Post your NCAA Football 12 gameplay questions in this thread.
However, before posting please review the thread to see if your question (or one similar) has already been asked and/or answered.
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Post your NCAA Football 12 gameplay questions in this thread.
However, before posting please review the thread to see if your question (or one similar) has already been asked and/or answered.
I'm not sure if this is the right thread but this question didn't seem to fall into any of the categories clearly. For years my 2 brothers and I have played co-op where all three of us play on the same team (even back to the PS2 days where we would drive all over trying to find a multi-tap). When I fired up the demo, multi-player co-op was not available. Please, please, PLEASE tell me that this is only for the demo and that multi-player co-op will be available in the retail version!
Any improvements or success running the flexbone? Last year I could run it against the CPU but got shut down by a stacked box and blitzing from Humans. Part of the reason because the option passes often resulted in sacks? Are they improved at all? Overall impressions of the flexbone offense would be great. Thanks.
Any differences with the Return Game in the final build than the demo? Last year you couldn't get any yards on returns and now kickoffs are broken with ease. Is there more balance? Do converage teams stay in their lanes or are they all running in a pack towards the return man?
I wasn't sure where to post this so please move it if this isn't the correct thread. I'm interested in seeing if gameplay stats like pancakes, half sacks, and assisted tackles are properly recorded from actual gameplay. I know that they are recorded from sim action but I'm wondering if the new collision system has added more atkls and half sacks. We all know that user controlled linemen actually executed pancakes but they were never properly recorded, so I want to see if this bug was fixed.
One quick thought about gameplay as it pertains to comparing the NCAA Football 12 demo to the retail version of NCAA Football 12...
None of us had access to the demo until it was released on the respective consoles today. Chances are most of us will only have ended up playing a handful of games in the demo before the copies get in tomorrow. With the ability to release live tuner packs for the demo, gameplay will probably change in the demo; while some of us may hold onto the demo and keep up with the tuner packs, chances are that we won't be on the same page as everyone else with regard to how the demo plays.
Just something to keep in mind when you ask us to compare the builds against one another. Not saying that we won't be able to answer those comparative questions, but gameplay may end up being quite fluid because the demo will have access to updates.
My biggest complaint about the demo is the number of pancake blocks. On Heisman the cpu OL gets a ridiculous amount of pancakes. It's awful. Even on AA the Bama OL gets too many. Did you guys see this at your community days and what are your thoughts on this area in the demo and retail copies?
Thanks Steelerfan. That's a relief because sliders aren't going to be able to fix that.
For gameplay, many would like to know about the return game. If you guys could shed some light on what you are seeing on the retail side of things I'm sure the community would appreciate that very much.
I'd also like to ask about the DLine pressure on the retail version. I know Kwizzy mentioned in the Demo Impressions thread about he'd like it to be toned down slightly. I was wondering what your take is on that with the retail version Kwizzy? Anyone else can chime in on this as well as a comparison from Demo to retail.
Yeah I will definitely be looking into that. I like that it's easier to get pressure I'd just like to see it take a little bit longer before the defenders come completely clean. This also goes back to the win/loss interactions that Oneback referred to. I'd like to see more interactions that aren't so cut and dry in every aspect of OL/DL interactions. I know I have personally included a chunk about that in all of my feedback this year so hopefully it will continue to improve in the future as well.
Thanks Kwizzy and Oneback.
I too would like to see the return game tuned down just a bit. I don't want to get into my league and have to onside or sqib everytime so they don't house a Kick-Off.
I take it some of you guys are getting the real version or final version of the game in a few days?
Are all the RB's that quick out of cuts? Big backs too? They have LaMichael James and Ruchardson quick as hell.
They also need to play and tweak the zone read a little more. QB still gets tackled quick when the DE chases the RB
Is it possible to audible from Wildcat formations? The inability to change a play from those formations largely killed their value for me last year. I understand the possibility for online exploits, but is it at least possible to audible on offline play now or dynasty?
Is the computer still calling timeouts with 2:01 left in the game? (very annoying in 2011)
Can we just get some bulleted style gameplay impressions from the final build?
The juke move is the #1 move by a RB in open space IMO. Yet the juke appears to be useless now. Who thought this change was good? Will anyone even use it in NCAA 12?
One thing I would like tested is using a very weak team (user) vs. OU (CPU). My concern is the CPU return game. Is it overpowered vs weaker teams? Too many pancake blocks like in the demo? Things of that nature...
...and I'd also like to know the final score.
Parts 1 & 2 of Arkansas State (me) vs Illinois (CPU). Will upload Parts 3 & 4 tonight. Game is played on All-American with default sliders.
http://www.youtube.com/watch?v=2fyZhvMLF8E
http://www.youtube.com/watch?v=s6yc7LGkV8I
I love the fact that the grill on the gamingtailgate logo smokes when you open up the YouTube page.
Can't see It
It's only a couple of kick offs but the returns seems a little overpowered. Are any of you guys concerned yet or do u feel you still need more data?
My main question though...can EA tune kickoff coverage/returns?
You might want to mention the juke to the EA guys. It is a little too weak. I've had to go to the spin move as my #1 move. I hate that.
alright... i love the videos... seriously... for retail that is about what i had hoped/expected to see...
notables for me so far are @6:50 of the first video you see a DL jump to swat a downfield pass...the distance from QB to WR on the dig is 24 yards at the time of the throw so its the "low trajectory" and the DL jumps and doesnt quite make it... pretty refreshing...
also on the return game... i went back and looked at every return on kickoffs both HUM and CPU
1 - U 4-34
2 - C 7-31
3 - U 3-24
4 - C 6-31
5 - U 6-23
6 - C 5-30
thats pretty average, i feel... would like to see higher rated teams and what the average is... and sorry G, with the way the CPU plays better this year on both sides of the ball especially with that scrmable coming into play BIG TIME now, i have to admit i gave Illinois a little fist pump when he scrambled in to tie you up lol :nod:
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I think kick off returns is fine.........If anything let that player's return rating determine how well or bad he does on returns. Far as special moves go......Not only is the juke move under powered, by the stiff arm is underpowered as well.
Have any of you guys had your punt or FG blocked by the cpu yet ? This is something that needs to be looked at. Past 2 years kicking punts and FGs were automatic, they never got blocked by the cpu. Also can you do low and high hit sticks this year or is it just middle of the body hit stick ?
On the demo didn't matter if I pressed up or down, it was always middle of the body hit stick. I would love to do a hit stick that took out a runners legs out from under them.
And finally.....I noticed on the demo it seemed like the more you sacked the QB, the quicker he was to scramble and roll out & force passes. Did you guys notice that or am I just seeing things ?
I feel like even if I am running almost parellel with the defender if i flick the stick to cut to the inside of the field they will always turn back and tackle me? I always watch Devin Hester's return videos and once he makes a cut you dont tackle him. It seems the only way to have a chance in this game is if you flick the stick side to side a few times to get the stutter animation, which happens in real life but also ballcariiers can make one cut and go too without getting tackled
Hey G have you noticed a difference between high THP QBs and low THP QBs? Same with THA?
Can we get an officiall response about the ps3 retail version graphics...are thay much improved from the demo version?...I want an answer from a person that played the demo and the retail version...
there are HD videos on here that show in game on PS3...
http://www.thegamingtailgate.com/for...es-Media-Day-1
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