NCAA 2006 impressions thread

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Inuyasha
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Post by Inuyasha »

Boom wrote:*** boots up 04 ***

Screw you bastards!!! :)
Boom check your pm.
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JRod
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Post by JRod »

Is anyone experiencing slowdown? I am.
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Boom
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Post by Boom »

JRod which version are you playing? I've read that there is some slowdown in the PS2 version.
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JRod
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Post by JRod »

Xbox. Happens mostly as the RB is going through the line.
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Blublub
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Post by Blublub »

I've ordered waayyyy too many DVDs over the years from DVD Planet and they have always been rock solid and extremely competitive. However, they did have a change of ownership about two years ago which created big, big problems with shipping at that time. I think most of that is resolved now, though. I've never gotten a game from them, though.
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Danimal
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Post by Danimal »

I've played about 5 or 6 games now and haven't noticed any slowdown, in fact the game seems really too fast for me at times.

So far it is enjoyable, got to get in some more games to make a good call.
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JRod
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Post by JRod »

Well boys my first game and all I can say is WOW! This is not last year's game. Most of its unchanged. However there are some things that please me.

AF v WASH
I had to change the sliders first game because there are too many drops. I not going to slider test and that's a sure way my game gets put on EBay by next tuesday.

Wash QB had a rough 1st quarter going bascially 1-5 and getting shutdown. Then I make the slider changes and he finished 6-13 for 130. What's important about that is my next stat.

WASH HB ran 30 for 139. That's amazing in your first game. Usually it the other way around. Maybe this game will be lopside toward the run game this year. I don't know. And other RBs can to touchthe ball.

CPU uses package sets or something. Becuase their impact players move around. They will also mass sub when they are winning.

For you option guys, it looks as if you will have a full playbook this year. I know as AF there were only a few good plays that would work as anything that was an option was broken. That seems improved.

I just lost 41-6. Ran 39 times for 211 yards. That looks like my Air Force football.

Impact players look to be the key this year. They are beasts at times.

Speed cheat gone, replaced with break away speed. I intercepted a pass because the QB through long and their WR could not make it up. Very nice.

88 yard kick off by WASH. Never seen that before in NCAA.

So far very promising.
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Post by Inuyasha »

I played AA default with some other teams. I was Akron vs cpu Auburn. Passing was pretty realistic, I couldn't really do anything much vs Auburn, that is fine for the most part on AA. But running is ridiculous on AA-Def.

My Akron rb gained 302 yards. Now before you panic let me explain I am still experimenting with the game. First of all my RB was unstoppable so just for the heck of it I ran every play 2nd half. I gained on avg 8-9 yards per run. See what happens in the game is once you got your player going, he becomes labeled 'IN THE ZONE' , thats one of the features in this years game. When he's IN THE ZONE, the game won't sub him and you can run him all drive, which could turn out being all game. Your IN THE ZONE player never gets fatigued and will never get subbed for while he's hot.

All the games I've played on AA default I've gained at least 150 yards. The running game is too easy on AA default but nothing to panic about, there are sliders. This doesn't ruin the game for me since I know some slider tweaks would easily remedy this. I'll try out heisman over the weekend and I am sure I wont be running as well then.

As for dropped passes, luckily I have not seen the problems abner had described earlier. The cpu hasn't dropped any wide open passes like it did in last years game and same goes with my team.

I still really like the game so don't take this as a shot at the game. It's very enjoyable to play thus far.
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Post by Badgun »

The one bad thing is you can't use sliders online and if dropped passes really are as bad as most are making out, this game won't be very fun to play online. It'll be just like last year where you'll go 3 and out until someone hits the bomb.
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Post by Danimal »

I haven't touched the sliders and I am playing on AA default. I played Michigan (me) against ND last night. 10 minute quarters

ND QB 23-37 3TD's. 1 Int (ND had 3 drops)
Mich QB 21-42 2 TD's, 2 Int's (Mich had 1 drop)

I wouldn't consider that bad, I didn't keep count in my other 5 or so games, but I didn't notice anything to make me go WTF in the drops department.

Now I do think it is too easy to complete the long pass on AA without slider tweaks for both the Player and CPU.

Also I tried a bit of the Heisman mode last night, I though it might be cool and I was wrong. I made my guy, went through the drills and got to my dorm room. From there I went to the practice field where I ran the same drill, aparently you get to do only one drill based on the position you choose.

I thought the practice might improve my attributes, nope. So I go into the first game, apparently my freshman LB is good enough to start at Tenn. I was under the impression I was only going to have control of him, since in practice that is all I had. But instead I was playing a normal game of NCAA, the only thing special was my name on a jeresy on the field. At this point I quit, it is not what I thought it would be.
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Post by wco81 »

What yardage with those passing stats, Danimal?

And average per pass attempt?

Does the Matchup Stick and the Poise Meter still make long bombs more likely?
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Post by Danimal »

I didn't jot down the yardage numbers when leaving this morning, but I did write them down, they are at home.

I haven't used the matchup stick honestly, but the long plays I am giving up are on my young CB's. I'll check that out.

I did notice that throwing off my back foot has resulted in a lot of INT's, also throwing into a crowd isn't a great idea, the ball gets tipped a lot. Most of my incompletes where off of knockdowns, and occasionally I will over throw the ball (too high, too left) and I'm not sure why, must just be a random thing based on one of my QB's stats.

Also for anyone else who has it, does anyone understand how to coverage audible to 1,2,3 or 4 deep zones? I can coverage audible to straight up man and a Man/2 Deep that is easy. But the manual is kind of fuzzy on how to do the others. I think I hit Y, then pull and hold the left trigger for 1 Deep etc, but it doesn;t seem to work all the time.

I would love to try a game online tonight at say 9pm CST against anyone who has the game, it could anwser a lot of questions regarding drops etc.

Also forgot to mention, the running game is still Mario, but if you get stacked up you can hit the juke stick and the guy will spin out of it, or try to squeeze through a hole. Once you get the hang of the juke stick it is really nice.

Also as mentioned breakaway speed is nice, can't tell you how good it feels to turn the corner on that lone CB or DE and see daylight. Only once was a caught from behind with my fast WR, and that was by a UConn CB who was very fast and technically was coming from an angle, not 100% behind me.

In Season Recruiting is kind of nice, at least what I have done of it. You get to target 10 players I think. Then you divide up 100% of your time among them. Each week you can adjust the 100%, and if you piss of a recruit and they lose interest you get those % points back.

For example, I targeted a WR, even though it wasn;t a need, and he had very low interest in me. I gave him 15% in week 1. My scouts told me he wasn't impressed with my offense, and I was #8 on his list of schools. So I cut it down to 2% for week 2. After my week 2 game, I was told he is no longer considering Michigan, and I got that 2% back to another guy who was putting my school on his short list.

Back to work, more as time permits.
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Post by Inuyasha »

Danimal wrote:
Once you get the hang of the juke stick it is really nice.

Also as mentioned breakaway speed is nice, can't tell you how good it feels to turn the corner on that lone CB or DE and see daylight. Only once was a caught from behind with my fast WR, and that was by a UConn CB who was very fast and technically was coming from an angle, not 100% behind me.



Back to work, more as time permits.
I really like the juke stick and the new controls. I've gotten a good amount of fumbles too in my games when I juke too much and get hit by the defense with the ball exposed.

Also love the breakaway speed like you mentioned. This is one aspect where the game is more like 2004 where there is the potential for big plays to decide games.

I will switch over to heisman next game to see if it stops the super-rb stats I am getting on AA default.

Also messed around with RTTH and found it pretty cool. I like that they didnt make it over-complicated but more simple where you can just get into playing games and not worry about off the field stuff.
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Post by Bill_Abner »

AA default is crazy easy. AA with some slight slider changes is really, really, good.
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Post by Inuyasha »

Bill_Abner wrote:AA default is crazy easy. AA with some slight slider changes is really, really, good.
I was thinking about PM'ing you if you came up with any sliders to make the running game not as easy on AA :)

Passing game is easy with the top offensive teams but with the 2nd-3rd tier teams I think it's pretty even on default. I was going to pull down the silders for human running to 5 before I tried heisman.
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Post by MizzouRah »

Bill_Abner wrote:AA default is crazy easy. AA with some slight slider changes is really, really, good.
Now you're talking. :)
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Post by Danimal »

Bill_Abner wrote:AA default is crazy easy. AA with some slight slider changes is really, really, good.
I agree, but I was refering to the question if drops would ruin a human vs human game. I don't think it will, but care to play online anyone and test it out.

Give up your slider code Abner, so I can check it out. :D
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Post by ScoopBrady »

Yeah, I played some more last night on AA with some slider tweaks and it's definitely not easy to contain the cpu offense like last year. I don't have a code since I'm at work but here is what I messed with:

I lowered the following:
Human Running
CPU Interceptions
CPU Kickoff Distance

I raised the following:
Human Passing Accuracy
Human Catch
CPU Running

I raised facemask and pass interference penalties to 70% and Holding and False Start penalties to 80% and saw a bunch more penalties called.

I'm seeing a reasonable amount of dropped balls and inaccurate passes.
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Post by Inuyasha »

I still have yet to experience any dropped passes that would be on the level of last years game. Do get some but nothing that would make the game unplayable.
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Post by Inuyasha »

Just had a terrific game on Heisman Default. I was usc at iowa and lost 17-12. My only score was on a reggie bush 60 yard rushing td but I missed the PAT since the meter is so fast. Bush had an incredible game but it was only because he was an impact player (116 yards 18 carries). The Iowa defense did a good job to limit my passing game as I was only able to get really 1 big long pass of 30 yards.

Will play some more on heisman but it is looking like it's gonna be the way to go.
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Post by Danimal »

Some more quick impressions.

- I don't know if this was in last years game, but burried in the roster menu is the ability to assign random names to all unnamed players. I know most prefer real names from an Action replay etc. But I can't stand just numbers, I can't get behind my players like that. So I thought it a nice feature, I kind of just stumbled on it, so it may have been in last year.

- No in game saves, that just plain sucks.

- I think that moving the juke abilities to the right analog stick was a super move. Using the juke when you hit those Marion running spots really helps. I saw my guy get skinny last night and another time, my TE was blocking (engaged) and going down with a Defender and I hit the juke stick and my guy hurdled right over him.

- Althought it took some getting used to, having the sprint button the same on O and D is nice.

- I like that I can sprint with the QB and not have to bring down his passing icons (ie old way hit Y, sprint, hit Y / new way just hit A, stop and pass) Is this new?

- I really dig the inseason recruiting, I think this will save that hour I spend at the end of each season doing this stuff. Won't know until I am done.

- Found out that if you get stacked up, ie deadlock with a defnder or ball carrier that you can hit A repeatedly to try and fall forward etc. Found this in the ingame menu under new features, I see no indication on screen when this is active however, very mysterious element.

After about 10 games, and 4 into my Dynasty I am really digging this game. I am seeing all sorts of things on the field that are making me go back and watch again. If you have never liked NCAA or Madden this game will not change your mind. But unless something really weird pops its head up after everyone has it, I think this is the best in the series.
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Post by matthewk »

Danimal wrote:- No in game saves, that just plain sucks.
:evil:


Create a school is still in there, right?
-Matt
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Post by ScoopBrady »

matthewk wrote:
Danimal wrote:- No in game saves, that just plain sucks.
:evil:


Create a school is still in there, right?
Yes.
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Danimal
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Post by Danimal »

matthewk wrote:
Danimal wrote:- No in game saves, that just plain sucks.
:evil:


Create a school is still in there, right?
Yes.

I found the lack of saves odd, wasn't that in last year. I was tired last night and it was ate (2am) so I needed to quit. I didn't see a save option, perhaps I missed it. Or maybe it just saved it automatically, we will see when I go to play that game tonight.

Also I haven't looked closely, but I don't think there is an accelorated clock option either. Why th8is has been in Madden for 3 years now and can't get in NCAA is just crazy.

Oh yeah, sliders codes are great. Now someone can just say:

OFF CPU: syz235x
DEF CPU: xdf345fe

A lot better then copying all those things down, great idea.
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Post by ScoopBrady »

Danimal wrote:Also I haven't looked closely, but I don't think there is an accelorated clock option either. Why th8is has been in Madden for 3 years now and can't get in NCAA is just crazy.
There's no need for an accelerated clock in a NCAA football game IMO. There's only 25 seconds between plays. I routinely get to the line with about 12 seconds and that's enough to send any motion men or make adjustments at the line. Any less and I'd get called for delay of game every play. :D
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