NCAA 2006 impressions thread

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Inuyasha
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Post by Inuyasha »

I think I figured out the DB issue. I had 3 int's on one vs one coverage last night with my DB.

Ok, so his is what my take is: if your DB is taller than the WR, you'll be able to swat or intercept passes in front of the WR.

If your DB is shorter than the WR, then it's gonna be tough to intercept/swat the ball, which is more realistic. The way around this for a shorter DB is to position him a little ahead of the WR when he's in stride. Since the WR has to reach his arms out to catch the ball, if you're at that spot just ahead where the ball will be caught, you can position yourself there and make the pick.

I'll keep playing and see if this theory holds true. But if the height of the WR vs DB's are in play this year, this game really surpasses anything we've seen in videogame football.

Another thing that keeps making me happy is how this year the cpu sticks with the run. When the cpu team was doing their 2 min drill and I was in my dime, they actually called a draw play and another running play to get huge yards on me that eventually turned into a fg. I never saw this before in a EA game and am very pleased thus far.
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Post by Badgun »

Weaver2005 wrote:I think I figured out the DB issue. I had 3 int's on one vs one coverage last night with my DB.

Ok, so his is what my take is: if your DB is taller than the WR, you'll be able to swat or intercept passes in front of the WR.

If your DB is shorter than the WR, then it's gonna be tough to intercept/swat the ball, which is more realistic. The way around this for a shorter DB is to position him a little ahead of the WR when he's in stride. Since the WR has to reach his arms out to catch the ball, if you're at that spot just ahead where the ball will be caught, you can position yourself there and make the pick.

I'll keep playing and see if this theory holds true. But if the height of the WR vs DB's are in play this year, this game really surpasses anything we've seen in videogame football.

Another thing that keeps making me happy is how this year the cpu sticks with the run. When the cpu team was doing their 2 min drill and I was in my dime, they actually called a draw play and another running play to get huge yards on me that eventually turned into a fg. I never saw this before in a EA game and am very pleased thus far.
So what you're saying is the best thing to do is recruit 6'4" dbs regardless of their ability and you will be golden against the pass?
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Post by Inuyasha »

Badgun wrote:
Weaver2005 wrote:I think I figured out the DB issue. I had 3 int's on one vs one coverage last night with my DB.

Ok, so his is what my take is: if your DB is taller than the WR, you'll be able to swat or intercept passes in front of the WR.

If your DB is shorter than the WR, then it's gonna be tough to intercept/swat the ball, which is more realistic. The way around this for a shorter DB is to position him a little ahead of the WR when he's in stride. Since the WR has to reach his arms out to catch the ball, if you're at that spot just ahead where the ball will be caught, you can position yourself there and make the pick.

I'll keep playing and see if this theory holds true. But if the height of the WR vs DB's are in play this year, this game really surpasses anything we've seen in videogame football.

Another thing that keeps making me happy is how this year the cpu sticks with the run. When the cpu team was doing their 2 min drill and I was in my dime, they actually called a draw play and another running play to get huge yards on me that eventually turned into a fg. I never saw this before in a EA game and am very pleased thus far.
So what you're saying is the best thing to do is recruit 6'4" dbs regardless of their ability and you will be golden against the pass?

Well it's not 100 percent you'll get the int with the taller DB. You'll still get beat more than often if you have a shorter or a taller DB. It seems like you have a greater chance of making a play depending on the height and how you position your DB. It's still a theory so I have to play more to test it out. Not sure about recruiting part yet.
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Post by tjung0831 »

Well maybe i've been playing too much NFL 25K on my PS2 lately but my PS2 version of NCAA is butt ugly!! I've even got component cables and it just downright looks like crap. This is after 10 minutes of play mind you so you can say what you want about it but graphics are something extensive play isn't going to fix!
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Post by Boom »

Looks like crap is a bit harsh, ps2 version or not. It may not look as good as NFL 2K5, but it surely is not butt ugly.
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Post by MizzouRah »

Boom wrote:Looks like crap is a bit harsh, ps2 version or not. It may not look as good as NFL 2K5, but it surely is not butt ugly.
I agree. I think it looks better than 2004 did.. but that's been sometime ago. I have it hooked up via s-video on my Sony Wega and it looks just fine.
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Post by bkrich83 »

Well, I Am still digging this game.

Played some offline games last night. Few things:

The short passing game is actually a viable option this year. Last night as SDSU vs. AF I went 13/18 with a long pass of 21 yards. Playing as USC vs. Notre Dame, I went 19/25, I had a long of 61, but it was a quick hitch that Dwayne Jarrett broke a tackle and then went to the house on. The rest of the passes were of the short to medium variety.

Both offline and online, every game feels different. I have played Auburn 3 times online, and every game has felt unique. I am really digging how each game seems to take on a life of it's own.

HFA is still there, but it's much more subtle, and that's a good thing imo. On the road, the momentum can really shift, and snow ball on you. Especially if playing in a tough place to play. But it's not overdone. I don't explain this very well, but the HFA stuff is subtle, but it does have an effect, and imo it's well done.

Nice to have an EA game, where offensive linemen pull on traps, and sweeps, etc. The Madden team should take note.

Trick plays if called at the right time do work. I took a reverse 40 yards, with SDSU's Jeff Webb last night. Of course as USC I got stuffed for a 12 yard loss with Steve Smith.

So far, this is the best of the series for me. (Still early so I retain the right to change my mind). For me this is the game NCAA 2005 should have been. Yes it has some what I feel are minor issues and glitches (name me a sports game that doesn't these days), but the bottomline is I am having a blast playing the game, and I see myself playing this for some time to come.

More impressions to come as I play more.
-BK
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Post by DookieMowf »

dbdynsty25 wrote:69 rushes for 16 yards...NICE.
LOL dont forget that sacks take away rushing yards.


Im loving this game as well. I have yet to see the deep ball problem, but maybe im just no good at throwing the deep ball ot the person im playing.
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Post by Zeppo »

bkrich83 wrote:Nice to have an EA game, where offensive linemen pull on traps, and sweeps, etc. The Madden team should take note.
Hooray! It seems to me, they have always been ready to pull, but if there is a defender lined up right across from them, they will engage that guy, leaving the poor ball carrier naked and alone. Or, they would pull, but whoever was supposed to block down would fail to do so, and that D. tackle would breeze through and get to the QB before he could make the handoff. That is to say, even in the worst years of Madden/NCAA, I would see guys pull sometimes when the D was lined up fortuitously, but of course the frustration that is bred from inconsistency is what would kill it.

Assuming you would agree with my assessment, BK, and if you don't please correct me, what is the source of the fix in this year's NCAA? Are guys who are supposed to now blocking down? Do pulling guards now refuse to engage that guy lined up right across from them, as they should, or do they still occasionally do so?

Another issue I've always had in EA football is a pulling lineman or a lead FB will just chip the LB or whoever is in that hole, if that, and then speed downfield after the safety, again leaving the poor ball carrier all alone with a big MLB sitting in the hole. This has caused me immense frustration over the years, as the play will look like it is going to work perfectly, only to have that lead blocker just abandon his obvious assignment in favor of trying to make a block 20 yards downfield. Has anyone noticed anything like that in this new game? Anything to say about the behavior of lead blockers in running plays?

Thanks! I wouldn't be bothering with all this garbage if I could just play the darn thing myself. :evil:
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Post by bkrich83 »

Zeppo wrote:
bkrich83 wrote:Nice to have an EA game, where offensive linemen pull on traps, and sweeps, etc. The Madden team should take note.
Hooray! It seems to me, they have always been ready to pull, but if there is a defender lined up right across from them, they will engage that guy, leaving the poor ball carrier naked and alone. Or, they would pull, but whoever was supposed to block down would fail to do so, and that D. tackle would breeze through and get to the QB before he could make the handoff. That is to say, even in the worst years of Madden/NCAA, I would see guys pull sometimes when the D was lined up fortuitously, but of course the frustration that is bred from inconsistency is what would kill it.

Assuming you would agree with my assessment, BK, and if you don't please correct me, what is the source of the fix in this year's NCAA? Are guys who are supposed to now blocking down? Do pulling guards now refuse to engage that guy lined up right across from them, as they should, or do they still occasionally do so?

Another issue I've always had in EA football is a pulling lineman or a lead FB will just chip the LB or whoever is in that hole, if that, and then speed downfield after the safety, again leaving the poor ball carrier all alone with a big MLB sitting in the hole. This has caused me immense frustration over the years, as the play will look like it is going to work perfectly, only to have that lead blocker just abandon his obvious assignment in favor of trying to make a block 20 yards downfield. Has anyone noticed anything like that in this new game? Anything to say about the behavior of lead blockers in running plays?

Thanks! I wouldn't be bothering with all this garbage if I could just play the darn thing myself. :evil:
I completely agree with your assesment of why in previous EA games they wouldn't pull or trap. Those are the exact same conclusions I came to.

I do seem to see some blocking down (I will pay more attention tonihgt), and the linemen definitely will still pull/trap if they have a defender lined up over them. (This is huge imo).

Last night as SDSU vs. AF. I ran an inside counter play with Lynell Hamilton. It was out of an offset I with the FB lined up on the weakside. It was designed to show a weakside run then counter to the strongside between the Guard and the Tackle. At the snap, the weakside Guard pulls, the FB show iso to the weakside and then fills the gap where the Guard who pulled vacated. The RB takes the handoff after the counter step. The cool thing is the guard actually pulled in to the gap between the playside guard and playside tackle, and blew up an LB that was scraping down the line. My rb cut in to the hole and got up the field and made a nice 7 yard gain. Sorry if this makes no sense or comes out jibberish, but that simple 7 yard run, was one of the best executed and most fun to watch runs I have ever had in an EA football game.

Now FB's and lead blockers will still miss people, or block the wrong guy occasionally, but that may be due to ratings. All in all I have to say the run blocking and run game in general is much, much improved over previous EA games.

Now if they would just get rid of Mario Running, we'd be all good.
-BK
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Post by tjung0831 »

I just got blown the hell out on All American Level...56-6..Kansas over Mizzou! Brad Smith threw 5 interceptions and fumbled twice and all were returned for TD's! LOL! I also gave up a 76 yard TD run! Fun game though...Slider settings here I come. I should also point out that my lone TD was the result of an interception which I ran back as well.
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Post by MizzouRah »

I'm 2-0 with Missouri, Smith is out for another 8 weeks though.

I like the AA level, but it'll need some slider tweaks as running is too easy for me so far. Not much else is too far out of line... EXCEPT:

When looking at the league leading QB's, 14 of them have a 200+ QB rating, so as some have posted, this may be a legitimate bug. It doesn't really bother me, because the game play has been stellar so far and I'm not seeing super human QB's when playing a team.
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Post by Zeppo »

bkrich83 wrote:Last night as SDSU vs. AF. I ran an inside counter play with Lynell Hamilton. It was out of an offset I with the FB lined up on the weakside. It was designed to show a weakside run then counter to the strongside between the Guard and the Tackle. At the snap, the weakside Guard pulls, the FB show iso to the weakside and then fills the gap where the Guard who pulled vacated. The RB takes the handoff after the counter step. The cool thing is the guard actually pulled in to the gap between the playside guard and playside tackle, and blew up an LB that was scraping down the line. My rb cut in to the hole and got up the field and made a nice 7 yard gain. Sorry if this makes no sense or comes out jibberish, but that simple 7 yard run, was one of the best executed and most fun to watch runs I have ever had in an EA football game.
Now, that sounds just delightful! Nice to see they will have the guard pull, and the FB do the right assigment of filling that gap on the off-side, and to have the pulling guard actually lead through the hole instead of just going off the edge.

Trap plays are also among my favorites, but are usually too frustrating to deal with in video games. Would love to see them work well when they should.
bkrich83 wrote:Now FB's and lead blockers will still miss people, or block the wrong guy occasionally, but that may be due to ratings. All in all I have to say the run blocking and run game in general is much, much improved over previous EA games.

Now if they would just get rid of Mario Running, we'd be all good.
I don't mind so much if they make mistakes in the hole. What frustrates me is when, if you're just looking at the replay, you'd think their assignment was 'block the safety, or whatever guy is the furthest downfield' rather than 'seal off (whichever side) in the hole at the point of attack,' you know what I mean? It's sounding like they've fine-tuned this quite well. I like to see guys make mistakes (especially on D, where I wish they would do it more often than they seem to, since often that's what leads to big plays, especially when they get fooled on misdirection and play-action which doesn't happen enough IMO in video games), but seeing a huge guard go sprinting after a cheerleader behind the endzone, right past a LB who is filling the whole, is what really drives me up a wall.

As to the mario running; Terry noted about last year's Madden how the new Y-button 'cover the ball' move did well to help you at least fall forward, and sometimes squeeze through. It sounds like guys are liking the new R-stick moves, and have had some success in those pile-ups by using it. It used to frustrate me that often a juke in that situation would send you side-stepping but backwards back into the backfield, but apparently that doesn't happen anymore?

Thanks again for the info! I'm playing the game vicariously through all you lucky bastards while I'm watching the F1 race!
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Post by bkrich83 »

Zeppo wrote:
I don't mind so much if they make mistakes in the hole. What frustrates me is when, if you're just looking at the replay, you'd think their assignment was 'block the safety, or whatever guy is the furthest downfield' rather than 'seal off (whichever side) in the hole at the point of attack,' you know what I mean? It's sounding like they've fine-tuned this quite well. I like to see guys make mistakes (especially on D, where I wish they would do it more often than they seem to, since often that's what leads to big plays, especially when they get fooled on misdirection and play-action which doesn't happen enough IMO in video games), but seeing a huge guard go sprinting after a cheerleader behind the endzone, right past a LB who is filling the whole, is what really drives me up a wall.

As to the mario running; Terry noted about last year's Madden how the new Y-button 'cover the ball' move did well to help you at least fall forward, and sometimes squeeze through. It sounds like guys are liking the new R-stick moves, and have had some success in those pile-ups by using it. It used to frustrate me that often a juke in that situation would send you side-stepping but backwards back into the backfield, but apparently that doesn't happen anymore?

Thanks again for the info! I'm playing the game vicariously through all you lucky bastards while I'm watching the F1 race!
It's still early, but overall I think you will be pleased by the run blocking in NCAA. It's far superior to anything I've seen from EA to this point. Bear in mind I've only played a few games so take what I say with a grain of salt.

I think you can cover the ball, and it will help with the Mario running. My problem is my reactions are to slow, once I realize I am Mario Running, by the time I hit the r-stick, I've already gotten blown up.
-BK
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Post by tjung0831 »

MizzouRah wrote:I'm 2-0 with Missouri, Smith is out for another 8 weeks though.

I like the AA level, but it'll need some slider tweaks as running is too easy for me so far. Not much else is too far out of line... EXCEPT:

When looking at the league leading QB's, 14 of them have a 200+ QB rating, so as some have posted, this may be a legitimate bug. It doesn't really bother me, because the game play has been stellar so far and I'm not seeing super human QB's when playing a team.
Well I'm not a Football gaming master so I knocked it down to Varsity and promptly blew out Colorado State 41-14 while I played as Minnesota. I'll probably keep in on Varsity and mess with slider settings until I can find a happy medium. So far so good though....hell it's even starting to look better too! Oh and by the way...I have seen ZERO slowdown on the PS2 version so i'm really happy about that.
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Post by JRod »

I echo BK's sentiments exactly. They did a good job this year regarding the run blocking. You can follow blockers better than any EA football game to date. Very nice.
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Post by GTHobbes »

Can you guys comment on the blocking animations, have they also improved? In past years, the linemen would just sort of stand there locked together until someone pancaked the other, or they would just sort of shed the guy and move on. Have they improved the actual blocking animations so that they more closely resemble those in ESPN? Or are they still pretty much the same? Thanks.
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Post by tjung0831 »

Believe it or not the Race for the Heisman option is what is going to get most of my time with NCAA 2006. I don't know what it is about it but it's definitely something thats really grabbed me. So i'm pretty sure that I won't be doing a regular dynasty...just RFTH.
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Post by Jayhawker »

tjung0831 wrote:I just got blown the hell out on All American Level...56-6..Kansas over Mizzou!
Sounds about right! :wink:

Rock Chalk Jayhawks!
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Post by Sudz »

can u still control multiple teams in dynasty mode?
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Post by Bill_Abner »

Sudz wrote:can u still control multiple teams in dynasty mode?
yes
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Post by Sudz »

Bill_Abner wrote:
Sudz wrote:can u still control multiple teams in dynasty mode?
yes
thanks, bill.
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Post by Leebo33 »

LOL. Some people at OS have FINAL sliders and I haven't even got the game yet.
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Post by Dave »

I'm on slider version 0.1

I figure I'll bump my catching ability immediately just to prevent flashbacks from 2005 and controller tosses. :lol:
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Post by MizzouRah »

I'm not messing with gameplay sliders until I have a season under my belt.

Strictly default AA, 8 mins, penalties all the way up, sub out 70%/sub in 85%.

2-0 so far with cupcake teams.. Texas is coming up after Troy though.
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