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NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available, Impressions Here (PS3)

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Old 09-07-2010, 05:41 PM   #305
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Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available (PS3)

I am in year 6 of my FSU dynasty on the PS3. After my first game post patch/tuner, I had my Fr QB awareness got up "+ 1". So it looks like the patch does indeed work with in-progress dynasties.
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Old 09-07-2010, 05:42 PM   #306
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Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available (PS3)

Quote:
Originally Posted by asch
I just simmed throu 1 season as ND, I looked 4 times during the season for player progression but never seen the +1 on any attributes. That doesn't mean that numbers didn't change due to the fact that I don't know off hand what they strted at, but in yers past they always showed +1 or +2 and I never seen that.

first draft class is in, this is what it looks like
C juco transfer 3* 85 overall
RG 4* 78 ovr
LE 4* 76 ovr
RT 3* 63 ovr
FS 5* 78 ovr
FB 1* 61 ovr
CB 3* 64 ovr
LOLB 4*81 ovr
WR 3* 63 ovr
CB 3* 71 ovr
FS 4* 72 ovr
WR 3* 64 ovr
CB 4* 73 ovr
ATH 4* 72 ovr

Thanks for the info, Did you happen to see how much awareness increased for players in off season training?
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Old 09-07-2010, 05:43 PM   #307
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Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available (PS3)

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Originally Posted by SFNiners816
I am in year 6 of my FSU dynasty on the PS3. After my first game post patch/tuner, I had my Fr QB awareness got up "+ 1". So it looks like the patch does indeed work with in-progress dynasties.
Awesome. Just need the 360 update now.
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Old 09-07-2010, 05:45 PM   #308
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Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available (PS3)

I didn't notice awareness, I just looked at the overall changes. The whole team went up anywhere from a +2 to a +5
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Old 09-07-2010, 05:50 PM   #309
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Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available (PS3)

Quote:
Originally Posted by peteykirch
The numbers still look basically the same.
That's because he used Notre Dame. I was under the impression that they were raising the lower end of the recruit ratings meaning that the 1* and 2* recruits were going to come in better so there would be any low 50s being recruited at all/as much.
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Old 09-07-2010, 05:54 PM   #310
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Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available (PS3)

Quote:
Originally Posted by asch
I didn't notice awareness, I just looked at the overall changes. The whole team went up anywhere from a +2 to a +5
Hmm. Maybe you have to play the games to receive progression. Is that what you did? I started a new dynasty and simulated only to get no progression.
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Old 09-07-2010, 05:54 PM   #311
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Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available (PS3)

Quote:
Originally Posted by SecretAgentManCU
Sliders & Settings
Difficulty: All-American
Quarters: 7 mins
Game Speed: Normal
Speed Threshold: 40
HFA Effect: On
Ice the Kicker: On
Recruiting Difficulty: All-American

Penalties
Offsides 95
False Start 95
Holding 50
Facemask 50
O Pass Interference 100
D Pass Interference 100
KR/PR Interference 100
Clipping55
Intentional Grounding100
Roughing the Passer100
Roughing the Kicker100

Sliders

Offense Human CPU
QB Accuracy 30 30
Pass Block 50 60
WR Catching 50 50
RB Ability 50 50
Run Blocking 30 60
Defense Human CPU
Pass Coverage 45 65
Pass Rush 45 55
Interceptions 15 30
Running Defense 30 60
Tackling 50 55
Special Teams Human CPU
FG Power 40 55
FG Accuracy 15 60
P Power 40 55
P Accuracy25 95
Kickoff Power 50 50

Those are my OD's settings. Another dude in my OD also played and he was getting stuffed in the run as well so we're probably going to have to up the blocking for those.
You should probably just lower CPU Run Defense since that was patched this time to make it affect actual blocking and not just the success of the special blocking moves.
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Old 09-07-2010, 06:06 PM   #312
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Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available (PS3)

PS3 - Running is better on both sides, cpu can run the ball, and they can actually stop Demarco Murray, no more 10-20 ypc. The in season progression is there and working, but it depends on player performance in the last game, played or simmed, so it's quite possible to go a stretch without seeing any change.

I was worried about the changes to man coverage, especially with zone not really working, but coverage was awesome on both sides, even zone coverage seemed alot better. Seems like the change to the early jump by pass coverage actually makes it so the cpu times the pass better. I was really having to look for that open reciever, and would be tackled immediately after the catch. Going to have to adjust the cpu passing/hum pass defense, as they haven't been able to complete more than 40 something %.
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