I've been asking for this for awhile, they already have the system in place to include it next year too. You know highlighting a receiver. It could be the same aspect. That receiver can still get open and make a catch and that blitzer could still get pressure and get a sack but give us, the QB, the ability to call our protections and point out the blitzer like you said if wrong it's like insta-heavy pressure but if right your blockers will pick up the blitzers and give you that extra second before they do a move to break free. It's something they may need to add too with no suctioning to get blockers to pickup blitzers effectively. Especially user matches where you know who they are going to blitz, corners or linebackers, or simply if your going against a great DE you can make sure he's accounted for on every single snap. It's realistic.
Last edited by Cipher 8; 07-05-2011 at 07:31 AM.
I guess that's okay for now but since Madden has this feature and they share a lot of the stuff with Madden there should be no reason they can't add it. Definitely on my wish list for added features in NCAA Football 13.
But I'll go a step further even...
I don't remember what year this feature was in Madden or NCAA but I remember you use to be able to shade a receiver, inside or outside. It was a presnap adjustment you set up for an individual defender. That way if you kept getting burned on outside breaking routes you could go to the corner and do the presnap adjustment to have him play the receiver and shade him outside so then if that same route happened on that play he'll have it covered or jump it for a INT but if the receiver breaks inside because the other player is switching it up and called a different play then he'll probably be more wide open or at least open enough to surely make the catch uncontested. On the flip side though, you could shade inside and the corner would cover and break on any inside routes but be susceptible to outside ones. Of course you could just leave it be and not do anything and then it would just play normal, no breaking inside or outside. Keep in mind it only lasted for each play so you would have to keep doing it. It was more of like a thing where you notice they run the same route on 3rd downs or when in the redzone or something so on those key plays you told the corner to do it so you could make the stop.
They need to bring that back! Not only would it bring depth to the strategy and be great for user vs user matches for times when you can anticipate what your opponent likes to call especially if they are cheesers and are running the same play over and over again and you know it. But not only that it would be a great feature for Coach Mode since you can only do pre-snap adjustments and it would add to the coach em up tactical-ness or strategy elements in this mode.
Please write this down on your list of things you'll bring up with them for NCAA Football 13.
Are AllState nets a real thing? I always thought that was a computer generated graphic overlaid onto the nets.
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In NCAA 11 for PS3, there was a bug when pressing the PS3 button when a Road to Glory game finished (when it's showing the highlights). This caused the game to freeze and you would have to restart the game. This was very annoying because it always seemed to happen after an amazing game. Is this bug still present in NCAA 12?
Is there anywhere I can go to find the OVERALL feel of the game play at this site? sifting through 17 pages is no good.
Not sure if you're looking for something in depth but Overall, IMO best game of the series in all facets from gameplay, to presentation, to dynasty, to features, etc. I would have put NCAA11 up there close to that last year, at least even with most of the last gen games, but I believe NCAA12 beats them all without having to qualify anything.
If you enjoyed NCAA11, you'll enjoy the refinements made in NCAA12 and some of the "minor" gameplay adjustments (ie no suction/warping) really do make a major difference.
Thanks gschwendt. I will just ask some of my questions here that I remember drove me nuts last year. Forgive me if they have been asked and talked about but 17 pages is too much to page through.
1) How bad is the CPU play call logic based on your play call this year? In years past you could mix up run and pass from the same formation but it was obvious the CPU knew which one you were calling.
2) CPU CB blitz was FAR over done last year and they abused it when HUMANS called outside runs. The result was to either to run the play as called and get stuffed or audible to a pass and throw a TD almost every time.
3) Overall balance of game. Seems like every year the game is FAR from balanced. The passing game is almost always FAR superior to the running game, so much so that its not worth running. Certain formations/styles are impossible to run from all together. Certain plays DOMINATE others so much so that if you move sliders to lesson the "money plays" then rest of game is broken. Example would be speed option.
Basically I am a HUMAN vs CPU in dynasty player so I am looking to know if this will be fun for a while or after the game slows down will the huge AI blunders ruin the game.
1) It's improved... wouldn't go so far as to say it's fixed but it's improved. I realize people think the CPU 100% knows their play but it's not quite as black & white as some want to believe it is. That said, this year they seem to make calls based on what you're giving them. For example, someone mentioned that they called nothing but playaction in the demo and the CPU never bit on it... that's an excellent thing in my opinion.
2) I think the blitz is still there, but more toned down. They still tip their hand more than they should (particularly DBs) but I think their blitz calls are at least a little more reasonable for the most part.
3) Right now, I'd say it's a fair bit easier to run than it is to pass, particularly runs up the gut. Part of that might be a matter of getting used to the new zone defense but as well, with the no warping receivers, you'll be seeing a lot more passes hit the dirt than ever before.
I'm still working on getting a grasp on where we might be 3 months from now in regards to the learning curve but at this moment, the game plays great.
One additional note along those lines, in the past, I always felt there was some kind of momentum built into the game to where as one team starts to have a little bit of success, they'll have too much potential to continue that success. I don't know if there is actual coding behind the momentum or it's all in my head, but this year, that momentum appears toned down. Particularly, you might have a big drive that last year would have sucked all of the momentum out of the game whereas this year, you'll have to string drives together in order to build that momentum up. Again, it might be entirely in my head as I honestly don't know if there is momentum coded into the game... just thought I'd add it in though since I haven't really seen it discussed.
Gschwendt, here is a gameplay issue that I've posted about over on Utopia, and since that time have done further testing on it in the demo: slant routes against man coverage. In the demo, using FSU vs. Bama, a receiver lining up on the LOS will always get wide open on the slant. A receiver lining up off of the LOS never gets open on the slant. And this happens with the same receiver being covered by the same defender, over and over again. I've tested this in several different formations, always against man coverage and always set up so that there is nothing like picks/rubs from the other routes interfering with seeing whether the receiver gets open.
Even assuming the backwards logic that being on the LOS somehow makes it easier for the receiver to get separation on the slant (it's actually the opposite, being off the line is what helps wotj getting separation), the total coin flip result of always open or always covered seems pretty nuts. When you get the opportunity, could you check to see if this anomaly is present in the retail version of the game?
I'll be posting a youtube video of what I'm talking about soon.
Man, thanks for taking the time. I am pretty pumped now. My biggest fear is the CPU blitzing. They move too much and show their hand too often. At the very LEAST they should FAKE blitz some to keep us honest. I just hope that the CPU isn't easily exploitable so I can simply sit back and enjoy the game without making 20+ house rules. I do like what I see in the running game in the demo on hesiman, like it a LOT!
I just wanted to point out that a few nights ago I ran HB Draws out of 4 WR sets on 1st down about 7 or 8 times in a single game. Not once did the CPU come out in a base defense. Every time, they came out in Dime except for one occasion when they came out in Nickel (and that was in the red zone). I had a good mix of results doing this too (0-15 yards).1) How bad is the CPU play call logic based on your play call this year? In years past you could mix up run and pass from the same formation but it was obvious the CPU knew which one you were calling.
I've noticed the same results on other downs too. It appears to me that the CPU is doing a better job matching my personnel on 12 which goes a long way towards keeping them honest.
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