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NCAA 09 Patch #2 Available --- Impressions Here

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Old 08-21-2008, 02:07 PM   #337
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Re: NCAA Football 09 Patch #2 Available, Impressions Here

Quote:
Originally Posted by callmetaternuts
ANy comment on punt returns?
Still WAY to easy. The main reason I am lead to believe this is the fact that the coverage teams have bad, stupid pursuit angles and tend to mimic every move that the returner makes. As opposed to breaking down and trapping you and tackling you, the coverage teams just don't play smart. There is a probably a better way to explain it, but I guess it just comes down to the pursuit angles they take.

The patch seems to have made the pass rush a bit better, which I was surprised, but still not to the realistic point and the QBs still throw way to perfect with stupid DB interaction.
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Old 08-21-2008, 02:07 PM   #338
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Re: NCAA Football 09 Patch #2 Available, Impressions Here

can you play in more than five leagues now
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Old 08-21-2008, 02:08 PM   #339
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Re: NCAA Football 09 Patch #2 Available, Impressions Here

Quote:
Originally Posted by doctorhay53
Wow, 54% CPU comp %........beautiful, with only one pick.

One question though; SHOULD you have beat them 31-17? Is it going to be too easy to beat the CPU without ROBO QB?
Should I have beat them? Hard to say. AFA beat CSU 45-21 last year. AFA doesn't have as good a team as they did last year, but I'd say the game is even enough that it could go either way.
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Old 08-21-2008, 02:10 PM   #340
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Re: NCAA Football 09 Patch #2 Available, Impressions Here

Why do people think that putting human break block at 100 is going to help the pass rush...

the human break block is more about the run game...by putting it at max you are killing the very little run game the cpu has

if you want to claim that it evens out because you put the cpu run block at 100 and rb ability at anything above default then you are back at square one

cpu pass block is the only slider that matters in terms of pass blocking for the cpu

you are killing another part of the game by thinking the other way around

qb accuracy is for the qb

pass blocking is for the protection of the qb and that slider alone affects both how the defense gets pressure and how the oline blocks..the break block is not going to improve the pass protection

that slider (break block) is to get rid of blockers in the run game...

the only way the cpu run game has any chance vs human is by putting cpu rb ability at 80 and run blocking at 100

then lowering the human break block to 0

if you want to get pressure on the cpu qb...then lower their pass block to zero and that is it..the awareness and knockdown slider only affects the db's reaction to the pass
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Old 08-21-2008, 02:14 PM   #341
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Re: NCAA Football 09 Patch #2 Available, Impressions Here

Quote:
Originally Posted by Keyser Soze
AA, how do you deal with the CPU horrible play calling on offense and defense. I realize there is nothing at all that we can do about the CPU constantly running QB option with a super slow guy but how do you handle all the CPU DB blitzing that leaves WRs all alone for TDs or massive gains? The CPU runs these constantly and virtually any pass (other then PA) works for huge gains?

This is my #1 issue with this game right now as I don't know how to not score against all these blitzes without limiting my offensive player to B+ (that way close to LB) speeds.
Honestly, I've began playing on Varsity(although after I get the patch I might bump it up), but there isn't much QB option running on varsity. There was a little, but it wasnt near as bad a AA.
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Old 08-21-2008, 02:15 PM   #342
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Re: NCAA Football 09 Patch #2 Available, Impressions Here

Quote:
Originally Posted by BuckeyesFan21
Still WAY to easy. The main reason I am lead to believe this is the fact that the coverage teams have bad, stupid pursuit angles and tend to mimic every move that the returner makes. As opposed to breaking down and trapping you and tackling you, the coverage teams just don't play smart. There is a probably a better way to explain it, but I guess it just comes down to the pursuit angles they take.

The patch seems to have made the pass rush a bit better, which I was surprised, but still not to the realistic point and the QBs still throw way to perfect with stupid DB interaction.
I've yet to see it post-patch, but if it is similar to Madden then the way coverage is handled still doesn't match up to the older games.

You can tell the players are programmed to stay in their lanes and break on the returner at a certain point. In all next-gen games, they break in way too late. In current gen, they were programmed to break as soon as the receiver catches the ball.

This little difference allows the returner to get upfield more than he should.
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Old 08-21-2008, 02:15 PM   #343
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Re: NCAA Football 09 Patch #2 Available, Impressions Here

Quote:
Originally Posted by mudtiger
I gotta believe they juiced up the int slider finally. 0 int finally feels something closer to 0 int.

AA, 11 min qtr

CSU 17 - AF 31 (me)

CSU - 10 - 07 - 00 - 00 -- 17
AFA - 07 - 14 - 07 - 03 -- 31

CSU
off 398
rush 35-140
pass 25-46-258
plays 81

QB Farris 25-46-258, 54%, 1 TD, 1 INT, 2 sack, 3-(-1) rush
HB Johnson 20-117, 5.8avg, 1 TD, long 48
HB Bell 9-18, 2.0avg
WR Morton 7-97, long 27, 1 TD
TE Sperry 6-72
ROLB Brewer 9 TKL
RE Hill 9 TKL
MLB Horinek 9 TKL

AF
off 349
rush 59-265
pass 9-13-84
plays 72

QB Smith 9-13-84, 69%, 1 TD, long 17, sack 1, 12-35 rush
HB Lumpkin 17-57, 3.3avg, 2 TD
HB Stephens 17-125, 7.3avg, 1 TD, long 27
FB Newell 12-50, 4.1avg
TE Dekker 4-45
MLB Reeves 13 TKL, 1 INT

I don't think it gets any better than that stat wise. The cpu's one pick was late in the game when they were airing it out to make a come back. There were at least 3 or 4 other cpu throws that I thought for sure were going to be picked but were dropped or batted down.
Did you change any of your sliders or are you still playing on AA default except TKL 15/15, INT 0/0, and WRC 0/0?
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Old 08-21-2008, 02:17 PM   #344
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Re: NCAA Football 09 Patch #2 Available, Impressions Here

Quote:
Originally Posted by nxt
Did you change any of your sliders or are you still playing on AA default except TKL 15/15, INT 0/0, and WRC 0/0?
What you listed plus knockdown at 100. Just trying to get a feel for gameplay with few changes.
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