Page 6 of 28 FirstFirst ... 4567816 ... LastLast
Results 101 to 120 of 547

Thread: Gameplay

  • Share
    • Facebook
  • Thread Tools
  • Display
  1. #101
    Freshman
    Join Date
    Nov 2010
    Location
    New England
    Posts
    118
    1. Full quarter will do..no need to record a whole game, that will take too long. With one quarter you can do more match ups per a day.

    2. Far as the option and teams having a hard time running to the outside in general, I think it is because the secondary and OLBs reacts to the run too fast. It was the same problem in NCAA 11. That is why I wish NCAA 12 had the run reaction slider that Madden 11 has. That would fix option and running to the outside.

    3. I second what Rudy said. QB slide for the cpu need to be either eliminated or severely toned down. They slide at the wrong instances. No QB in the real world would slide when they are that close to the end zone. Nor would they slide on 3rd down plays, they would be trying to get the 1st down.

  2. #102
    Quote Originally Posted by Gotmadskillzson View Post
    1. Full quarter will do..no need to record a whole game, that will take too long. With one quarter you can do more match ups per a day.

    2. Far as the option and teams having a hard time running to the outside in general, I think it is because the secondary and OLBs reacts to the run too fast. It was the same problem in NCAA 11. That is why I wish NCAA 12 had the run reaction slider that Madden 11 has. That would fix option and running to the outside.

    3. I second what Rudy said. QB slide for the cpu need to be either eliminated or severely toned down. They slide at the wrong instances. No QB in the real world would slide when they are that close to the end zone. Nor would they slide on 3rd down plays, they would be trying to get the 1st down.


    Do you think this can be tuned (the qb slide) or does this need a patch.

  3. #103
    Freshman
    Join Date
    Nov 2010
    Location
    New England
    Posts
    118
    Quote Originally Posted by umhester04 View Post
    Do you think this can be tuned (the qb slide) or does this need a patch.
    It should just be able to be tuned. Kind of like they tuned the RBs from always covering the ball in open space last year.

  4. #104
    Administrator gschwendt's Avatar
    Join Date
    May 2010
    Location
    Raleigh, NC
    Posts
    11,266
    Alright, after more testing and a fairly in depth conversation with Oneback, I now have a much better handle on the Flexbone Triple Option vs 3-4 defense. Changed up this year compared to last year is that 95% of the time, you'll be reading the DE, even against the 3-4 (last year the OLB was the read). Unfortunately however, at this point in time the blocking play art before the play doesn't always reflect that.

    That said, everything appears to be working 100% correctly according to Oneback's explanation save for the blocking playart.

  5. #105
    Heisman morsdraconis's Avatar
    Join Date
    May 2010
    Location
    Huntington, WV -------------Michael Guthrie
    Posts
    8,305
    That's great to hear. That's how it should be working and it's great to hear that that is the way it is. Good stuff.

  6. #106
    Administrator gschwendt's Avatar
    Join Date
    May 2010
    Location
    Raleigh, NC
    Posts
    11,266
    Arkansas State at Illinois Part 3/4. Parts 1 & 2 here.

  7. #107
    I think I stand half-corrected on the intentional grounding issue: when I labbed it in the demo, I tried letting a DE get his hands on me before quickly throwing the ball away using R1, and I didn't get a flag (when I should have, because I would been doing it to avoid a sack). Otherwise, randomly pressing R1 before getting in the grasp of a defender should not result in a flag.

    The flip play / audible aspect is definitely a total bug though.

  8. #108
    Heisman morsdraconis's Avatar
    Join Date
    May 2010
    Location
    Huntington, WV -------------Michael Guthrie
    Posts
    8,305
    Wow, I would have been pissed about that INT there at the end. CB made a ridiculous play on the ball.

  9. #109
    Administrator gschwendt's Avatar
    Join Date
    May 2010
    Location
    Raleigh, NC
    Posts
    11,266
    Through one half of an epic Army (me) vs Navy (CPU) game (most of which should fit into the 15 minutes), here are the rushing stats:

    Going to try to process it tonight and upload it to have it available first thing tomorrow morning.

  10. #110
    The CPU numbers are encouraging right out of the box. At least with their fullback(G.Tech's B-back). #39 was their big weapon besides the QB last year in IRL. It took sliders and specific O-Line, HB,FB and QB ratings tweaks for option teams to make the CPU option game workable. Does the CPU option game feel threatening and well run?
    Last edited by fincane; 07-01-2011 at 12:31 AM.

  11. #111
    Freshman
    Join Date
    Nov 2010
    Location
    New England
    Posts
    118
    Navy seems to be having trouble running the ball. I take it all the FB yards came up the middle ?

  12. #112
    Administrator gschwendt's Avatar
    Join Date
    May 2010
    Location
    Raleigh, NC
    Posts
    11,266
    Quote Originally Posted by Pantera1968 View Post
    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!
    Yes. You can in fact play with at least three (I assume four) players on the same team both in a Play Now and in a Dynasty game. I assume not in Online Dynasty but we don't have access to online right now so I can't test that.

  13. #113
    Varsity beartide06's Avatar
    Join Date
    May 2010
    Location
    Windsor, CO
    Posts
    468
    In the demo, when a player was sacked and when the ball popped out and went backwards or right to the ground , a lot of the times it would be ruled an incomplete pass when it was clearly a fumble. Has this been fixed in the retail version?
    Last edited by beartide06; 07-01-2011 at 03:49 AM.

  14. #114
    All-American texacotea's Avatar
    Join Date
    May 2010
    Location
    Greenville SC
    Posts
    1,594
    Quote Originally Posted by texacotea View Post
    Havent looked through all 5 pages, but really noticed it today. DO the RBs still catch the screen and take off really quick?
    What about this^^^

  15. #115
    Freshman
    Join Date
    Feb 2011
    Location
    New Orleans, LA
    Posts
    43
    Quote Originally Posted by gschwendt View Post
    Yes. You can in fact play with at least three (I assume four) players on the same team both in a Play Now and in a Dynasty game. I assume not in Online Dynasty but we don't have access to online right now so I can't test that.
    Awesome! You made my day. Thanks man!

  16. #116
    Compared to the demo how different do the following things feel in retail?
    1) CPU D blocking down passes over the middle
    2) Cover 2 safeties being able to cover WIDE side of field
    3) D-line and others getting over-pancaked
    4) Injuries

    Thanks

  17. #117
    Administrator gschwendt's Avatar
    Join Date
    May 2010
    Location
    Raleigh, NC
    Posts
    11,266
    Two new gameplay clips uploaded

    Arkansas State vs Illinois Part 4/4


    Army at Navy

  18. #118
    All-American Deuce's Avatar
    Join Date
    May 2010
    Location
    Dallas Metro
    Posts
    1,892
    Is it me or does the CPU seem to run the option much better this year?

  19. #119
    Quote Originally Posted by hawkeyeguy View Post
    Is the computer still calling timeouts with 2:01 left in the game? (very annoying in 2011)
    I'm going to go ahead and bump this question in hopes of an answer

  20. #120
    Administrator gschwendt's Avatar
    Join Date
    May 2010
    Location
    Raleigh, NC
    Posts
    11,266
    Quote Originally Posted by hawkeyeguy View Post
    I'm going to go ahead and bump this question in hopes of an answer
    I can't say 100% for certain but I will say that in the Army/Navy video above, at 9:27 you see they do call a timeout exactly 2 minutes left in the half (when I had the ball). Conveniently it was as I was about to start a fourth down play so in reality, it was a good time to call a timeout, though they probably could have done so 10-15 second earlier.

Bookmarks

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •