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Thread: NCAA Football 13 - Quick Clips

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  1. #301
    Administrator JBHuskers's Avatar
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    Quote Originally Posted by WolverineJay View Post
    Did anybody else notice these two things:
    1) 60 minutes of scouting unlocks 12 attributes for DEF players and just 10 for the OFF guys (the 1st ATH gets 12 unlocked because he is obviously highest rated at CB with both high grades in MCV and ZCV) and (SS gets 12 unlocked for full 60 minutes of scouting) meanwhile the HB, WR, and ATH (who appears to be highest rated as a WR) only has 10 categories unlocked with a full 60 minutes of scouting. Strange that EA would do it this way giving preference to scouting defensive players since it unlocks more.

    2)EA Tiburon completely changed their STR rating scale in terms of bench press totals. NCAA 12 had 432 BP= 80 STR, 372= 70 STR, and 312= 60 STR while NCAA 13 has them broken into more realistic 5 lb increments like SQT totals (390= 80 STR, 340= 70 STR, and 290= 60 STR. This change was needed for realism sake and I appreciate it.
    It's based on how many total ratings that position has. ATH gets more cuz they have the most attributes.

  2. #302
    Heisman morsdraconis's Avatar
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    Quote Originally Posted by JBHuskers View Post
    You don't go after non-green dot 4 and 5 star guys in-season?

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    I never play with teams where that's even an option. I'm lucky to have a player interested in me at all, much less have the ability to steal them away from other players.

    I don't play NCAA with highly rated teams. That's snoozeville, USA for me.

  3. #303
    2nd ATH only gets 10 unlocked compared to 12 for 1st ATH scouted, its strange EA chose to do it that way based on OFF or DEF.

  4. #304
    Administrator JBHuskers's Avatar
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    Quote Originally Posted by morsdraconis View Post
    I never play with teams where that's even an option. I'm lucky to have a player interested in me at all, much less have the ability to steal them away from other players.

    I don't play NCAA with highly rated teams. That's snoozeville, USA for me.
    I've been able to get and guys that were not green dots that were still down to the Top 10 with a 1-star rated Army team. It may only happen once a year, but it happens.

  5. #305
    Hall of Fame ram29jackson's Avatar
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    boring..just show more game play action stuff..unless they fixed the logic so you arent stuck with guys rated in their 40s and you have take time to change those ratings every single year, I dont care about these changes really..I mean I care, but you can see that when the game comes out..just give me more on field stuff LOL

  6. #306
    Administrator gschwendt's Avatar
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    Quote Originally Posted by WolverineJay View Post
    Did anybody else notice these two things:
    1) 60 minutes of scouting unlocks 12 attributes for DEF players and just 10 for the OFF guys (the 1st ATH gets 12 unlocked because he is obviously highest rated at CB with both high grades in MCV and ZCV) and (SS gets 12 unlocked for full 60 minutes of scouting) meanwhile the HB, WR, and ATH (who appears to be highest rated as a WR) only has 10 categories unlocked with a full 60 minutes of scouting. Strange that EA would do it this way giving preference to scouting defensive players since it unlocks more.
    Not sure if that's intentional or coincidental. My understand was that the number unlocked would vary from player to player, not necessarily offense vs defense. Obviously I could be wrong or this could be their way to hide it but I wouldn't take it as gospel yet that it will indeed be that way 100% of the time.


    *Edit
    And actually, the QB has 11 attributes unlocked.
    Last edited by gschwendt; 05-31-2012 at 02:20 PM.

  7. #307
    Still strange that 10 minutes scouting doesn't equal the same amount of unlocked attributes for any player. Unlocking attributes should be universal not position by position specific amounts that seems like a weird (and more tedious) way of doing it. Maybe it is just a bug who knows it just stood out to me as odd.

  8. #308
    Heisman psuexv's Avatar
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    Quote Originally Posted by WolverineJay View Post
    Still strange that 10 minutes scouting doesn't equal the same amount of unlocked attributes for any player. Unlocking attributes should be universal not position by position specific amounts that seems like a weird (and more tedious) way of doing it. Maybe it is just a bug who knows it just stood out to me as odd.
    Not necessarily. Sometimes it might take you longer to properly evaluate different kids. Two kids running the same drill or watching film on two different kids would most likely give you different views on each kid.

  9. #309
    Varsity Kwizzy's Avatar
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    Quote Originally Posted by psuexv View Post
    Not necessarily. Sometimes it might take you longer to properly evaluate different kids. Two kids running the same drill or watching film on two different kids would most likely give you different views on each kid.
    This.

  10. #310
    Maybe it is based off of what is scouted that week. 1st QB gets 11 unlocked but no scouting was done with THP THA while 2nd QB scouted gets 10 unlocked but you get both THP and THA unlocked. I would take the latter scouting and if it was under user control I'm sure 99% of people would choose THP and THA to be scouted rather than STR and STA. I'm fine with it, lol just seems weird since it is random and completely out of our control what is scouted.

  11. #311
    Heisman psuexv's Avatar
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    Quote Originally Posted by WolverineJay View Post
    Maybe it is based off of what is scouted that week. 1st QB gets 11 unlocked but no scouting was done with THP THA while 2nd QB scouted gets 10 unlocked but you get both THP and THA unlocked. I would take the latter scouting and if it was under user control I'm sure 99% of people would choose THP and THA to be scouted rather than STR and STA. I'm fine with it, lol just seems weird since it is random and completely out of our control what is scouted.
    I'm assuming it's completely random and there isn't any logic built in, like this guy already got THP scouted so this guy doesn't.

    I agree though that it's kind of meh that you don't get to pick. Obviously if I'm a coach and scouting a QB, the first thing I'm looking at is his arm THA and THP. Then moving to Awareness, strength, injury.....

  12. #312
    Quote Originally Posted by psuexv View Post
    I'm assuming it's completely random and there isn't any logic built in, like this guy already got THP scouted so this guy doesn't.

    I agree though that it's kind of meh that you don't get to pick. Obviously if I'm a coach and scouting a QB, the first thing I'm looking at is his arm THA and THP. Then moving to Awareness, strength, injury.....
    I noticed that AWR isn't scoutable as well. Maybe they still have it listed on recruiting screen after SQT, but I'm not liking the inability to know whether my incoming guys are football smart or as dumb as bricks on the field.

  13. #313
    Heisman souljahbill's Avatar
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    I thought awareness only affected QBs?

  14. #314
    It affects penalties like jumping offsides or false starts for DL and OL. It also has a huge impact on ball in the air awareness for defenders. Having players on the field as dumb as bricks (below 70 AWR and your CPU controlled defenders are pretty clueless when the ball is in the air). If you get a CB or S with 90's AWR he will jump way more routes (warp into action to swat or pick it off). The CPU team well for them the AWR rating is really dependent on Difficulty level and the Pass Defense Slider because I've seen CPU 55 AWR DB's consistently jumping routes and doing the peel off deep coverage and get a pick 6 on another WR bs on Heisman default but that never happens for the User team's defenders(they require high AWR to play smart football).

  15. #315
    Varsity beartide06's Avatar
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    For some reason I was under the impression that some ratings that were unlocked already could go up or down each week they were scouted until that rating reached a specific set number. So, What I am understanding now is that once a rating is unlocked that's what it remains as? For example, if I scout a QB and his THP comes in at 83, that rating can't change with further scouting?

  16. #316
    Heisman jaymo76's Avatar
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    So can you still create a player? Since you already know the ratings of a created player, how would this work? Are created players still able to be gems/busts?

  17. #317
    Administrator gschwendt's Avatar
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    Quote Originally Posted by jaymo76 View Post
    So can you still create a player? Since you already know the ratings of a created player, how would this work? Are created players still able to be gems/busts?
    No clue... I never mess with creating a player. I imagine though, he'd just be straight up how you created him.

  18. #318
    Booster JeffHCross's Avatar
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    Quote Originally Posted by JBHuskers View Post
    In this weekly Quick Clip video we started a Dynasty to show case what scouting looks like when you 1st start a Dynasty. Later on we will do another video showing you how scouting will help you find gems or locate the busts.
    So, uhm ... Freshman WR with 94 Carry.


    Quote Originally Posted by souljahbill View Post
    I thought awareness only affected QBs?
    Not sure what you mean here, but it's pretty much the opposite. AWR goes into the logic decisions for all players on the field. While it's impact for all players is debatable, since the player is always controlling the QB, AWR is basically negligent for QB (except that it affects how quickly a QB gets rattled and seems to affect accuracy of option pitches). But for defensive players, offensive linemen, etc, AWR is pretty important. It's not the most important stat at any given position, but I've seen my share of blown plays thanks to low AWR (mainly by DBs).
    Twitter: @3YardsandACloud

  19. #319
    Heisman jaymo76's Avatar
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    Maybe a 94 Carry is poor scouting and the kid is actually a bust???

  20. #320
    Heisman souljahbill's Avatar
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    Quote Originally Posted by JeffHCross View Post
    So, uhm ... Freshman WR with 94 Carry.


    Not sure what you mean here, but it's pretty much the opposite. AWR goes into the logic decisions for all players on the field. While it's impact for all players is debatable, since the player is always controlling the QB, AWR is basically negligent for QB (except that it affects how quickly a QB gets rattled and seems to affect accuracy of option pitches). But for defensive players, offensive linemen, etc, AWR is pretty important. It's not the most important stat at any given position, but I've seen my share of blown plays thanks to low AWR (mainly by DBs).
    I may be wrong, but I think I remember reading/hearing that awareness only affects QBs when the game was simmed or what causes them to go robo or something like that.

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