Originally Posted by
wolverinejay
thanks for doing this gschwendt. I know you take the time to answer our questions every year, but i just want to say that is one of many reasons that makes this such a great place to visit.
My questions:
1. Any new ratings in the game (qb attributes from madden, ol blocking strength and footwork make a return)?
2. Any changes to special teams (new formations, long fg kicking logic improved on heisman, blocked kicks a possibility)?
3. Does the cpu defensive zone adjustments switch off from balanced still like in ncaa 10, 11, 12, and 13(at any point during a game usually quite early the cpu will switch their zones mostly to aggressive but sometimes conservative and then leave it like that for the rest of the game, aka the db glitch)?
4. Penalties? Tell me you finally saw some pass interference penalties being called on both offense and defense?
5. Did ea tiburon give us any more options to toggle on/off (game plan adjustments for both offense and defense) or add any new difficulty levels(scouting)? Scratch that part on scouting since it probably falls under dynasty.
6. Foot planting aka player movement tweaks. How does using the left stick only feel when controlling the player? Ice skating all over the field is what player movement in ncaa 12 and 13 felt like to me especially when i wasn't using jukes or spins.
7. The speed of the game increased again? It sure seems each new version just amps up the on field speed a notch from normal to fast. I recently played ncaa 11 then 12 then 13 all on normal speed and anyone can tell the default speed of the game increased each new version.
8. Pass rush? How much time in the pocket we have gotten in last couple ncaa's and madden's is beyond ridiculous. The norm in football at a high level is 3 to 4 seconds where as in ea tiburon's world it is 6 to 8 seconds. Has this changed at all for ncaa 14?
9. More pass rush questions this one deals with finesse moves for 85+ fmv ends. In ncaa 12 and 13 only power moves mattered has this been remedied. Finesse moves were used often in ncaa 11 so why they became practically extinct the last 2 years is mindboggling. Do we finally see the return of finesse moves by my cpu teammates in ncaa 14?
10. Does the qb still drift to the right on pass plays resulting in the le getting the vast majority of sacks during gameplay?
11. Please tell me the ol/dl interactions at least take into account ratings differences in ncaa14? In ncaa12 and 13 the lt was dominant no matter if he was a 70 rated pass blocker or a 95 rated all-american resulting in the 95 rated re playing patty cake baker's man all day with the lt.
12. Any changes to throw a wr open? My problem with ncaa 13 and madden 13 was that any wr could instantly change his route because the qb simply pushed a certain direction on the stick while passing. Way to overpowered for my liking in last year's games.
13. Any insight on the rt turbo button? How does it impact fatigue on a single play if used more than once? How quickly does it help to go from zero to top speed(i.e. Is it 2x or 3x as fast compared to not using turbo to get to top speed)?
14. Injuries related to fatigue? More injuries for my team or is it still my qb, hb and wr?
15. Mario running? Finally gone?
16. Last question honest, lol. Anything overpowered in the early version of the game you played. I know that doesn't mean it will be come demo time or for the actual release. Really only concerned about the run game. Pro style running using 2 te's and fb's? Hb counters too easy like ncaa 11? Running between the tackles? Option both under center triple option and shotgun read/speed option? Just curious if you felt anything was too easy since from your videos i can tell we play very similar.
Thanks again we all appreciate it.
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