NCAA 2006 impressions thread

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Leebo33
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Post by Leebo33 »

bkrich83 wrote:My biggest thing was to tone down the run game in Dynasty play.
Yeah, me too. I lowered the RB skill and blocking a bit for both the CPU and human and it worked pretty well today. I actually kept an impact RB to around 35 yards on 18 carries in one of my games on All-American.

My scores are still pretty high, but it's mainly due to all the returns for TDs I'm seeing on both sides of the ball. I had a nice 17-14 defensive game going today into the 4th that ended something like 38-28 due to a couple interception returns and a fumble return. I may need to turn down interceptions.

The "in the zone" timing is just stupid. My QB Michael Robinson was something like 9/27/108 and 2 picks when he went into the zone in my last game...LOL.
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Post by Jared »

I think the game is close....but there are still a few problems that really effect the game's balance.

One of the main ones in LB and DB AI against the run. For example, go into practice mode and run a HB direct (there's one in the Shotgun Tight formation) against any non-blitz defense (zone or man). On the play, the wide receivers on the side of the run start out on a fly, while the ball is directly snapped to the HB and he runs outside. In man coverage, the CBs stick to their coverage and follow the wide receiver, even though the snap is directly to the HB. They don't break off until the instant that the HB crosses the line of scrimmage...then they immediately turn around (20+ yards away from the play) and then go after the HB (they've got some crazy line of scrimmage ESP). In a zone, the DBs stay in their zone until the HB crosses the line of scrimmage, and then they attack.

In either of these situations (man or zone), the defenders should cheat towards the halfback once the ball is snapped to him. Since they don't, this play is easy yardage against anything except an outside blitz.

To test this, I played against FSU with Florida (default sliders, AA) and ran NOTHING but the HB direct play (Shotgun Tight formation). To the credit of the game, they noticed that I was running the same play every time and tried to adjust to it by running all sorts of blitzes from the 4-4 and 5-2. I still rushed for 340+ yards in the first half on this one play.

A big problem with the running game is that the defense (linebackers and secondary) react too late to run plays. Because of this, you kind of have to make house rules against the computer to avoid quick outside runs (esp. in passing situations). Against humans, it's a pain. In order to defend against this, you either have to call outside blitzes or manually control an OLB to stop the play. And even then, it's often ends up as a one-on-one situation with your OLB vs. the opponent's RB. This makes playcalling a bit more like rock-paper-scissors than I'd like in a football game.

This problem seems to be more pronounced with outside runs than inside runs. My guess is that the RB crosses the line of scrimmage much quicker on an inside handoff, so safeties will make a break to the RB much quicker than on runs where the back may not cross the LOS until he's near the sideline.

Any thoughts?
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Post by 10spro »

Jared wrote:I think the game is close....but there are still a few problems that really effect the game's balance.

One of the main ones in LB and DB AI against the run. For example, go into practice mode and run a HB direct (there's one in the Shotgun Tight formation) against any non-blitz defense (zone or man). On the play, the wide receivers on the side of the run start out on a fly, while the ball is directly snapped to the HB and he runs outside. In man coverage, the CBs stick to their coverage and follow the wide receiver, even though the snap is directly to the HB. They don't break off until the instant that the HB crosses the line of scrimmage...then they immediately turn around (20+ yards away from the play) and then go after the HB (they've got some crazy line of scrimmage ESP). In a zone, the DBs stay in their zone until the HB crosses the line of scrimmage, and then they attack.

In either of these situations (man or zone), the defenders should cheat towards the halfback once the ball is snapped to him. Since they don't, this play is easy yardage against anything except an outside blitz.

This problem seems to be more pronounced with outside runs than inside runs. My guess is that the RB crosses the line of scrimmage much quicker on an inside handoff, so safeties will make a break to the RB much quicker than on runs where the back may not cross the LOS until he's near the sideline.

Any thoughts?


My gripe about the game is that running backs are not always aware of the sideline and appear to catch the ball out of bounds too often and the running back takes too long to turn around on screen passes. Jared do you use your 'In the Zone" player often? In those situations the AI may give you that extra yard you look for. The defense has a very difficult time trying to stop a player "in the zone".
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Post by ScoopBrady »

bkrich83 wrote:As far as the drops and that stuff. I don't know what to tell you.
That's where I'm at right now. My passing completion is spot on and I don't see Impact players going nuts. I see a difference but nothing that is unstoppable. This game is very different than any other EA football game and I think they nailed college style football down to a t. I couldn't be happier with this game. If it helps, I was frustrated for the first week I had the game but during this second week I'm not. You have to relearn how to play this game. It's not like any previous EA football game. And to me, that's not a bad thing.
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Post by Sport73 »

That seems to have done the trick...

THANKS BADGUN!
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Post by bkrich83 »

ScoopBrady wrote:
bkrich83 wrote:As far as the drops and that stuff. I don't know what to tell you.
That's where I'm at right now. My passing completion is spot on and I don't see Impact players going nuts. I see a difference but nothing that is unstoppable. This game is very different than any other EA football game and I think they nailed college style football down to a t. I couldn't be happier with this game. If it helps, I was frustrated for the first week I had the game but during this second week I'm not. You have to relearn how to play this game. It's not like any previous EA football game. And to me, that's not a bad thing.
Thats pretty much how I am seeing it.
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Post by Brando70 »

I think at default AA, it's the most arcade football game I've seen from EA. It plays like the old GameDay series. It's fun, but there's a huge emphasis on the big play and on superhuman ability that I haven't really seen in NCAA before (aside from Robo QB stuff that was inherent in the Madden engine).

I believe one of the issues is that the game is designed for 5 minute quarters. The impact players, big plays, etc. are there so that you'll see a game's worth of highlight reel plays in a relatively short time. That's perfectly fine, but when you play longer (as in Dynasty mode), the big plays start to overwhelm the game.

I'm not really bitching about it or complaining -- I don't think games have to be super real to be fun. And I haven't played with sliders yet, which I'm going to do today. I didn't like Madden last year after my first week with it but then grew to enjoy it a lot.
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Post by SoMisss2000 »

Jared wrote:I think the game is close....but there are still a few problems that really effect the game's balance.

One of the main ones in LB and DB AI against the run. For example, go into practice mode and run a HB direct (there's one in the Shotgun Tight formation) against any non-blitz defense (zone or man). On the play, the wide receivers on the side of the run start out on a fly, while the ball is directly snapped to the HB and he runs outside. In man coverage, the CBs stick to their coverage and follow the wide receiver, even though the snap is directly to the HB. They don't break off until the instant that the HB crosses the line of scrimmage...then they immediately turn around (20+ yards away from the play) and then go after the HB (they've got some crazy line of scrimmage ESP). In a zone, the DBs stay in their zone until the HB crosses the line of scrimmage, and then they attack.

In either of these situations (man or zone), the defenders should cheat towards the halfback once the ball is snapped to him. Since they don't, this play is easy yardage against anything except an outside blitz.

To test this, I played against FSU with Florida (default sliders, AA) and ran NOTHING but the HB direct play (Shotgun Tight formation). To the credit of the game, they noticed that I was running the same play every time and tried to adjust to it by running all sorts of blitzes from the 4-4 and 5-2. I still rushed for 340+ yards in the first half on this one play.

A big problem with the running game is that the defense (linebackers and secondary) react too late to run plays. Because of this, you kind of have to make house rules against the computer to avoid quick outside runs (esp. in passing situations). Against humans, it's a pain. In order to defend against this, you either have to call outside blitzes or manually control an OLB to stop the play. And even then, it's often ends up as a one-on-one situation with your OLB vs. the opponent's RB. This makes playcalling a bit more like rock-paper-scissors than I'd like in a football game.

This problem seems to be more pronounced with outside runs than inside runs. My guess is that the RB crosses the line of scrimmage much quicker on an inside handoff, so safeties will make a break to the RB much quicker than on runs where the back may not cross the LOS until he's near the sideline.

Any thoughts?
You are 100% correct. I've noticed that too. Like I've been complaining about on OS. The human defensive players react too slowly. It always seems that the DBs are two steps behind the AI receivers which leads to the AI completing passes at a higher rate.
What's also pissing me off is the blocking by the fullback or RB on pass plays. A lot of times, the RB just rotates in a half circle just letting the defensive player by. Then there is the Ace 3 Wide formation where I drop back and end up "mario running" backwards into my RB who's allegedly blocking for me.

It just seems like the AI reacts a lot quicker than human controlled players do. It sucks because dynasty is where it's at.
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Post by SoMisss2000 »

10spro wrote:
Jared wrote:I think the game is close....but there are still a few problems that really effect the game's balance.

One of the main ones in LB and DB AI against the run. For example, go into practice mode and run a HB direct (there's one in the Shotgun Tight formation) against any non-blitz defense (zone or man). On the play, the wide receivers on the side of the run start out on a fly, while the ball is directly snapped to the HB and he runs outside. In man coverage, the CBs stick to their coverage and follow the wide receiver, even though the snap is directly to the HB. They don't break off until the instant that the HB crosses the line of scrimmage...then they immediately turn around (20+ yards away from the play) and then go after the HB (they've got some crazy line of scrimmage ESP). In a zone, the DBs stay in their zone until the HB crosses the line of scrimmage, and then they attack.

In either of these situations (man or zone), the defenders should cheat towards the halfback once the ball is snapped to him. Since they don't, this play is easy yardage against anything except an outside blitz.

This problem seems to be more pronounced with outside runs than inside runs. My guess is that the RB crosses the line of scrimmage much quicker on an inside handoff, so safeties will make a break to the RB much quicker than on runs where the back may not cross the LOS until he's near the sideline.

Any thoughts?


My gripe about the game is that running backs are not always aware of the sideline and appear to catch the ball out of bounds too often and the running back takes too long to turn around on screen passes. Jared do you use your 'In the Zone" player often? In those situations the AI may give you that extra yard you look for. The defense has a very difficult time trying to stop a player "in the zone".
Another gripe, the momentum. I like to run hooks and curls but too often my receivers run to the first down marker and make their hook or curl. However, when the ball is delivered, the momentum makes them comback to the ball to make the catch 3 yards in front of the marker. There's no forward progress in this game and that sucks.
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Post by Slumberland »

Playing with Texas A&M, I'm just murdering the CPU on default AA, scoring anywhere from 50 to 100 points per game with 7 min. quarters. It's probably time to move up to Heisman, but I'm also not familiar with how college schedules work. It looks like I don't get to play any good teams until the last four weeks of the season, so maybe the games will start getting close then? And if that's just how it is in college football, do you guys usually sim the games where your team has a huge talent advantage? I mean, it's been fun, and my RFTH alter-ego is leading the Heisman race as a freshman, but it feels a bit cheap. I just haven't played much EA football since 2000, and wanted to get through a season on AA to get comfortable, but all the offensive firepower in this game makes getting comfortable a rather quick proposition.

Those here who are playing on Heisman, how are you liking it?

One thing I love... that QB scrambling is mapped simply to the A button. A much more elegant arrangement, and I'm surprised it's taken this long to implement.
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Post by MizzouRah »

Another thing about momentum I hate - that play where the CPU QB throws to his WR to the left or right sideline, the WR catches it and then his momentum carries him right out of bounds - this is with nobody even close to him. I think I see that play 1 or 2 times a game.

It's more annoying than anything, but overall the game is still more fun than I've had since 2004 with the series and that's a good thing.
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Post by Zeppo »

Jared wrote:I think the game is close....but there are still a few problems that really effect the game's balance.

One of the main ones in LB and DB AI against the run. . . . They don't break off until the instant that the HB crosses the line of scrimmage...then they immediately turn around (20+ yards away from the play) and then go after the HB (they've got some crazy line of scrimmage ESP). In a zone, the DBs stay in their zone until the HB crosses the line of scrimmage, and then they attack.

In either of these situations (man or zone), the defenders should cheat towards the halfback once the ball is snapped to him. Since they don't, this play is easy yardage against anything except an outside blitz.

Any thoughts?
It seems to me that this is a problem caused by the 'rollout factor.' Rolling out QBs is obviously an important part of NCAA gameplay, with the speedy QBs and option runs etc. So it seems to me the D essentially reads 'pass' until it's no longer possible to pass: the ball crosses the line. If they didn't stick with their receivers, it could be way too easy to exploit by rolling out. Of course, IRL this is something that happens all the time; a LB for example gets caught between covering the receiver or stepping up and stopping the QB's progress on the ground; a good QB works this to the tipping point, much like the option, and the makes the decision the LB gives him, you know, 'take what they give ya.' This has happened to me and for me several times online, and it is good stuff. I hope in Madden the issue isn't as pronounced on sweeps and other runs (HB direct snap), due to the more disciplined NFL game. I'm curious to see what's up with this in Madden.

So we have an issue of balance. On D against humans, I imagine taking control of a DB, most likely a safety, and reading the situation yourself could really help to solve this problem, or at least give you enough of a chance to take the currency out of a potential money play (HB direct snap). Clearly, 99.9% of the time the ball is handed off, it will be a run. Sounds like this is the real crux of the problem you are noticing, Jared. But I can see how an unsophisticated DB AI can lead the CPU to not recognizing the difference between a RB sweeping out, and a QB rolling out - it's all about the ball to the CPU I guess. Maybe more liberal use of spy functions is a way to mitigate the problem. There are so many spy options in these playbooks, and I often 'hot route' a DE to spy when I am facing lots of option running and roll-out passes. It seems to work pretty well, but it is a gamble, since a stright-ahead run will blow a spy right up, and there's got to be someone open out there when you take an LB out of coverage.

Here is an area where AI needs to become more sophisticated, more fluid. One of my problems with the CPU in general in sports games is that feeling that the CPU has access to information a human in a real situation doesn't have. This relates to a lot of issues: what pitch I am throwing, what play I am calling, whether a play fake is just a fake or a run, etc. And so here as well; in the past I think I've had problems with DB AI too well tuned to what is happening behind them (much like this issue of LOS ESP), so things like screens and draws don't work. Here the AI is too dumb.
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Post by Brando70 »

This game is starting to earn the "most times I've turned it off in disgust" award. The defensive AI of my players just plain sucks. They take bad angles toward ball carriers, can't cover anyone, and consequently give up big play after big play. Just because I don't switch to where the action is doesn't mean I shouldn't be able to make a play. I have replayed the Tulane/Southern Miss game four times, just out of curiosity to see if things would be different. Three times out of four, they are up by 4 TDs or more by halftime. One time I had it close until the fourth quarter, when all hell broke loose and every CPU LB started playing like Deon Sanders in pass coverage.

It seems like once the AI decides it's going to win, game over. Maybe it's the momentum factor, but if I get down by more than two scores, it's like my entire team collapses and I can't make even simple passes to open guys.

This is more than just a learn how to play the game problem. I am willing to put up with losing, with having to rethink how I do things. There's something fishy with the game that is driving me nuts.

I want to like the same game everyone else does, but right now I'm close to putting it under my tires and running over it. If it wasn't that I really want to play a football game, it'd be on half.com this morning.
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Post by GTHobbes »

Brando70 wrote:This game is starting to earn the "most times I've turned it off in disgust" award. ....

I want to like the same game everyone else does, but right now I'm close to putting it under my tires and running over it. If it wasn't that I really want to play a football game, it'd be on half.com this morning.
Just when I was starting to forget how much I hate the whole exclusive license thing, posts such as this one come along like a cold glass of water in the face. To think we've got one and only one developer making NFL games for the next 5 years almost makes me want to cry.
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Post by JRod »

Brando,

I'm with you on the most times i've been disgusted by it. Just like Bill says, I just want a game where I can run it 35 times as air force and get 200 yards. Or go 15-20 for 200. Not 9-25 for 450. WTF.

The CPU is the same, 15-35 for crazy yards. Granted I'm the not the best at tackling people. And I dont' have the same problem Bill has tackling but sheesh the stats are out of whack.

At this rate I'll be playing MVP in about a week. There's a lot of fun to be had but the lack of small ball football is killing it for me.
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Post by Jared »

Zeppo wrote: It seems to me that this is a problem caused by the 'rollout factor.' Rolling out QBs is obviously an important part of NCAA gameplay, with the speedy QBs and option runs etc. So it seems to me the D essentially reads 'pass' until it's no longer possible to pass: the ball crosses the line. If they didn't stick with their receivers, it could be way too easy to exploit by rolling out. Of course, IRL this is something that happens all the time; a LB for example gets caught between covering the receiver or stepping up and stopping the QB's progress on the ground; a good QB works this to the tipping point, much like the option, and the makes the decision the LB gives him, you know, 'take what they give ya.' This has happened to me and for me several times online, and it is good stuff. I hope in Madden the issue isn't as pronounced on sweeps and other runs (HB direct snap), due to the more disciplined NFL game. I'm curious to see what's up with this in Madden.
I completely understand this on a QB rollout...it makes perfect sense. But on plays where it's either snapped directly to the halfback or on handoffs, this is just stupid. The only situation where I'd expect the computer to stay in their zone/man is on the halfback pass...but on those plays, the defense should start towards the HB until he "shows pass", and then retreat back into position. Otherwise, people should be breaking towards the halfback once the handoff has been made.
So we have an issue of balance. On D against humans, I imagine taking control of a DB, most likely a safety, and reading the situation yourself could really help to solve this problem, or at least give you enough of a chance to take the currency out of a potential money play (HB direct snap). Clearly, 99.9% of the time the ball is handed off, it will be a run. Sounds like this is the real crux of the problem you are noticing, Jared. But I can see how an unsophisticated DB AI can lead the CPU to not recognizing the difference between a RB sweeping out, and a QB rolling out - it's all about the ball to the CPU I guess. Maybe more liberal use of spy functions is a way to mitigate the problem. There are so many spy options in these playbooks, and I often 'hot route' a DE to spy when I am facing lots of option running and roll-out passes. It seems to work pretty well, but it is a gamble, since a stright-ahead run will blow a spy right up, and there's got to be someone open out there when you take an LB out of coverage.
Against humans, I've taken control of a DB on the side of the halfback in those situation and it helps...although it leads to one on one situations where you've gotta hope that your joystick skills are intact.

But I'm really surprised the AI isn't sophisticated enough to know that "handoff = break off coverage". I haven't messed around with playaction in practice mode much to see what the players do (i.e. if the DBs bite on the fake)...but that might be interesting to see re: the run defense AI. I would think that this would be SUCH an easy AI fix that would really help balance in the game, and I'm surprised the developers didn't catch this previously.
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Post by SoMisss2000 »

The game is so much of a box of chocolates it's ridiculous. I just switched back from Heisman from AA and have had to great games against Central Florida and UAB. UCF was a close game at home and I went to UAB and had them down 35-0 at halftime on Heisman. Granted there were like 2 fumbles in the first half that gave me great field position, UAB never had a chance. We'll see how my next game goes at N.C. State.
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Post by Zeppo »

Jared wrote:Against humans, I've taken control of a DB on the side of the halfback in those situation and it helps...although it leads to one on one situations where you've gotta hope that your joystick skills are intact.

But I'm really surprised the AI isn't sophisticated enough to know that "handoff = break off coverage". I haven't messed around with playaction in practice mode much to see what the players do (i.e. if the DBs bite on the fake)...but that might be interesting to see re: the run defense AI. I would think that this would be SUCH an easy AI fix that would really help balance in the game, and I'm surprised the developers didn't catch this previously.
I know the play action has some effect on the AI behavior beacuse I've seen plenty of times when DLs and LBs tackle the HB. Sometimes they don't go for it, sometimes they do. I think I've seen sfeties bite, but I couldn't swear to it being fact, and I have no clue what DBs do.

I agree it is pretty silly that the AI doesn't recognize that a handoff = not a pass play. On the other hand I think I can understand there would be a lot of difficulty coming up with perfect rules for differentiating between a QB and an HB in a college football game.

I wouldn't want DBs to instantaneously break coverage every time immediately on a hand-off or direct snap automatically every time, especailly if they are in man coverage. I've seen it enough in games, and it ruins the running game, especially the draw game. Misdirection, expecting something/being set up, and then being taken advantage of for that is a big part of football. I would expect corners, especially if they are overmatched, to be occasionally too concerned with their coverage responsibilities to even think 'run' until the WR starts to block them. Safeties not so much, since they are facing the LOS, and in zone not so much for the corners, so this LOS ESP demonstrating itself even in zones and among safeties is screwy, no question.

But I'll have to see it really take over games for me to consider it a gamekiller. From now on, I'll have no choice but to keep my eyes on it, and it will definitely change what I do on D. (I don't play too much v. CPU and am not looking for a perfect challange vs. a computer; I like sports games head to head.)
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Post by HipE »

I'm not sure what to think right now. I started out getting killed on AA level, now I have a hard time scoring under 70 points in a game. I still can't stop CPU impact running backs, but I can shut down any passing game right now. I'm going to have to give Heisman a shot, I hope at least it makes it harder to move the ball on offense. I'm worried that the CPU impact running backs will be that much more unstoppable though, which will make facing any running team an exercise in frustration. At least my starters will get to see some action in the second half though hopefully. Even only playing an average of one half a game, I've got the top 3 Heisman candidates a little over halfway into my first season. My running back is leading, followed by my wide receiver and impact linebacker.

All complaints aside, I am really enjoying this game. The player control and feel of the game are great, even if the game appears to be fairly unbalanced. At least it feels fresh to me, after two years of playing nothing but NCAA 2004 for my college football fix, this game actually feels very different. If nothing else, at least we finally have an EA game where you have to fear the CPU running game occassionally. :)
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Post by HouOilers »

Both my rentals are up Tuesday but i've played the game on both systems this weekend.

First of all, I like the game, but a lot of stuff frustrates me. One being the god damn passing game. You ncaa guru's out there, HOW THE f*** do you put together 2 scoring drives in this game without running the ball all the time? Also, if you like to play your games around 30 min., forget about it. Unless you got all the time in the world or you're currently a prisoner at Gitmo, this damn f***in game will take at least an hour to play on 5 min qtrs. I set my qtrs to 3min and I can get a game done around 35-40 min.

Now for my system evaluations. Ok, the xbox version is graphically awesome . This is the first year I played the game for Xbox and it's so much more superior than the ps2 version. The ps2 versions colors are a little bit more deeper but that's about it. The ps2 version is a jaggy mess during day games and looks better in night games. Xbox is clear and very pretty to look at. The players in the xbox version look like football players while the ps2 players still look like madden2001. The player detailed uniforms on the xbox verison are awesome to look at during replays. Of course you have the xbox advantage with loading times and unlimited saves.

For Gameplay, this is a tough one. The ps2 version plays more looser while the Xbox version plays tighter. I dont know any other way to explain this. Maybe it's the controllers since the ps2 buttons and analogs are softer than the xbox buttons and analog. The xbox version plays at a little faster pace than the ps2 version. I find this both to be good and bad depending how you like to play. On offense you can really feel the difference since with the ps2 controller it seems like you can get the ball faster to the WR but at a slower pace, it sounds confusing but does that sort of make sense? On the Xbox version you click on the button and the ball gets there a little slower but overall at a faster pace. It's mofo hard to explain this into words i know.

Also, It seems like I get more dropped passes on the Xbox version than the ps2 version. IN the ps2 version it's really not even a thought about drops, but on the xbox version I get them from time to time. Maybe it's me not being use to the harder buttons on the xbox controller since it's my first time with this game on the box. The juke stick is much better with the Xbox version too. The ps2 stick is a little looser so you may have your move read incorrectly at times.

defense: the defense is much more responsive on the xbox version than the ps2 version, especially the DB's. The DB's seem to get to the ball faster in the xbox version. So it seems that the Xbox version plays a better defensive game, even though I still suck at defense in both verisons.

Ok, so everything tells you the Xbox version is better right? Well for me, I dont know what the hell it is, I dont know why, but I have more fun playing the ps2 version. Maybe it's the controller, maybe it's the slower pace, maybe it's because this game I've always played with the ps1/ps2, I dont know, I just have more fun playing the ps2 version. Even when I get my ass handed to me in games by halftime, I can take it on the ps2 version while it feels like some cyborg frustration hellhole on the xbox version. That's how I found the 'SIM GAME TO END' option on the Xbox version, if you didnt know it existed , here is how you get to it : Pause game - Click Quit - Click Yes. :)
The ps2 version feels like a 'videogame' to me which equates to a more fun not too serious football feeling. On the Xbox, I feel like I am actually on the field throwing picks left and right and begging for the coach to take me out since I can't take it anymore (quitter=me, ya i know). Maybe EA's conditioned me to have fun on a system with jaggies all over the place and slow load times, but I just have more fun playing the ps2 version.


I will buy this game this week but I dont know what version I should get even though I've played both extensively. I like the fun factor I get out of the ps2 version so I am leaning toward that. But I also like the graphics, better defensive controls, fast load times , and unlimited saves of the xbox version too.
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dbdynsty25
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Post by dbdynsty25 »

HouOilers wrote:That's how I found the 'SIM GAME TO END' option on the Xbox version, if you didnt know it existed , here is how you get to it : Pause game - Click Quit - Click Yes. :)
Holy f'n sh*t...that's awesome. I was sick of playing out the 65-7 laughers against Florida A & M and the other cupcakes.
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Post by bdunn13 »

dbdynsty25 wrote:
HouOilers wrote:That's how I found the 'SIM GAME TO END' option on the Xbox version, if you didnt know it existed , here is how you get to it : Pause game - Click Quit - Click Yes. :)
Holy f'n sh*t...that's awesome. I was sick of playing out the 65-7 laughers against Florida A & M and the other cupcakes.
I seldomly if ever go long. I am an underneath, over the middle, in the flats type of player.

My first year I completed around 56% of my passes with my senior QB while throwing around 19TDs and 9 or so ints.

So far in year 2 I am 3-0 with my freshman QB.... I am however having more trouble throwing(I should, he is a freshman.... I have had to pull him a couple of times already to get a more poised guy in there).. I have thrown 1td with him so far and like 5ints while completing around 45% of my passes.....

I am truely loving it. I just wish the QBs were not quite as accurate.
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Post by HipE »

I'm not having too much difficulty completing passes either. Nine games into my first season, my qb rating is just a tad under 200. I throw a lot of deep passes, but I'm still completing 51% for the season, while averaging 260 yards per game passing. I've thrown 22 TDs with only 4 ints so far also on the season.

I've now won the two toughest games on my schedule by a combined score of 115-17 (63-17 at Ohio St and 52-0 at home vs Michigan), but I've also had an OT win vs Iowa State and a last minute comeback win at Purdue. I'm undefeated and ranked #1 with two games left (at Wisconsin and home vs. Minnesota), and I hope to win those and make it to the national title game. After I finish the season, I'm either going to play another season on Heisman, or just take a bad team and play on AA again. Even though I've had some ridiculous blowouts, I have had some competitive games with Iowa on AA, and I don't think it is too unrealistic that I have a chance to go undefeated since I'm using the third best team in the game. It is nice to know that if I take a bad team and pull in some good recruits, that eventually I would be able to compete for a national championship on AA level. I'm not sure how that would work on Heisman level since I haven't tried it yet.

Also, I've gone back to 5 minute quarters, where in the past I have always used 7 or 8 minute quarters. Because of all of the big plays and how quickly the CPU calls their plays, 7 minute quarters this year are way too long for me, games were taking at least 1.5 hours to play. Using default 5 minute quarters though, I have been able to finish games in around an hour and still get good stats.
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Post by kevinpars »

Yeah, I dropped from 7 minutes to 6. Don't always get realistic play counts, but I get more realistic scores.
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Jason
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Post by Jason »

Can the 'Impact Player" feature and composure option be turned off?
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