That's another idea I had, but it morphed into the idea of the secondary position ... basically as "Scout as" and "Train as". For example, just because I have a Speed WR doesn't mean I want his Speed to be the focus of his development ... maybe I want him to develop his Possession skills. Or maybe I changed his position and I'm primarily worried about his AWR. Or maybe I have a CB that I want to "Train as" a SS because I'm expecting to move him during the offseason.
2k had something similar on their college basketball titles ... I think that was just in the weekly practices, you could tell the game what you wanted individual players to practice on (and thereby progress on).
Twitter: @3YardsandACloud
Watching Clowney destroy Michigan makes it apparent that OL/DL interactions need to be completely redone. Stud defensive ends just do not have the impact they should in the game, especially the running game. Hell, the play on the goaline that the Stanford player made against Wisky will never be made in NCAA right now. Just cancels out the trenches and the game really suffers because of it.
might be because the right and left tackles seem to be overpowered in the game. sim a dynasty, and then look at the leaders in pancake stats. right tackles will usually way outnumber every other position (like 8 of the top 10). left tackles will have the second most, but only slightly more than the 3 inside positions.
I would like to see the move a DT does to split a double team used in 1on1 blocking. The number of animations that play(not sure if they have more in the game that just do not trigger) are far to limited. There is no push up the middle, and the only disruption really comes from blockers just completely missing instead of getting beat. I rarely even look at pancakes because in the our Powerhouse OD my TE's are leading my team in pancake blocks. You can see the potential of what the line play COULD be, but it just rarely ever happens. It is way too important for it not to be addressed this year IMO.
That's only in simulation though. In actual gameplay, the LT and RT really aren't that overpowering. The Powerhouse OD doesn't even end up with guys in double figures in pancakes for the season.
I don't know if sliders are to blame, but it seems like "stud" ANYTHING, no matter what position, can't dominate the game in NCAA. Maybe a stud HB or QB can, but a stud CB will not force you to look the other way. A stud WR can be easily shut down (unless your opponent has sick user catch skills). A stud d-lineman will not blow up the opposing line any more than an above-average lineman will.
You can use stick skills to make a stud player play like one ... like DEs that people are able to figure out how to get around blocking. But if left to their own devices, studs of any position won't dominate. They'll just play slightly better than normal.
In short, there's no push ANYWHERE, especially in the running game. Pass Blocking has definitely gotten better this year, with a lot more chicken-fighting and pockets that actually form ... but there are too many "win" animations and not enough "stalemate" or "advantage" animations. If I try a swim move with a DE and it's not good enough, I shouldn't get pushed to the ground, not every time. I should get pushed wide or just shoved off the ball. Too many animations result in one or the other going down. A bull rush move should not result in a guy getting pushed to the ground face first. I've never seen that happen in real life with any frequency.
Unfortunately, I believe that's a limitation of the engine itself, and I don't expect to see a change this generation.
Last edited by JeffHCross; 01-01-2013 at 06:19 PM.
Twitter: @3YardsandACloud
good point about the sim stats. forgot about that aspect. however, for the bolded, thats just really sad.
is the easiest way to fix this, by lowering the ratings across the board? it seems, imo, that average players are set up to be rated around a 75 or so, and since the highest rating you're allowed is a 99, it makes it extremely hard to see the studs separate their gameplay/skills from the above average players.
One problem with the pass rush is the fact that there are really no speed rush moves to speak of. The only time it "feels" like a speed rush is if they jump the snap. To your point Jeff, you can turn almost anyone you user into a stud. In SBCOL I am using a True Freshman MLB that is like a 64overall and he is a beast because he is fast. Hell, I won the Bendarik in Powerhouse with Allen(MLB) as a RSFr and he was only like a 84 overall. They really need to make the ratings matter more. If a CB has 99 man and zone coverage, he should be an absolute shutdown corner. The problem is so many guys end up with those type of ratings it is hard to tell what ratings actually matter. This is not limited to just CB's either, as it seems it goes for almost any position. Remember how bad Barkley play for E that first year despite his 99 Tha? Is there some kind of consistency rating hidden or do hot and cold streaks mean that much kind of like momentum?
Take my CB Gandy from Powerhouse. He was the top rated CB in recruiting(80ovr) but has sucked all 3 years prior to this one. Was getting beat like he stole something every game no matter how good the WR was he was going against. All of a sudden this season he had a pick in each of my first 4 games, and should have had one in the last game but my SS came over and jumped in front of him. Prior to this season, he would drop almost everything. Now I expect him to catch anything close to him. He only jumped from a 88 to a 91 so his ratings have not improved that much but he is now playing like I expected him to when I recruited him 4 years ago.
I just want it to matter to get studs at impact positions. Right now the Jarvis Jone's and Clowney's of the world just do not matter. You very rarely get games like the one Jones had vs UF or Clowney vs Georgia. I would really like to see in user games my opponent have to use a TE to chip my DE/rush LB because his tackle cannot handle him 1on1. That is where the strategy is missing from this game IMO. I would also like to be able to recruit different types of OL and DL. I could go with a huge OL like Wisky, or go with a more athletic group so I could pull like a GT. Same thing with the Dline.
Right, but that's because you're damn good at avoiding blocks with your stick skills. Not because those guys are actually studs.
Eh ... I don't know what happened there. Because I was having the same problem with E.J. Manuel, and I haven't had that problem since. And I don't think he has either. I think we just hit some weird bug or momentum issue. May have been stealth patched.
Well, the strategy can only matter so much when there is no such strategy to be had. As far as I know, we have no way, in the game, to tell a TE to chip a stud DE. So they can't be that good. But they could still be better than they are.
Twitter: @3YardsandACloud
i would assume it could be possible for 14 now that the infinity engine gives a real body to players (currently, body parts pass through other body parts without penalty). combine that with adjusted routes for te's and you could create some kind of minor collision between a d-end and te.
Possibly. But I meant from a mechanics standpoint ... I don't think just setting the TE to pass block would do it, for example. There would have to be logic there to account for the fact that the LT/RT is getting his ass kicked, y'know.
EDIT: In short, there are a lot of adjustments that, from a strategic standpoint, are available to a real-life coach but not in the game. Some of those we don't need. Some we do. But that's a very, very deep rabbit hole.
Last edited by JeffHCross; 01-01-2013 at 08:41 PM.
Twitter: @3YardsandACloud
ya. btw, what happened to real assignment ai for the o-line? i have the playart turned on in my games, and on running plays, i'm not seeing it happen that a certain d-lineman is gonna get double teamed.
You may not be able to have a TE chip on a DE, but you can certainly leave him in to block. I think the big thing right now is the fact that there is no double team pass blocking which is a major issue. As for the MLB and stick skills, my point was you can take any player and make them a stud. Not just players with stud ratings.
This is one of the biggest disappointments this gen with NCAA. I know most hated it in 06 but I loved impact players. Elite players truly scared you in the game and you had to game plan around them. I would never throw near an impact safety. I wouldn't run inside against a stud DT and a stud MLB would make your life miserable. Impact WRs were very dangerous. It added a ton of personality to the game unlike the current games where every team has the same feel and you don't change your play calling for anyone.
To get the DL play right they have to add a ton of moves and animations for DE. Truly elite pass rushers should make your life miserable and force you to keep RBs into help. We need options where we can set the TE and\or RB to chip specific players before releasing. This area is so generic and bland in EA that it needs a ton of work.
Speaking of defensive players dominating games, I think the mechanic to "highlight a single defensive player" should be added. This puts 2 blockers in assignment on this one player. It would then be necessary to keep an extra blocker in to cover the hole that should create. I think this would add a certain level of strategy to both sides of the ball with all of the new possibilities this would create.
I agree. And I think EA could utilize the "gameplan adjustments" in order to do this. The existing adjustments (other than Tempo, Zone Defense, Option Defense, and Strip Ball) are more based on a player's individual skill or instincts than a coaching adjustment. The following is a list of additional adjustments I came up with that might be more applicable.
Cadence (This is more or less for the A.I. and to counter the Defensive "Jump Snap" adjustment)
AGGRESSIVE: HARD COUNT
(+) Higher Offensive Jump Snap Chance
(-) More False Starts
CONSERVATIVE: SILENT COUNT
(+) No False Starts
(-) Lower Offensive Jump Snap Chance
Offensive Line Splits
AGGRESSIVE: WIDE SPLITS
(+) Bigger Running Lanes
(-) Susceptible to Inside Blitzes
CONSERVATIVE: NARROW SPLITS
(+) Prevent Inside Blitzes
(-) Smaller Running Lanes
Run Blocking Scheme
AGGRESSIVE: ZONE BLOCKING
(+) Base, Backer, to Safety Progression
(-) Backside Defenders unblocked
CONSERVATIVE: MAN BLOCKING
(+) Block Assigned Man
(-) Minimal upfield progression
Offensive Line
AGGRESSIVE: CUT BLOCKS
(+) Take Out Legs of Playside Defenders
(-) More Illegal Chop Block Calls
CONSERVATIVE: DOUBLE TEAM
(+) Double Team "Keyed" Defensive Player
(-) TE or FB/RB Stay Home Block
Pass Offense
AGGRESSIVE: QUICK ROUTES
(+) Receivers Look for Pass Immediately
(-) Shorter Route Depth
CONSERVATIVE: EXTEND ROUTES
(+) Deeper Route Depth
(-) Receivers Look for Pass Later
_____________________________________
Defensive Line Techniques
CONSERVATIVE: BULLRUSH
(+) Occupy Blockers to Free Up Linebackers
(-) Less Chance of Making a Play in the Backfield
AGGRESSIVE: STUNT
(+) Higher Chance of Backfield Disruption
(-) Susceptible to Screens and Playaction Pass
Linebackers
CONSERVATIVE: READ PASS
(+) Initial Step toward Coverage Assignment
(-) Susceptible to Screens and Draws
AGGRESSIVE: GAP READ
(+) Initial Step toward Run Gap Assignment
(-) Susceptible to Playaction and Intermediate Pass
Safety Support
CONSERVATIVE: ROLL COVERAGE
(+) Double or Cloud Cover "Keyed" Receiver
(-) Susceptible to Run
AGGRESSIVE: LOAD BOX
(+) Run Support
(-) Susceptible to Playaction and Deep Pass
I had this same thing in mind when I first wrote up these additional adjustments, specifically "Offensive Line" and "Safety Support."Speaking of defensive players dominating games, I think the mechanic to "highlight a single defensive player" should be added.
Right, but my point was it's difficult to wish for DEs so dominate that you'd "need" to leave TEs to chip, since right now we'd have no counter-move for that.
Right. We, the user, can. But that's a far cry from a digital equivalent of Clowney taking over a game.As for the MLB and stick skills, my point was you can take any player and make them a stud. Not just players with stud ratings.
Twitter: @3YardsandACloud
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