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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, 08:31 PM   #417
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Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available (PS3)

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Originally Posted by GHUGHES
Come on Madden comes first and foremost
I'm saying if both patches (for Madden and NCAA) are on the MS servers, then why not go ahead and release both of them?
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Old 09-07-2010, 08:38 PM   #418
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Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available (PS3)

I didn't see any problem with pass rush. I got 3 sacks on Zac Lee, 2 of them were Mcfarland DT which I never control, 1 I controlled Beal DE and just flat out beat the RT. CPU sacked me twice as well. I'd like to see a couple more total sacks at least, but considering that this was on default sliders, I'm pretty sure it can be fixed to suit whatever you're looking for.

Zac Lee lit me up for 350 yards and 69% completion with the pass coverage at 40 so that may come back up a click or 2.

CPU Pass coverage is improved tremendously. You cannot force passes at all or you will pay. I was purposely pressing my luck to test it and ended up throwing 4 picks with Landry Jones, with ints slider at 15.

Last edited by BoomerSooner420; 09-07-2010 at 08:40 PM.
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Old 09-07-2010, 08:39 PM   #419
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Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available (PS3)

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Originally Posted by Scarecrow IzA G
Sorry dont wanna go through the entire thread and look. But anybody have any idea when the 360 patch is gonna go up?. Hows the patch working for you PS3 users?.
LMAO, you can't be serious.
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Old 09-07-2010, 08:40 PM   #420
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Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available (PS3)

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Originally Posted by Buckeyes_Doc
Wow there is ZERO defense in this game right now. Just played me (Cincinnati) vs FCS Southeast and it's 21-21 after the 1st quarter.

The FCS QB has completed every pass. I'm getting zero pass rush on him. When I blitz I get near him but he releases the ball at the last second to the open reciever. Robo QB definitely.

This was on heisman by the way.I'm not the best player but I've never had a FCS light me up like this lol. I was able to score on them with ease also. I'm going to have to mess around with sliders for sure.
That's why Al Gore invented sliders.
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Old 09-07-2010, 08:41 PM   #421
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Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available (PS3)

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Originally Posted by BoomerSooner420
I didn't see any problem with pass rush. I got 3 sacks on Zac Lee, 2 of them were Mcfarland DT which I never control, 1 I controlled Beal DE and just flat out beat the RT. CPU sacked me twice as well. I'd like to see a couple more total sacks at least, but considering that this was on default sliders, I'm pretty sure it can be fixed to suit whatever you're looking for.

Zac Lee lit me up for 350 yards and 69% completion with the pass coverage at 40 so that may come back up a click or 2.

Pass coverage is improved tremendously. You cannot force passes at all or you will pay. I was purposely pressing my luck to test it and ended up throwing 4 picks with Landry Jones, with ints slider at 15.
Zac Lee throwing for 350 yards and 69% completion, pssssh, and I thought the game was unrealistic before lol
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Old 09-07-2010, 08:42 PM   #422
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Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available (PS3)

Impressions of Patch #3 and tuner pack

1. The first thing a noticed right off the bat after I played a game with patch #3 and tuner pack was that the O-Line pass block logic had improved significantly. The guards stand their ground and do a better job of standing up the interior D-Lineman. TE's and backs do a better job picking up blitzes, but they still have cases of brain fade from time to time more so than the CPU team. O-Tackle play in particular is a real treat. This has been a source of frustration for me in the past, but now the OT's push DE's out wide and with the combination of the center and guards holding blocks longer it makes for a beautiful pocket. This is my favorite part of the update because it allows the user and the CPU team to step up in the pocket and make throws. It also allows for QB scrambles up the middle. Keep in mind that this is on AA default sliders for Pass Block and Pass Rush for both HUM and CPU. I'm hearing this part of the update is causing problems for Heisman users because of the dreaded Robo QB. More on that later.

2. The Man coverage has been softened, but to be honest that is a positive because the 'psychic' DB is dead. Lesser CBs have a harder time covering stud WRs and I see a big difference in LB's covering WRs in man coverage. The LBs are getting beat badly. This is how it should be. The better DBs will still make plays, but now you can see the difference between the great players and the avg to bad players that play on the perimeter. The sheep have been separated from the goats.

3. Zone coverage has improved, not in a major way, but it has improved enough to the point where I am satisfied. D players now roam in there zones and are less static. They shadow receivers that venture across the middle, slants and drag routes are read better. Safeties are reacting much better in zones. A huge improvement here. Safety brain fade was a big issue and I have yet to see it since the tuner set.

4. CPU run game is a force to be reckoned with. I can see the possibility of a lot of new slider sets with the CPU run blocking toned down coming soon, depending on the skill level of the user. The RBs are picking the correct holes and are behaving more like a user controlled back, as in they are making better football decisions. Showing better vision. With the CPU run blocking set at 50 a star RB will be extremely hard to stop. I'd love to see a user set the CPU run slider to 100 and his Rush D slider to 0 now!

I'm sure I left some things out but those are the main changes to gameplay that I see. Now these are all positives, but the only thing killing the changes to the pass D is Robo QB. That is why some are complaining because the increased accuracy of the QB's can cancel out all of this. The variable of random inaccuracy has been taken away from the game. If the accuracy was the same before that first tuner update we would all be in heaven right now.

Personally I think Robo QB was a result of the tuner that came with Patch 2 and not the patch itself and here is why. I never had a tuner set until today when I was informed that I was not eligible to receive a tuner because I bout a used game. Keep in mind that when I fired this game up first time end of July I received the 2nd patch with no tuner. The CPU QBs would make random overthrows, especially on deep passes. I wondered what all the fuss was about on these boards about Robo, thinking I had tuners at the time. Now today I download the tuners after acquiring Online Pass from EA and now Robo QB is here with me! I have a unique perspective in all this having explained that I didn't suffer from Robo before I got the tuners and because of that I am convinced that this problem is the gameplay killer of them all. The changes in this tuner pack and patch were great for gameplay, yet they are being nullified by the Robo QB.

EA. Please bring back the accuracy of the QBs to pre tuner 1 levels. These great changes you have made will all be in vain otherwise.

Last edited by Sundown2600; 09-07-2010 at 08:45 PM.
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Old 09-07-2010, 08:43 PM   #423
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Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available (PS3)

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Originally Posted by Spanky
That's why Al Gore invented sliders.
Did you not see the part in my post where I said, "I'm going to mess around with sliders."
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Old 09-07-2010, 08:44 PM   #424
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Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available (PS3)

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Originally Posted by Spanky
That's why Al Gore invented sliders.
Unfortunately, Al Gore also invented the internet. Which some of us like to use in order to play against other human beings. And sliders don't work there.
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