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NCAA Football 11 Live Tuning Pack 1, Available Now

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Old 08-07-2010, 07:22 PM   #513
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Re: NCAA Football 11 Live Tuning Pack 1, Available Now

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Originally Posted by FedExPope
Not noticing any less efficiency for elastic-legged linebackers. Perhaps the QBs should be able to throw balls high and fast better. Middle of the field is still a crapshoot.
Hmmn I've noticed that you can fit the ball in over their heads now sometimes.
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Old 08-07-2010, 07:52 PM   #514
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First of all I'm going to talk about Online Dynasty. That means my competition is people and I could care less about the computer. Second I'm talking about real common sense so if you disagree with common sense, you can kick rocks.

Look guys the recruits are still bad. There is NO progression during the season still. Here's a few common problems that we face in our online dynasty.

These are not random things that happen but consistent bad stats on things that DEFiNE a position.

Quaterbacks with C and D arms in TPW and ACR. These are not quarterbacks.

Running backs consistently having D- carry

O-Lineman that are weak!!!!! I'm talking C- and D+ strength.

Dirt Slow D-Ends.

Really Week D-Tackles

Super strong Super fast Super Big Linebackers . . . . . With D tackling.

The most unathletic Safeties of all time. I guarantee that their are more fast linebackers in everyone dynasty than Safeties. There are no safeties in D-1 football with speed in the 70's!

Worthless Athletes. After like 50. The recruits look something like this B speed C+ AGI D- everything else!

Oh yes and all these players have horrible awareness.

If a QB can't complete a slant he CANT play football! If a RB can't hold on to the football, HE cant play Football! If a linebacker is weaker than a majority of linebackers in the dynasty, He can't play football. If a LB can't tackle. HE can't play football! If a Safety can't run. He can't play football! and if an Athlete is not athletic why even call him an athlete!

You can disagree with me. But you can also kick rocks.

This game online is not as exciting as last years game when it comes to me looking forward to the players that I have.
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Old 08-07-2010, 08:34 PM   #515
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Re: NCAA Football 11 Live Tuning Pack 1, Available Now

There are still problems in my opinion with recruits also, I've mainly just been looking at offensive skill positions though. General things I've seen as trends are...

QB - There just has to be a basement set for THP and THA, I know that this is really more reflective on 2* players but, I consistently see them with passing attributes in the 60's. They need to at the very worst 68-70.

RB - AGI is generally low around the 70's. RB's should be some of the more agile guys on the field. ACC is iffy, I'm ok with seeing this number around 80. There's many instances where I'll see a lower 3* or 2* come in with low 70's and even 60's here. All around CAR is just low and could stand to go up 5-8 points probably. Many of these come in with CAR in the 60's range no matter 5* or 2*.

WR - Terrible ACC, its quite common to see them in the 70's and 60's in some cases. AGI I'm ok with being in the 70's. The position ratings generally are fine as is.
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Old 08-07-2010, 09:24 PM   #516
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Re: NCAA Football 11 Live Tuning Pack 1, Available Now

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Originally Posted by FedExPope
Not noticing any less efficiency for elastic-legged linebackers. Perhaps the QBs should be able to throw balls high and fast better. Middle of the field is still a crapshoot.
I had a play yesterday where my QB got hit as he threw, the ball floated right at my WR 15 yards down field and a linebacker 5 yards down field jumped and swatted it away like Shaq. The ball was at double (or higher) the height of the LB and he swatted it away. This is just silly.

I would be nice if a dev could get on here and explain why it is so hard to program the game to say: "If defender is X yards away from intended WR, he will not react to the ball." So if I throw a post route to a WR on the goal line, the ball will not be knocked down by a linebacker standing on the 18. That would solve the problem a lot easier than changing the arc of the passes.
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Old 08-07-2010, 09:45 PM   #517
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Re: NCAA Football 11 Live Tuning Pack 1, Available Now

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Originally Posted by TXHusker25
I had a play yesterday where my QB got hit as he threw, the ball floated right at my WR 15 yards down field and a linebacker 5 yards down field jumped and swatted it away like Shaq. The ball was at double (or higher) the height of the LB and he swatted it away. This is just silly.

I would be nice if a dev could get on here and explain why it is so hard to program the game to say: "If defender is X yards away from intended WR, he will not react to the ball." So if I throw a post route to a WR on the goal line, the ball will not be knocked down by a linebacker standing on the 18. That would solve the problem a lot easier than changing the arc of the passes.
The LB's have superhuman leaps.

For me Defensive Tackles, all have hangtimes that are of Michael Jordan. Hell, the one would drop into a zone during a zone blitz, and he jumped up on a lob pass, batted it and promptly made a diving 1 handed interception. Needless to say the remote control almost went through the TV.
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Old 08-07-2010, 09:57 PM   #518
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Re: NCAA Football 11 Live Tuning Pack 1, Available Now

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One other thing I did notice. The AI is calling timeouts in the final quarter although they are behind by more than 20. The CPU even called a timeout prior to punting to me.

Oh, I also noticed that the CPU is lining up for unrealistic FG attempts. At least seven times in five games the CPU has lined up for a 57 yard FG - plus. The longest attempt was 64 yards. Missed all of them....
These nagging issues are starting to kill a game that has so much promise. The graphics and presentation are great (they should have a cut scene every time a player is injured) but this game has more bugs and glitches than any other game I can remember
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Old 08-07-2010, 10:53 PM   #519
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Re: NCAA Football 11 Live Tuning Pack 1, Available Now

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Oh, I also noticed that the CPU is lining up for unrealistic FG attempts. At least seven times in five games the CPU has lined up for a 57 yard FG - plus. The longest attempt was 64 yards. Missed all of them....
I've noticed this also and it really sucks. NCAA teams routinely trying 60 yard field goals is ridiculous and makes a huge difference in field position.
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Old 08-08-2010, 01:47 AM   #520
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Re: NCAA Football 11 Live Tuning Pack 1, Available Now

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I've noticed this also and it really sucks. NCAA teams routinely trying 60 yard field goals is ridiculous and makes a huge difference in field position.
Seems EA has coded the AI to simulate the Lame Kiffin style of coaching games.
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