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Thread: Gameplay

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  1. #241
    Heisman jaymo76's Avatar
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    Quote Originally Posted by fincane View Post
    Isn't play action used to fool defenses to go along with an productive running game? I don't know the circumstances of the sacks, but why would a defense respect the play action if you didn't run the ball at all?
    Yes, you're correct. However, I don't play the demo to win. I play the demo to TEST the effectiveness of plays, defenses, etc. Hence after being blown up in several of the demos I decided to go pretty much all play action to see how the law of averages would work out. Based on the demo as I have stated, there are still some significant concerns re play action.

  2. #242
    Hall of Fame ram29jackson's Avatar
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    Quote Originally Posted by souljahbill View Post
    Well, after my Southern Miss intro disappointment, I'm very anti-big schools right now (LOL!), so pick 2 mid-majors of your choice in whatever situation you choose. The little guys need some love.


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    HOW ABOUT Southern Miss at Akron ? see how good-bad those teams are and see the environment of new stadium.....?

  3. #243
    Heisman psusnoop's Avatar
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    Thanks everyone for looking into the coverages there as I have been seeing this in the demo too.

  4. #244
    Heisman souljahbill's Avatar
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    Quote Originally Posted by ram29jackson View Post
    HOW ABOUT Southern Miss at Akron ? see how good-bad those teams are and see the environment of new stadium.....?
    Of course I'd never turn down some USM footage but I don't care if they're used or not. I would just prefer to see anybody other then "the usuals" (Notre Dame, Alabama, Texas, Penn St. Ohio St. etc.). You know, the teams that are going to dominate online play so no one can ever go online and play as San Jose St. even though they graduated from there.


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  5. #245
    Whats wrong with Notre Dame O:?

  6. #246
    Hi guys. First time poster here. Thanks for all of the great information you are giving us. I wanted to know if you could please let the programmers know about the problems with the no-huddle offense for CPU teams. Players are in the wrong formation all of the time. For example, if the computer runs a play from the wildcat formation and runs the no-huddle offense, a RB will be the QB on the next play. This happens all of the time!! I think EA does an amazing job but I still don't think they do enough testing with the CPU AI. Thanks again guys!

  7. #247
    I second the post above.

  8. #248
    Administrator gschwendt's Avatar
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    Nevada (me) at Indiana (CPU)

  9. #249
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    Quote Originally Posted by Coach Kernzy View Post
    In coach mode game play can you use the normal camera angles as well or is the broadcast cam the only option?
    Has this been answered yet? I think it got passed up with other discussions, bumping it.

  10. #250
    Administrator gschwendt's Avatar
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    Quote Originally Posted by Cipher 8 View Post
    Has this been answered yet? I think it got passed up with other discussions, bumping it.
    It was answered here: http://www.thegamingtailgate.com/for...ll=1#post75872

  11. #251
    Heisman Rudy's Avatar
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    Quote Originally Posted by jaymo76 View Post
    I know it's been brought up before but I will say it again... PLAY ACTION (in the demo) is still seriously flawed. I just played as Oregon and for ALL offensive plays I used play action. It was ugly. The Game Track kicked in and talked about Texas D having six sacks. If play action continues to be this poor on the retail it will really impact my enjoymanet of the game.
    I played with Oregon this morning and ran play action 2-3 times and had success on each play including a TD pass. It's way better than NCAA 11 imo.

  12. #252
    Hall of Fame ram29jackson's Avatar
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    Quote Originally Posted by souljahbill View Post
    Of course I'd never turn down some USM footage but I don't care if they're used or not. I would just prefer to see anybody other then "the usuals" (Notre Dame, Alabama, Texas, Penn St. Ohio St. etc.). You know, the teams that are going to dominate online play so no one can ever go online and play as San Jose St. even though they graduated from there.


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    given the opportunity, I'll play with lower ranked teams any time,anywhere. I honestly want to use as many teams as I can this year, just to do it

  13. #253
    I still see some weird things with zone coverage. Not sure if it's ratings related or what, but sometimes it looks like the linebackers and hook zone players do not do a very good job deciding when to gain depth and stay with a vertical route. Doesn't seem to happen 100% of the time, but it happens enough make you wonder what the player is doing. For example, that play right before the end of the Nevada-Indiana video, the defense looks to be in some kind of Cover 2, and the MLB completely turns the TE loose down the middle of the field, which probably should have been a TD. Despite the efforts to improve zone, it still looks to me like it will largely be necessary to user control either an MLB or Safety to ensure that you don't give up some cheap passes over the middle.

    So far, I actually am pretty pleased with what I've seen (and experienced in the demo) with the pass rush/pass blocking. There's probably still a little too much of the "all or nothing" element to it, but I like that you don't see nearly as many instances where DL end up being completely irrelevant, and it seems like you get a lot more coverage sacks than there were last year because the DL stay on their feet and stay active to try and get to the QB, and there isn't nearly as much suction which makes it harder for the OL to hold up for extreme lengths of time. Last year you basically either got a free runner to the QB on a blitz or didn't get any pressure at all, and this year it seems like you can still get some decent pressure, even if the offense accounts for everybody initially. 4 and 5 man rushes seem to have more teeth to them, which is really nice in combination with the improved (though imperfect) coverage which takes away a lot of those easy quick throws that were always open last year. Also, it seems like stunts and cross blitzes work a lot better due to the lack of suctioning. Basically angles seem to matter a lot more because linemen aren't able to warp into position to make the block, and because players can disengage a lot better when they have an angle to get to the ball.

    I am also pretty pleased with what I see in terms of QB accuracy and WR catching. I always felt like WRs have caught too many passes in traffic, and this year it seems like the defense is a lot better at knocking passes out and getting incompletions even if the WR gets his hands on the pass initially. Last year it felt like any pass that hit a WR in the hands was going to be caught, even if the guy got his head taken off immediately after touching the ball. QB accuracy might still be a little too high, but it seems to at least be a little less forgiving than it was last year, particularly on passes more than 15 yards downfield. Last year you could basically fire the ball on a rope down the seams and into that area between the LBs and safeties and expect even mediocre QBs to thread the needle. Seems to be less the case this year.

    I like that the Pistol and Shotgun Option offenses seem to be more fully developed than in the past. With custom playbooks I think that we are finally past the point of being seriously constrained by the default playbooks, at least on offense. Defensively it looks like they added a bunch of good things, particularly as far as zone coverages are concerned, but they also seem to have removed a lot of the man to man blitzes that worked well last year (i.e. Nickel Strong NB Blitz). I will be interested to see how that plays out as the year goes on. I'm not sure that the defense has quite all of the tools that they need to keep up with the expansion of the offensive playbooks (i.e. the ability to run a truly balanced offense from Shotgun).

    I am not terribly impressed with the computer at this point, both in terms of playcalling and in terms of executing the plays. I will be really interested to see some videos of online play to get a feel for how the game plays in USER v USER matches.
    Last edited by rhombic21; 07-02-2011 at 10:49 PM.

  14. #254
    Hall of Fame ram29jackson's Avatar
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    Quote Originally Posted by gschwendt View Post
    Nevada (me) at Indiana (CPU)
    first two drives seemed pretty easy

  15. #255
    Administrator gschwendt's Avatar
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    Quote Originally Posted by huntt26 View Post
    How about the Cy-hawk game, Iowa @ Iowa State? A lot of my friends (and of course myself) would appreciate this one! Plus, we can see if there is any special end of game presentation elements for a rivalry game with a trophy.
    Recorded. I started a Dynasty using Iowa State and simmed to the Iowa game. I'll start the upload tonight, should be available sometime in the early morning.


    Regarding stat overlays, in that game I only saw one stat overlay... it was from an Iowa CB having two interceptions. So they are still there... just still not happening as often as I think most people would like to see them. It will likely end up being near the end of the video once it's edited.

  16. #256
    Administrator gschwendt's Avatar
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    Quote Originally Posted by hornfan36 View Post
    Hi guys. First time poster here. Thanks for all of the great information you are giving us. I wanted to know if you could please let the programmers know about the problems with the no-huddle offense for CPU teams. Players are in the wrong formation all of the time. For example, if the computer runs a play from the wildcat formation and runs the no-huddle offense, a RB will be the QB on the next play. This happens all of the time!! I think EA does an amazing job but I still don't think they do enough testing with the CPU AI. Thanks again guys!
    Welcome. I definitely agree and will pass along your thoughts (as they are my own) but just speaking for myself, I'm not sure that it will happen this year in a patch or not. It would probably require some new programming hooks that says "this was my formation/personnel, these are the formations with the same personnel, if I want out of that personnel, I need to return to the huddle". As well, some other cases would technically have different personnel but you wouldn't necessarily have to go back to the huddle (ex. going from Spread 4WR to 5WR).

    Like I said, I'll pass it along, just not sure much can be done this year.

  17. #257
    thats a tough call on that one play though rhombic... in cov2 hook/zone guys wont get depth they will ride him through to the safety... the safeties recognized the deep routes of the outside receivers as threats once they passed 10 yards so they split... which, the play called is perfect for exploiting cover 2... with 2 routes that would get passed off as vertical even though they were a deep stop and a dig, its just the way it works... cov 3 would have been a better call, but its always easy to make the better call when we can rewind...

    i agree with you on the drops... i love the drops... keep them coming

    "E"

  18. #258
    Quote Originally Posted by rhombic21 View Post
    I still see some weird things with zone coverage......
    I was initially marginally impressed with zone coverage, but I think that was because in the demo you're playing with 4 teams that are pretty high quality. The slew of gameplay videos coming out featuring lesser teams are making me lean the other way. I'm just not seeing the "zone coverage based on route recognition" aspect (which was partly how it was touted) very much, if at all.

    Definitely agree about the line play. It's still terribly programmed, but on AA and Heisman it definitely seems tuned to produce more reasonable results in terms of pocket pressure. The reduction in suction blocking is an overall positive, but I'm still wondering if it's going to eventually result in the return of some of those nasty nano blitzes of the past, especially because the AI for line play is still overly simplistic. I also wonder whether a negative byproduct of the increased pocket pressure by 4 and 5 man rushes means that it will be easier for guys to user DE's and turn them into unstoppable sack monsters.

    Agree as well about the incomplete passes. The gut reaction at first was "wtf are all these dropped passes," but actually some are dropped passes and some are just plain incompletions, which were far too infrequent in NCAA 11, to the point where just about every legitimate sim OD was dropping the QB Accuracy slider down to 30 or below. I'm hoping that this isn't something that's too even across the board, but that we may really see QB's with THA of 75-80 experience significantly more incompletions than QB's with THA of 90 and above.

  19. #259
    Heisman I OU a Beatn's Avatar
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    I agree with the pressure being too all or nothing. It's pretty much instant pressure or 7 seconds to throw. I haven't been able to get a lot of sacks against the CPU like they have against me, but that's probably it gets rid of the ball once the pressure is almost there and I hang on to the ball longer trying to let the deeper routes develop. The pressure needs to be more consistent, IMO. I'd much rather see something that is consistent rather than something that is instant pressure one time, and then 7 seconds to throw the ball the next.

    Zone coverage...yeah, I'm not impressed with it. It's improved but only marginally. People are going to be shredding it to pieces just like the past few years. The ONLY reason it's even better in the first place is because EA added in some AI cheats. I'll be able to test my theory once I get the full version and have instant replay, but there's really no need because I know it's occurring. As soon as the ball is thrown, the defenders react to the ball. It doesn't matter if they shouldn't be able to make a play on it, they do anyway. It's also "improved" because they've given Linebackers the ability to jump 10 feet in the to get a hand on the ball. I didn't think this was so bad last year, but I'm noticing several occasions where a LB gets his hands on the ball when he shouldn't have been able to.

    I'm also seeing a ton of tipped passes at the line of scrimmage.

  20. #260
    Hall of Fame ram29jackson's Avatar
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    Quote Originally Posted by I OU a Beatn View Post
    I agree with the pressure being too all or nothing. It's pretty much instant pressure or 7 seconds to throw. I haven't been able to get a lot of sacks against the CPU like they have against me, but that's probably it gets rid of the ball once the pressure is almost there and I hang on to the ball longer trying to let the deeper routes develop. The pressure needs to be more consistent, IMO. I'd much rather see something that is consistent rather than something that is instant pressure one time, and then 7 seconds to throw the ball the next.

    Zone coverage...yeah, I'm not impressed with it. It's improved but only marginally. People are going to be shredding it to pieces just like the past few years. The ONLY reason it's even better in the first place is because EA added in some AI cheats. I'll be able to test my theory once I get the full version and have instant replay, but there's really no need because I know it's occurring. As soon as the ball is thrown, the defenders react to the ball. It doesn't matter if they shouldn't be able to make a play on it, they do anyway. It's also "improved" because they've given Linebackers the ability to jump 10 feet in the to get a hand on the ball. I didn't think this was so bad last year, but I'm noticing several occasions where a LB gets his hands on the ball when he shouldn't have been able to.

    I'm also seeing a ton of tipped passes at the line of scrimmage.
    Basically, they move around alot more but they still play stupid/unaware. You see plenty of times where the defender never bothers to deflect a pass in his area..that may be to promote user controll, but near the endzone, things happen to fast to react with a command..just my 2 cents

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