman.
I haven't tested it but can you do a VERY quick right-stick down and not jump? The reason I ask is that on offense, the run formation audible is right-stick down and if you don't press it quickly, the QB will attempt silence the crowd.
I was able to re-blitz pretty easily in the demo (and on '11) without jumping offsides.
maybe i'll have to flick it quicker then....i do think, though, this could turn into a pretty frustrating issue, especially if you have to make a couple of presnap adjustments. but, its a small issue. lol
One really cool thing I've now seen twice is that when the CPU is running clock (not chew clock) they have not gotten the snap off in time and got hit for delay of game. This wasn't just on a 4th down with under 20 seconds left. The first time it happened on a 3rd and 2 with 1:07 left in the game. I got the stop and won the game then. Just something I really liked.
One other thing as I was bringing pressure late in the game down 3, the CPU attempted to draw me offsides while showing blitz and I've seen numerous times them get nailed for a false start.
While both of these are smallish in nature for me it really adds to the realism and fun.
I had this in Onebacks media thread figured it could go here as well.
Highlighting blitzers doesn't really make sense as these players are generally picked up in real life by keeping a back or TE in to block, or by throwing "hot" to get rid of the ball before they get to the QB. There is some limited context for dealing with this via OL adjustments, but that should really just be handled via slide protection type adjustments.
I don't know if this question has been asked yet. I've been trying to read through all of these questions but quite frankly 16 pages is a lot to get through. My question is much like on previous Madden games, does a user have the option to select match ups in the passing game? For example, if I am playing against a team with a dominant WR, can I make it so that my best corner matches up with him all over the field? Thanks a lot
No. Unfortunately not this year but we did stress how much we'd like to have that added so maybe in the future. However, as a "quick" fix, they did add new package options which allow you to move your #1 and/or #2 CBs to cover the slots. That way if you know your opponent continuously moves their best WR to the slot, you can switch to that package to have your best CB cover their WR.
Anyone seen any penalties? Are they called more than last year or the same? Are different penalties called besides the 3 main ones from last year (i think clipping, holding and offsides?) or is there more variety now?