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Air Raid concepts less reliable (or rather, less exploitable) in NCAA 14 vs. 12?

This is a discussion on Air Raid concepts less reliable (or rather, less exploitable) in NCAA 14 vs. 12? within the EA Sports College Football and NCAA Football forums.

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Old 06-22-2022, 06:57 PM   #9
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Re: Air Raid concepts less reliable (or rather, less exploitable) in NCAA 14 vs. 12?

Quote:
Originally Posted by ohio_bobcat_06
I have 13 and 14. I feel like passing is harder in 14. Seems like dbs are more likely to change direction on you and go for the pick as opposed to 13. Not that I never get picked in 13 lol.

I will say in general, I think I prefer 13. I like the atmosphere better as far as entrances and the ESPN presentation. It feels like simulation is a little smoother/faster than 14. The other thing I find I like in 13 is the playbook set up. Meaning I just prefer the number/types of plays in the playbooks on 13.
The big thing I do like on 14 is that the recruiting is faster.

That said, thinking about selling 14 if anyone is interested.

Thank you! I don't know why so many people like 14. The gameplay might be a tad better, but that's it. The recruiting in 13 is better and honestly I think the graphics look better also. Don't even get me started on the presentation. 14 is so stale and not very engaging. The college football atmosphere is missing in 14. They removed many of the cutscenes, pregame intros and celebrations that existed in 13. They even removed Erin Andrews. Gameplay is important, but not at the risk of removing lots of other important features, especially since the gameplay in 14 is not significantly better. I get bored playing 14. After you score a touchdown, nothing happens. In 13 you get player celebrations and mascots doing their thing. 13 gives you the full GameDay experience. 14 just feels empty and dull. Anyway I guess it depends on what you want in a football game. To each his own. I'm also selling my copy of NCAA 14.
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