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NHL 10 Patch Available, Post Impressions Here

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Old 10-28-2009, 02:21 AM   #65
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Re: NHL 10 Patch Available, Post Impressions Here

Online I haven't noticed anything different. I haven't even noticed the smaller pinning radius. Check that...just remembered that there seems to be a new forcefield around the goalies 5 hole when you shoot from in close.
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Old 10-28-2009, 03:49 AM   #66
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Re: NHL 10 Patch Available, Post Impressions Here

Have the 360 version and i don't see the helmet.
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Old 10-28-2009, 05:15 AM   #67
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Re: NHL 10 Patch Available, Post Impressions Here

To be honest I havent really noticed much different except maybe board work But im playing with some Very good Superstar sliders with out cpu boosts .
I guess im pretty happy now with the game as is

I still think they should have addressed cpu stratgies as they are still too extreme on either end of the spectrum.

Last edited by dorismary; 10-28-2009 at 05:57 AM.
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Old 10-28-2009, 08:30 AM   #68
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Re: NHL 10 Patch Available, Post Impressions Here

Don't know where everyone is seeing the CPU out shoot them on all star, I am still outshootign them at around a 3:1 ratio... even on goalie BAP.. and this is with pass accuracy 0 for both teams and game speed and accel around 3/4..

CPU D seems utterly ridiculous especially on the PK... for example a right d-man will abandon his part of the box to go after a puck carrier on the left side and leave the right side of the net completely open... it would help if you could edit other teams strategies in all modes...
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Old 10-28-2009, 08:49 AM   #69
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Re: NHL 10 Patch Available, Post Impressions Here

Played a few games last night and one thing I noticed was that there were times when the CPU player had the puck and would skate from one side of the blue line to the other without passing or dumping the puck into the zone. He simply skated straight into the boards, turned around and skated across the ice into the other boards and did it again before finally passing the puck.

I just sat there and watched thinking, "you got to be freaking kidding me"! It looked like pinball!!
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Old 10-28-2009, 08:50 AM   #70
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Re: NHL 10 Patch Available, Post Impressions Here

Quote:
Originally Posted by dorismary
To be honest I havent really noticed much different except maybe board work But im playing with some Very good Superstar sliders with out cpu boosts .
I guess im pretty happy now with the game as is

I still think they should have addressed cpu stratgies as they are still too extreme on either end of the spectrum.
What sliders are you using? Would you post them?
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Old 10-28-2009, 09:19 AM   #71
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Re: NHL 10 Patch Available, Post Impressions Here

So, since I am not seeing the helmet, do you already have to have a 3 boost helmet to unlock the CCM V10 helmet?

I am using a 2 boost slot helmet and that may be the reason why, anybody have a clue?

Thanks for help..
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Old 10-28-2009, 10:40 AM   #72
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Re: NHL 10 Patch Available, Post Impressions Here

Quote:
Originally Posted by bosshog78
Funny, you are the only one that is saying that. Do you have the XBOX 360 version?

If so, it may be a PS3 problem cause on other boards including EA's it has numerous players saying that the helmets aren't working.
Quote:
Originally Posted by bosshog78
So, since I am not seeing the helmet, do you already have to have a 3 boost helmet to unlock the CCM V10 helmet?

I am using a 2 boost slot helmet and that may be the reason why, anybody have a clue?

Thanks for help..
I checked for the 3-slot CCM helmet right after DLing the update. It was there and I was able to assign 3 boosts to it. My guy was wearing a 3-slot helmet w/ assigned boosts from before if that's a variable worth considering...

*****

I then played one offline game and one online game against a friend. I think I just had one of those games offline, as I rolled NJ 6-1 and chased Marty in 2nd period. I was using the same All-Star sliders I was before on manual/hardcore. Guess I need to get some more games to see if it was just an anomaly or if they need some changes.

I LOVE the changes to manual passing. Now a long hold of the trigger gives you a good hard pass which I used to great effect on the breakout and passing laterally across the offensive zone. Very glad to see that we can still do a soft dish with a quick light press of the trigger.

Overall, I think they have manual passing speed balanced quite well and I'm going to raise CPU pass interceptions back to max. I had dropped it down to account for the slower passes when using manual and maxed when I used assisted power passing.

Board pinning seemed improved both against the AI and my human opponent. I completely whiffed on a few against the boards when I intentionally attempted to pin in the wrong situations. You can still really grind people along the boards with multiple pins (which is good in the right situation), but you need to have a bit more containment to initiate it. Probably still a little forgiving, but an improvement nonetheless.

Hard to comment on a lot of the other stuff after only two games. But I think I'll mess around with a GM or season mode now that the patch is out and I have fairly accurate rosters. Lan did a great job, but I haven't kept up with them since I grabbed them...
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