NCAA 2006 impressions thread

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Inuyasha
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Post by Inuyasha »

I think its the players that are smaller this year rather than the field. I know I read somewhere when they interviewed the developers they said they decreased the player size so they looked more like college athletes. I dont know if I buy that or not but thats what ea said.


For some more impressions, I played a game Min vs Purdue (me) on heisman default. I lost 41-21 but it was one of the best losses I've taken. My qb was picked off 4 times in the first half but the game was still close. I couldn't stop the Min RB all game and he ran all over me for 128 yards. For the first time in a long while with a EA game, I felt like I lost the game with my play rather than the cpu deciding I would lose.
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Post by Boom »

2 games online, AA default... 1 ranked, 1 not.

LOVING THIS GAME!
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Post by JRod »

Here's some things I think most are missing.

There's now a in-game changing statistics. Its not your impact players but other players can gain/lose points. I don't know if its performance based. But its a neat feature.

The CPU playbook is more diverse. No more of the plays always being ran on the same side. And the CPU will switch its impact players positions.

Busted plays. Playing as AF in the wishbone, I called the play were the WG comes inside. On this play it was busted up as the DL got into the backfield and to my WB as I was handing it off. Instead of just doing nothing my QB pitches it to the FB. No I know I didn't call a fake pitch or an option. Really surprised me.

Match-Up stick means something this year. If you have a bad team with players that have low composure and talent (red bar) you will have some bad players. Makes play calling much more important.

Bad teams, good teams and tendencies. On AA there's definately a difference. You can tell the difference between Washington and pass happy Florida. Wash a team that has a 72% run preferecne will pound the ball.

Overall there's a lot of positives with this game. I would say much like MVP when it came out. Its not perfect but I think sliders can make it playable and more random.
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Post by Inuyasha »

The only gripe I have is something that is happening to me when I control a DB.

When I am one on one vs the WR as the DB, in stride on a long pass, When I try to press the jump or swat button, my player seems not to get off the ground much to swat the ball down or intercept. In 2004, there was no problem with the controls of this but in 2006, sometimes your player gets 'lost' trying to do this. I even tried this out in practice and I wasn't that successful. Possibly they changed some controls or toned down the leaping ability of the DB's?
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Post by Millennium »

Busted plays. Playing as AF in the wishbone, I called the play were the WG comes inside. On this play it was busted up as the DL got into the backfield and to my WB as I was handing it off. Instead of just doing nothing my QB pitches it to the FB. No I know I didn't call a fake pitch or an option. Really surprised me.
I played as Navy all of last year, and this was in there as well. I think it's a bug, as you have to be hit at the exact time you are supposed to be handing off to the WB, but it is still a very cool thing to witness, especially when you break it for a big gain.
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Post by matthewk »

Has anyone tried creating a team yet? I just did thisin 2004 (last time I used t6his feature was whenit first came out). I always play with a created team.

ANyways, I noticed in 2004 that allof the generic logos turn partially black no matter what your team colors are. I had a cool blue and white wave for my logo, but on the uniform screen the white was balck. It ruins a lot of color combinations because you cannot change the black, and yes it's like that in games too. I accepted one and started a game just to see if it would be corrected in the game, but it wasn't.

If some kind soul has a few minutes, could you check this out for me (and anyone else interested)?

Damn, I'm getting closer and closer to breaking down on this one. So far no gamebreaking bugs, and it sounds like some of the little things have been inproved. The RFTH does nothing for me though.
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Post by Boom »

I was up until 3 am playing online and some offline exhibition games on AA default.

Online this game plays great IMO. There is no doubt that 06 favors the running game and allows for many more big plays overall. However, I truly believe that your defensive play calling now means more than ever.

If you call the wrong defense for what the offense brings to the line of scrimmage, you'll pay.

One thing I know that a lot of people around here do not want to hear about is the "mario" running. It's still here and prevalent on short yardage situations when you try to run a dive or blast play and the D is setup to try and stop that type of play. It's not uncommon to see your fb or hb doing the "mario" dance at the line of scrimmage while everyone is trying to tackle him and then he'll suddenly fall forward.

As JRod mentioned, there is some noticeable slowdown when running between the tackles.... kind of irritating, but by no means a game breaker.

Hit Stick is not as easy to use as in Madden 05. If you're not lined up correctly AND you don't time it right... forget about it. You just whiffed and the ball carrier just toasted your ass. Enough said. Personally, I like it that way. Also, "user big hit" does not guarantee a fumble. So really, it's a high risk..small reward type deal but man it sure feels good to get one in. :)

Graphics and animations are clearly improved (from 2004 anyway, which I've been playing a lot lately. Really only played 05 on PS2). The animations are beautiful and the graphics are much more clear and crisp. Game looks incredible IMO. Also, I've already heard a lot of new commentary that wasn't in the previous games. Nice touch.

Home Field Advantage (HFA) makes a difference. Playing as CU at ND online with a buddy of mine we could really see the momentum snowball into his favor. The more he gained, the more positive things for him happened. It got ugly for me and CU that's for sure.

User Control, user control, USER CONTROL! The controls are very tight and responsive. If you enjoy taking control of the DB and WR to make the play on the ball on pass plays, then you're going to love the control in 06. Also, you need to know when to hit swat (L) or when to try and pick it off (Y). Use the wrong one in the wrong situation and you'll pay.

Can't speak much on Dynasty, create-a-team, etc. My main focus for 06 will be online play. So pretty much other than some exhibition play to practice, I really won't be playing single player too much.

Personally, I absolutely love the game. I know some here will really be turned off on it because there are a few problem areas in there that have been around for awhile. Fair enough, that's a valid b*tch.... but if you rate this game against other sports titles out there you'll find that this really is a fantastic game overall.

EA could have gone in two directions after 05. To continue f'ing up one of their best (if not THE best) franchises, or fix it. IMO, they did one hell of a job in fixing it.



I'm tired and groggy and just let my fingers do the walking on the keyboard. Hopefully you all can make sense of this post.
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Post by Leebo33 »

Excellent impressions guys. Keep them coming.
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Post by sportdan30 »

Guys, one thing concerns me about this game that I've bee reading. I'm hearing that lobs/bomb passes are too easy to complete, and there are many people taking advantage of this online. Can some of you comment about this issue for offline and online play?
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Post by Toper »

sportdan30 wrote:Guys, one thing concerns me about this game that I've bee reading. I'm hearing that lobs/bomb passes are too easy to complete, and there are many people taking advantage of this online. Can some of you comment about this issue for offline and online play?
I think deep passes are easier to complete this year AGAINST SINGLE COVERAGE, which I LOVE. I've had no problems defending the deep ball when I have safety help (in the area) or double coverage.

Personally, I like it this way. I think waaay back in Madden 2002 (when the deep ball was unstoppable) EA afterwards went too far in overcompensating for this with "super db's" in their football games. The result was the defender having the advantage in a one-on-one matchup, when in real-life it's the other way around (unless you're talking about a "shutdown" corner against an average receiver).

For NCAA 2006, EA did a better job, IMO, of loosening up the man coverage of the deep ball. Over-zealous blitzers (especially those who send their safeties) SHOULD pay against passes over the top...I think that's where the complaining is stemming from. It really brings the "chess-match" strategy back to defensive playcalling, and makes you think twice before you "bring the house". Hope this helps.

Toper
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Post by pk500 »

Toper wrote:
sportdan30 wrote:Guys, one thing concerns me about this game that I've bee reading. I'm hearing that lobs/bomb passes are too easy to complete, and there are many people taking advantage of this online. Can some of you comment about this issue for offline and online play?
I think deep passes are easier to complete this year AGAINST SINGLE COVERAGE, which I LOVE. I've had no problems defending the deep ball when I have safety help (in the area) or double coverage.

Personally, I like it this way. I think waaay back in Madden 2002 (when the deep ball was unstoppable) EA afterwards went too far in overcompensating for this with "super db's" in their football games. The result was the defender having the advantage in a one-on-one matchup, when in real-life it's the other way around (unless you're talking about a "shutdown" corner against an average receiver).

For NCAA 2006, EA did a better job, IMO, of loosening up the man coverage of the deep ball. Over-zealous blitzers (especially those who send their safeties) SHOULD pay against passes over the top...I think that's where the complaining is stemming from. It really brings the "chess-match" strategy back to defensive playcalling, and makes you think twice before you "bring the house". Hope this helps.

Toper
I like the sounds of this very much. I think NCAA 06 might be my football game of choice this year, as the impressions are excellent. Plus I'm just jonesing for a college game this year, especially since Madden is just so damn sterile.

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PK
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Post by MizzouRah »

pk500 wrote:
Toper wrote:
sportdan30 wrote:Guys, one thing concerns me about this game that I've bee reading. I'm hearing that lobs/bomb passes are too easy to complete, and there are many people taking advantage of this online. Can some of you comment about this issue for offline and online play?
I think deep passes are easier to complete this year AGAINST SINGLE COVERAGE, which I LOVE. I've had no problems defending the deep ball when I have safety help (in the area) or double coverage.

Personally, I like it this way. I think waaay back in Madden 2002 (when the deep ball was unstoppable) EA afterwards went too far in overcompensating for this with "super db's" in their football games. The result was the defender having the advantage in a one-on-one matchup, when in real-life it's the other way around (unless you're talking about a "shutdown" corner against an average receiver).

For NCAA 2006, EA did a better job, IMO, of loosening up the man coverage of the deep ball. Over-zealous blitzers (especially those who send their safeties) SHOULD pay against passes over the top...I think that's where the complaining is stemming from. It really brings the "chess-match" strategy back to defensive playcalling, and makes you think twice before you "bring the house". Hope this helps.

Toper
I like the sounds of this very much. I think NCAA 06 might be my football game of choice this year, as the impressions are excellent. Plus I'm just jonesing for a college game this year, especially since Madden is just so damn sterile.

Take care,
PK
I'm with you PK. A pro game, ala Madden isn't even on my list of "to get" games. I'm hoping NCAA will carry me through the football season this year.

I have all day today, no wife, no kids......................no game! :x
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Post by Jared »

I've also heard about the deep ball problems, so I've been testing some stuff out in practice mode and I think I've found the issue.

I've tried to test in one-on-one bomb situations, where it's basically a wide receiver versus a safety and that's it. I've been using the play Zig Outs out of the Shotgun 5-Wide set (both outside WRs running fly routes), with the defense playing a Cover 2. In this, you almost always end up having an isolation with the WR against one of the safeties.

Basically, two things can happen. If the ball is underthrown a little, the WR uses his body position against the safety and usually makes the catch. Fairly realistic (although I would like to see the safety risk a pass interference call every now and then to go through the WR...but that might be asking a bit much).

The problem is in some plays when the safety is in front of the WR. Since the safety has position, he should ALWAYS try and make a play on the ball or the receiver. He can either go for the pick, try and bat the ball down, or wait for the ball to get to the WR and then try and make a hit. He might make the play, he might completely fan on the ball...but he should ALWAYS try and make a play.

But every now and then (maybe 10-25% of the time), the safety won't even attempt to make a deflection, pick, or hit. The ball will just go over his head and the WR will have a relatively easy catch.

So I went and replicated it a few times and found out the following: When the quarterback throws the ball, the safety will at times turn around to run to where the ball should arrive. Before the ball arrives, the safety begins to turn around to face the ball. However, at times the safety will turn around too late. By time the safety is facing the ball, the ball is already over his head and in the hands of the wide receiver.

This problem isn't a gamebreaker, but it is something that happens more often than it should. I haven't been able to do any slider tests to see if upping certain sliders makes it better...but others should test this to see if they see it as well.
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Post by bkrich83 »

Played 2 games online last night, and screwed around with some offline games and features.

Few quick obersvations.

Online plays smoot as silk. I generally can't tell the difference between online and offline. The two online games I played were an absolute blast. This may just be the game to revive my interest in XBL.

Game just feels different. Feels like this is the game 2005 should have been. I like the feel of the passing game. I haven't seen the deep ball stuff. More importantly the short passing game actually is possible in this game. In my first game vs. Sully i went 12/17 passing, with a long of 21 yards. I was able to really work the underneath zones. Something that really wasn't possible last year.

Initially I was really struggling with the new control schemes. Actually I still am, but I really do like them. Just need to re-train my brain how to use them.

I must have screwed around with Road to the Heisman last night for about 3 hours, just making guys and seeing who would offer them scholarships. I know some people really don't like this mode, but I may give it a shot.

Kicking game with the Madden style meter is 100x better.

That's all for now. More to come.
-BK
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Post by Zeppo »

Leebo33 wrote:Excellent impressions guys. Keep them coming.
Absolutely!

One big problem I had last year was the ability of defender on the edge, either corners or LBs, to cover two guys at once. That is, they could sit in a magic zone and defend a pass to both a guy running up the sideline or running a 10yd. out, AND a guy behind or at the LOS fading into the flat. This was SO fustrating to me, and it was all due to the defenders' inhuman awareness, leaping ability, and reaction time to the thrown ball. It made swing passes nigh useless.

It is sounding like this has been toned down somewhat from some posts in here, but I wonder if someone can check this out specifically and see if it is reasonable fixed. Actually, it doesn't really matter if anyone does, since I will get this game anyway. It's just so frustrating not having it now!
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Post by MizzouRah »

Is Leinhart this good? 8O

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Post by Bill_Abner »

MizzouRah wrote:Is Leinhart this good? 8O

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Post by MizzouRah »

I've read some impressions that QB's at the end of year one in a dynasty are having passing completions of 70%+ even crappy QB's with higher TD's than INT's as well as many 200+ qb rating qb's.

I'll have to check this out...
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Post by EDiddy »

About the safety issue. Could it have anything to do with the Safety having a lower Defensive Pass Awarness than CB?? I would expect a WR isolated against a Safety to get there hands on the ball first 80% of the time. A SS proably even higher.

Now seems like the animation in these situations may be a bit strange, but as mentioned it does not really seem like a bug. IF you SS/FS keep getting isolated on WR, then you got problems. Please see the Bengals of 02-03 for examples of this.
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Post by Inuyasha »

Jared wrote:I've also heard about the deep ball problems, so I've been testing some stuff out in practice mode and I think I've found the issue.

I've tried to test in one-on-one bomb situations, where it's basically a wide receiver versus a safety and that's it. I've been using the play Zig Outs out of the Shotgun 5-Wide set (both outside WRs running fly routes), with the defense playing a Cover 2. In this, you almost always end up having an isolation with the WR against one of the safeties.

Basically, two things can happen. If the ball is underthrown a little, the WR uses his body position against the safety and usually makes the catch. Fairly realistic (although I would like to see the safety risk a pass interference call every now and then to go through the WR...but that might be asking a bit much).

The problem is in some plays when the safety is in front of the WR. Since the safety has position, he should ALWAYS try and make a play on the ball or the receiver. He can either go for the pick, try and bat the ball down, or wait for the ball to get to the WR and then try and make a hit. He might make the play, he might completely fan on the ball...but he should ALWAYS try and make a play.

But every now and then (maybe 10-25% of the time), the safety won't even attempt to make a deflection, pick, or hit. The ball will just go over his head and the WR will have a relatively easy catch.

So I went and replicated it a few times and found out the following: When the quarterback throws the ball, the safety will at times turn around to run to where the ball should arrive. Before the ball arrives, the safety begins to turn around to face the ball. However, at times the safety will turn around too late. By time the safety is facing the ball, the ball is already over his head and in the hands of the wide receiver.

This problem isn't a gamebreaker, but it is something that happens more often than it should. I haven't been able to do any slider tests to see if upping certain sliders makes it better...but others should test this to see if they see it as well.
Ya the deep coverage is the only issue I am having with the game. But something tells me maybe I am doing this wrong since I am use to 2003 and 2004. I went back into practice again and still couldn't figure it out. Maybe the ratings matter on the DB your controlling this year? Just seems on a deep ball 1 on 1 the DB you're controlling seems to act like he's lost out there. Again no big problem, since I like everything else about the game.
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Post by Inuyasha »

EDiddy wrote:About the safety issue. Could it have anything to do with the Safety having a lower Defensive Pass Awarness than CB?? I would expect a WR isolated against a Safety to get there hands on the ball first 80% of the time. A SS proably even higher.

Now seems like the animation in these situations may be a bit strange, but as mentioned it does not really seem like a bug. IF you SS/FS keep getting isolated on WR, then you got problems. Please see the Bengals of 02-03 for examples of this.
yes, absolutely! The animation is werid when it comes to this play. In the past you could clearly see the arms go up or the swat, but this year it's like a half-assed reach for the ball, I really can't explain it. IN the past games, when I am in the right position, I usually can intercept the long ball or swat it. It seems that it's chance in this years game when that happens. It doesn't happen every time since I've int some deep balls during one on one coverage. Again, wonder if it's a rating thing or it's just that werid animation.
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Post by MizzouRah »

Too early for much.. but I'm really digging it so far. I starting a dynasty on default AA, 8 min quarters, and penalties all the way turned up. Got smoked by Kansas in an exhibition game, then won my first season game, 47-7. The game was closer than the score, not to mention I knocked out their QB in the first quarter. They returned the favor late in the third as Brad Smith is out for 10 weeks... that sucks!

So far, it's quite fun. I really missed college football last year so maybe I'm a little enticed.
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Post by dbdynsty25 »

69 rushes for 16 yards...NICE.
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Post by Boom »

I've found a problem which involves calling for a fair catch on punts.

It seems like the rest of your team will try to catch the ball. Not sure if this happens every time, but I had just happen to me on the 10 yard line. Of course the ball was muffed and the other team pounced on it.
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Post by Inuyasha »

Boom wrote:I've found a problem which involves calling for a fair catch on punts.

It seems like the rest of your team will try to catch the ball. Not sure if this happens every time, but I had just happen to me on the 10 yard line. Of course the ball was muffed and the other team pounced on it.
Ya I've seen that too. Also if you let the punt bounce hoping to get a touchback but it doesn't go into the endzone and is lying on the ground, for some reason your teammates will either continue with their blocks and run into the ball or just try to down the ball themselves.
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