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Thread: Gameplay

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  1. #261
    Do you think playing the 3-4 is easier than last year?
    On the demo I wasnt really able to get to the QB using a OLB.

  2. #262
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    Looping blitzes works wonders this year with a fast defense. I don't even control the LBs. I just sit back and let them get the sacks on their own. IMO looping and crossing blitzes work better the the traditional ones. I even had very good success with double safety blitzes and corner blitzes.

    Just got to know your players and whether or not they have speed or not.

  3. #263
    Quote Originally Posted by gschwendt View Post
    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.
    I would really like to implement an option to turn on that automatically no-huddles you after every play and if you switch personnel that they run on/off the field and the defense is given the standard 10 second wait to pick a play and run on personnel just like they get when a huddled offense picks a play and once all substituted players are on/off the field the ref steps away from ball and allows for the snap. And also the CPU needs to have set "speeds" because not all no-huddle snaps the ball ASAP. Ex. many times last season with the lead in the 4th Auburn no huddled and ran to the line but milked the clock all the way down to around 5 and snapped it. The speeds need to be done with the gameplan system that is in place, when set to aggressive they run the "NASCAR" style no huddle, on balanced it should be players jogging to the line right after the play is blown dead and looking towards the sideline waiting for a play to come in and/or substitutions, and then conservative is where they jog up to the line and look at the sidelines and take their time getting set (ya know eating time up). Also I think we should have access to the WHOLE playcalling screen (gameplan & packages) but with gameplan limited to just the Jump snap, Zone depth, Pass defense for defense and the Huddle speed, Carrying, Catching for offense because those are things that a coach can yell out to the players like D coaches yelling get deep on a 3rd down and O coaches yelling to the WR's to make sure they catch the ball or vise versa.

  4. #264
    Heisman Rudy's Avatar
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    Quote Originally Posted by I OU a Beatn View Post
    I'm also seeing a ton of tipped passes at the line of scrimmage.
    This does seem to happen a lot. I wonder if they did this to hurt the screen game - particularly bubble and WR screens?

    Also, has anyone played on Heisman yet and checked if the cpu routinely attempts super long FGs they have ZERO chance of making? That was a Heisman only issue last year. I'll probably stick to AA again (unless something gets screwed up) but the Heisman gamers shouldn't have to put up with that.

    I like Rhombic's seeing defenders in zone coverage blow coverages from time to time. The fact that it doesn't happen all the time is encouraging. Programming players to make a good decision X% of the time is tough. We certainly don't want an all or nothing type of thing. I'd love to see the random blown coverage as it happens in real life, particularly in zone coverage with young players.

  5. #265
    Quote Originally Posted by gschwendt View Post
    Nevada (me) at Indiana (CPU)

    The pulling guard on that first TD at 1:12 makes me want to punch something.

  6. #266
    Heisman Rudy's Avatar
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    They removed the double OLB blitz from the 3-4. I liked that play.

  7. #267
    Heisman I OU a Beatn's Avatar
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    Quote Originally Posted by ram29jackson View Post
    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
    Pretty much, yeah. They just react to the ball the split second it's thrown, and they can make up a lot more ground than they've been able to in the past, so those openings close up pretty quickly.

    I could be wrong, but that's what it looks like.

  8. #268
    I don't think that's right at all, IOU. The main difference is that they are now much more AGGRESSIVE in covering people near them, but there's no real logic that tells them how to correctly prioritize threats, or what to do when they are not immediately threatened (i.e. how to anticipate late-developing routes that they need to get in position to defend). It's an improvement in that they at least take away a lot of the easy throws that were there before, particularly on the shorter and intermediate passes, but it's a problem because there are still certain concepts/route combinations that they don't handle properly.

    I don't think the movement after the pass is thrown is all that different from '11.

  9. #269
    Quote Originally Posted by GuyIncognito21 View Post
    The pulling guard on that first TD at 1:12 makes me want to punch something.
    LOL yeah, that was pretty bad. But, even without him picking up the guy he should have, it was still a big play for IU

  10. #270
    Administrator gschwendt's Avatar
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    Pitt at West Virignia


    Iowa at Iowa State

  11. #271
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    Quote Originally Posted by rhombic21 View Post
    I don't think that's right at all, IOU. The main difference is that they are now much more AGGRESSIVE in covering people near them, but there's no real logic that tells them how to correctly prioritize threats, or what to do when they are not immediately threatened (i.e. how to anticipate late-developing routes that they need to get in position to defend). It's an improvement in that they at least take away a lot of the easy throws that were there before, particularly on the shorter and intermediate passes, but it's a problem because there are still certain concepts/route combinations that they don't handle properly.

    I don't think the movement after the pass is thrown is all that different from '11.
    Yeah, there's definitely improvements in the AI actually covering receivers that are near their zones, but I do believe the defenders react quicker than they have in past games. It just seems that as soon as I press the button to throw to a receiver, all the defenders turn towards that receiver and the one closest is able to make an unrealistic play on the ball. Granted this isn't every time I snap the ball, but it happens enough to make me notice.

    Then again, considering I've played a whopping 3 months combined the past 3 years, perhaps I'm just rusty.

  12. #272
    Thanks for the ISU video! You had some tough breaks, but still hung around - did you end up finishing the game out? Some observations...

    That first touchdown was a great play by Iowa

    I see that the 'Wild Cyclone' is in the game this year, that's a new addition.

    The tipped interception brought back bad memories lol

    It's strange that Iowa went for it on 4th down twice - once made sense, and the other did not.

    The option pitch at 10:40-ish looked ridiculous. The pitch should not have been so accurate, it literally teleported through the ISU player's helmet and into his hands for a decent gain. If the computer or another user did that against me, I would be pretty upset! lol

    I liked hearing the PA announcer say something to the effect of... "that's another Iowa State... First down!" (this is not unique in the game, as I think they added it to everyone this year) However, I liked to hear it because ISU's PA announcer uses the phrase "Thats another Cyclone... FIRST DOWN!" on gameday. Kind of a neat touch, even though it's not at the same time.

    At 14:14-ish, it seemed the Iowa defender ran/knew the route before the ISU receiver did.

    Gold jerseys look great in-game, seemed like Iowa's yellow pants were slightly washed out, but I guess that's the lighting doing its thing.

  13. #273
    Heisman souljahbill's Avatar
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    Quote Originally Posted by I OU a Beatn View Post
    Yeah, there's definitely improvements in the AI actually covering receivers that are near their zones, but I do believe the defenders react quicker than they have in past games. It just seems that as soon as I press the button to throw to a receiver, all the defenders turn towards that receiver and the one closest is able to make an unrealistic play on the ball. Granted this isn't every time I snap the ball, but it happens enough to make me notice.

    Then again, considering I've played a whopping 3 months combined the past 3 years, perhaps I'm just rusty.
    I think you're both right. Flats no longer exist and holes in the zone barely exist. As soon as I pick a receiver, 3 or 4 people get there well before the ball.


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  14. #274
    Pitt and WVU both have first year coaches.
    Last edited by Downinthebend; 07-03-2011 at 11:20 AM.

  15. #275
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    Quote Originally Posted by souljahbill View Post
    I think you're both right. Flats no longer exist and holes in the zone barely exist. As soon as I pick a receiver, 3 or 4 people get there well before the ball.


    Sent from my iPhone using Tapatalk
    It's just a little too over-powering for my liking. Hopefully the sliders can make it play the way I like.

  16. #276
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    Quote Originally Posted by I OU a Beatn View Post
    Yeah, there's definitely improvements in the AI actually covering receivers that are near their zones, but I do believe the defenders react quicker than they have in past games.
    This is true. Maybe not "quicker", but they at least react. On NCAA '10 and '11, I found that I had to either set my Pass Defense to Aggressive (go for the pick) or Conservative (go for the swat) in order to get my CPU defenders to do anything. If I left it on Balanced, too frequently I would just see the defender make no reaction to the ball.

    On 12, if my opponent makes a costly throw, he'll pay for it. The CPU defenders will jump routes you'd never see them jump on '11, just by reacting to the ball.

    Quote Originally Posted by souljahbill View Post
    I think you're both right. Flats no longer exist and holes in the zone barely exist. As soon as I pick a receiver, 3 or 4 people get there well before the ball.
    Maybe it's offensive style, but I'm not having that problem. If a receiver is open, I can get him the ball.
    Twitter: @3YardsandACloud

  17. #277
    Sorry if this has already been answered, but are you (and the computer) still able to spike the ball without a single second coming off the clock?
    In the Pitt-WV video I only watched a couple plays, but WV was getting plays ran with only 1-3 seconds coming off the clock after a first down, so I assume so.

  18. #278
    Has anyone that has the game played with a TB team

  19. #279
    Here is a great post that I took from Operation Sports about how to fix no huddle offense. If you could send this to the programmers that would be great. Thanks!

    "Differentiate the Spread No Huddle and the Hurry Up Offense
    Playing in the ACC or Big 12 is a pain in this game. Nearly every team you face will sprint to the line after a play and will pretty much run a hurry up offense all game. It's a pain to watch and play against because of how unrealistic it is. I hate playing Clemson and having them go from a 5 wide set, to the I-Form and having WR's play the HB and FB positions.

    EA needs to allow the offense to make substitutions when changing formations in the no huddle offense. This will not only slow the tempo down to get it more realistic, but will also make the offenses actually become big time threats to a defense because they will have their RB, TE, and FB run out onto the field and you either have to hope your nickel players can stop the run, or you need to call a time out.

    Also, EA needs to let the defense change formations and have players run on and off the field so you can get your two extra LB's out there when going from a dime to a 4-3. But it should result in the risk of getting called for having too many men on field. This would add to the authenticity of the game. Imagine late in the game, a team completes a pass and you see their RB and FB running onto the field while two WR's run off. You want to try and get your 4-3 players out there, but the offense snaps the ball before all your men are off the field and it results in the offense getting a first down late in the game inside your red zone. This would just add to the strategy of the game even more.

    Another thing that needs to be messed with is how quickly the offense snaps the ball. This isn't for the no huddle only, but all teams. I hate seeing a QB walk to the line, squatting down and hiking the ball with 26 seconds on the play clock. I'd like to see this fixed and an addition of a slider. Say putting the slider at 100 will give you the quick snaps we have now, but at 25 or so you'll see the QB snapping the ball with 10 seconds on the play clock. Even teams like TTU hardly ever get the snap off with over 15 seconds left on the play clock, yet in game, every team snaps it with over 25 seconds left unless they're running the clock down.

    I hope someone important at EA reads this"

  20. #280
    Quote Originally Posted by hornfan36 View Post
    Here is a great post that I took from Operation Sports about how to fix no huddle offense. If you could send this to the programmers that would be great. Thanks!

    "Differentiate the Spread No Huddle and the Hurry Up Offense
    Playing in the ACC or Big 12 is a pain in this game. Nearly every team you face will sprint to the line after a play and will pretty much run a hurry up offense all game. It's a pain to watch and play against because of how unrealistic it is. I hate playing Clemson and having them go from a 5 wide set, to the I-Form and having WR's play the HB and FB positions.

    EA needs to allow the offense to make substitutions when changing formations in the no huddle offense. This will not only slow the tempo down to get it more realistic, but will also make the offenses actually become big time threats to a defense because they will have their RB, TE, and FB run out onto the field and you either have to hope your nickel players can stop the run, or you need to call a time out.

    Also, EA needs to let the defense change formations and have players run on and off the field so you can get your two extra LB's out there when going from a dime to a 4-3. But it should result in the risk of getting called for having too many men on field. This would add to the authenticity of the game. Imagine late in the game, a team completes a pass and you see their RB and FB running onto the field while two WR's run off. You want to try and get your 4-3 players out there, but the offense snaps the ball before all your men are off the field and it results in the offense getting a first down late in the game inside your red zone. This would just add to the strategy of the game even more.

    Another thing that needs to be messed with is how quickly the offense snaps the ball. This isn't for the no huddle only, but all teams. I hate seeing a QB walk to the line, squatting down and hiking the ball with 26 seconds on the play clock. I'd like to see this fixed and an addition of a slider. Say putting the slider at 100 will give you the quick snaps we have now, but at 25 or so you'll see the QB snapping the ball with 10 seconds on the play clock. Even teams like TTU hardly ever get the snap off with over 15 seconds left on the play clock, yet in game, every team snaps it with over 25 seconds left unless they're running the clock down.

    I hope someone important at EA reads this"

    I believe this will allow for longer Qtr times instead of 8 mins it should make 10 min to 11 min the area to get realistic amounts of plays

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