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

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Old 09-08-2010, 04:59 AM   #577
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Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available, Impressions Here (PS3

So, all day at work I've been reading all these posts about how the game has no defense after patch #3. (Not sure if it pertained to online play, but anyway)

So I get home, d/l the patch, and continue my dynasty OSU against Penn State, expecting the worst.

What'd I get? Oh nothing, just an ESPN Classic worth 1870 points!

Score was tied 10-10 at the half. In the third, I finally got a long sustained drive to go up 17-10. PSU kicks a FG, making it 17-13, as we head to the fourth.

I kick a FG after I'm stopped short of the goal line, now 20-13.

PSU has the ball, 2+ minutes left in the game, and they start airing it out.......they get the TD on a bomb since I'm on one-on-one coverage along the right sideline...

I go three and out, giving them the ball back with about 1+ minute left in the game. They hit ANOTHER long pass play for a TD!

Now I'm down. I hit a hail mary that gets me close, now about 6 seconds left, I hit a slant, and get tackled just shy of the goal line. (Think Super Bowl Titans/Rams)

Final: PSU 27. OSU 20.

What I saw was outstanding run blocking on both sides......the CPU qb actually overthrew his receivers three times. I sacked the CPU 4 times. They sacked me twice.

I also saw IMO some great pass coverage on both sides, and one of the CPU's int's was all my fault,throwing as I got hit......

Bottomline, this was one of the best games I've played thus far. I was actually standing with sweaty palms towards the end.

Allllllll these issues I've read about----didn't see em, sorry. The final score wasn't 55-52.......My qb threw for 232 yds, and PSU's threw for 353. (Not bad...)


BTW, my difficulty is on Varsity, with some tweaked sliders of my own.


I think the best just got better, is all I'm saying. I don't even miss Madden right now.....

Peace.

Last edited by Segagendude; 09-08-2010 at 05:01 AM.
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Old 09-08-2010, 05:04 AM   #578
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Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available, Impressions Here (PS3

Quote:
Originally Posted by HeebieJeebie
Your complaining that people found the holes in your zone... thats how you beat zone defense. by finding the holes. you want pass defense to be unbeatable or what?
LOL wow, some of the responses in this thread, including this one, are the reason EA appeals to the lowest common denominator of the video game world.

Do you see any part of my post complaining about people finding holes in my zone? Did you even watch the videos?

I won this game by the way, if that helps.
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Old 09-08-2010, 05:05 AM   #579
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Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available, Impressions Here (PS3

The goal of the progression tweak in the latest patch is to have a similar amount of high quality players and talent level of the default rosters. Following what Block-O did earlier, I simmed to the beginning of season 2015 in order to clear out all the players from the original roster. So the only thing left are game generated recruits. The only thing differently is that I monitored the amount of 5 star players that went into the recruiting pool at the beginning of each season and made sure I got the maximum amount of high quality players in each season. So by making sure I am close to the maximum amount, any shortfall in quality players stems from lack of progression.

Prior to my test, I ran 10 recruiting batches. I saved a dynasty file at the beginning of the season and hit "skip to recruiting" in the preseason menu. From there, I counted the number of star players. On average there are about 28 5 star players and about 228 4 star recruits. The range on 5 star were 18-39 while the range on the number of 4 star players were at 220-234. So the goal was to establish the high end and shoot for that in each and every season leading upto 2015. This could also serve as a way of establishing a benchmark for doing a dynasty assuming EA doesn't patch their patch.

So in the first year of my simulation, there were 233 and 39 4 and 5 star players, respectively. In the second year, there were 236 and 35. In the third year, there were 39 and 222 players. In the fourth year, I added 235 and 37 players with 4 and 5 star ratings, respectively. Then I simmed to the beginnng of 2015 and here is what I came up in terms of number of players with 90+ ratings in comparison to the default roster.

90+ Players: 2015 vs Original (Change in Parenthesis)

QB: 17 vs 19 (Change of -2)
HB: 10 vs 28 (-18)
FB: 6 vs 3 (+3)
WR: 10 vs 31 (-21)
TE: 1 vs 3 (-2)
T: 14 vs 25 (-11)
G: 14 vs 15 (-1)
C: 12 vs 16 (-4)

DE: 18 vs 25 (-7)
DT: 15 vs 20 (-5)
OLB: 12 vs 14 (-2)
MLB: 6 vs 15 (-9)
CB: 7 vs 15 (-8)
FS: 5 vs 5 (+0)
SS: 6 vs 11 (-5)
K: 6 vs 13 (-7)
P: 1 vs 4 (-3)

Total: 160 vs 262 (-102)


# of 99 OVR: 8

# of Players with 90+ AWR: 60

Teams: 2015 vs Original (Difference)

A+: 1 vs 1 (+0)
A: 0 vs 2 (-2)
A-: 5 vs 9 (-4)
B+: 3 vs 17 (-14)
B: 14 vs 14 (+0)
B-: 11 vs 19 (-8)
C+: 18 vs 19 (-1)
C: 16 vs 12 (+4)
C-: 13 vs 7 (+6)
D+: 17 vs 7 (+10)
D: 12 vs 12 (+0)
D-: 10 vs 1 (+9)
F: 0 vs 0 (+0)

So as you can see, there is some massive degredation in talent level. The number of elite players decline, especially at RB, WR, T. Furthermore, on a team level it seems that the talent level with the exception of Alabama drops down a full letter grade.

To sum up and even with attemping to get the maximum number of high quality players in the game, the overall talent level STILL declines. This speaks of either the latest patch on progression is either not working as intended or if it is, does not come anywhere close to the stated goals of EA. In either case, EA needs to get their act together since they say one thing and do something that is completely different.
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Old 09-08-2010, 05:08 AM   #580
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Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available, Impressions Here (PS3

Quote:
Originally Posted by Segagendude
So, all day at work I've been reading all these posts about how the game has no defense after patch #3. (Not sure if it pertained to online play, but anyway)

So I get home, d/l the patch, and continue my dynasty OSU against Penn State, expecting the worst.

What'd I get? Oh nothing, just an ESPN Classic worth 1870 points!

Score was tied 10-10 at the half. In the third, I finally got a long sustained drive to go up 17-10. PSU kicks a FG, making it 17-13, as we head to the fourth.

I kick a FG after I'm stopped short of the goal line, now 20-13.

PSU has the ball, 2+ minutes left in the game, and they start airing it out.......they get the TD on a bomb since I'm on one-on-one coverage along the right sideline...

I go three and out, giving them the ball back with about 1+ minute left in the game. They hit ANOTHER long pass play for a TD!

Now I'm down. I hit a hail mary that gets me close, now about 6 seconds left, I hit a slant, and get tackled just shy of the goal line. (Think Super Bowl Titans/Rams)

Final: PSU 27. OSU 20.

What I saw was outstanding run blocking on both sides......the CPU qb actually overthrew his receivers three times. I sacked the CPU 4 times. They sacked me twice.

I also saw IMO some great pass coverage on both sides, and one of the CPU's int's was all my fault,throwing as I got hit......

Bottomline, this was one of the best games I've played thus far. I was actually standing with sweaty palms towards the end.

Allllllll these issues I've read about----didn't see em, sorry. The final score wasn't 55-52.......My qb threw for 232 yds, and PSU's threw for 353. (Not bad...)


BTW, my difficulty is on Varsity, with some tweaked sliders of my own.


I think the best just got better, is all I'm saying. I don't even miss Madden right now.....

Peace.
Yep i'm having fun with this game both in on/off line dynasty and lobby games
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Old 09-08-2010, 05:09 AM   #581
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Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available, Impressions Here (PS3

Quote:
Originally Posted by novadolla
Looks like the corner was trying to get deep to keep the inside guy running the streak in front of him. But he should be bailing rather than running with his back to the ball. But against cv3 the flats wil be open and wheels will be open because the corner is bailing out of there. some one else should of went to the flats.

it looked like the QB broke contain and the LB was gonna try to stop the scramble. Was your QB contain on aggressive?
No, my QB Contain is always on Conservative for this very reason, I hated having guys come up against scramblers online only to have them pull up and throw over. If I am facing a scrambler like that, I will just use DE Contain plus a spy if necessary.

I wouldn't really have a problem with that wheel play if it weren't for all of my zones on that side guarding basically the same piece of real estate. I was in conservative zones since I was playing somewhat prevent D at this point in the game, the two hook zones were guarding the same area and then the CB over there was guarding basically the same thing. I guess my complaint on that play is that there is no common sense when it comes to the zones, that and my CB inexplicably bailing with his back to the ball, which I had never seen before.
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Old 09-08-2010, 05:16 AM   #582
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Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available, Impressions Here (PS3

Quote:
Originally Posted by TXHusker25
No, my QB Contain is always on Conservative for this very reason, I hated having guys come up against scramblers online only to have them pull up and throw over. If I am facing a scrambler like that, I will just use DE Contain plus a spy if necessary.

I wouldn't really have a problem with that wheel play if it weren't for all of my zones on that side guarding basically the same piece of real estate. I was in conservative zones since I was playing somewhat prevent D at this point in the game, the two hook zones were guarding the same area and then the CB over there was guarding basically the same thing. I guess my complaint on that play is that there is no common sense when it comes to the zones, that and my CB inexplicably bailing with his back to the ball, which I had never seen before.
Ihear ya man, but you gotta admit. The game is playing pretty well. I thought it would be wide open passing all over but this is not the case.
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Old 09-08-2010, 06:54 AM   #583
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Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available, Impressions Here (PS3

For posters smarter than myself, are the messed up recruits something that is the fault of the tuner, or the patch itself? Hopping the tuner, then it's an easy fix.
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Old 09-08-2010, 07:12 AM   #584
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Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Available, Impressions Here (PS3

Quote:
Originally Posted by eraserx13
The goal of the progression tweak in the latest patch is to have a similar amount of high quality players and talent level of the default rosters. Following what Block-O did earlier, I simmed to the beginning of season 2015 in order to clear out all the players from the original roster. So the only thing left are game generated recruits. The only thing differently is that I monitored the amount of 5 star players that went into the recruiting pool at the beginning of each season and made sure I got the maximum amount of high quality players in each season. So by making sure I am close to the maximum amount, any shortfall in quality players stems from lack of progression.

Prior to my test, I ran 10 recruiting batches. I saved a dynasty file at the beginning of the season and hit "skip to recruiting" in the preseason menu. From there, I counted the number of star players. On average there are about 28 5 star players and about 228 4 star recruits. The range on 5 star were 18-39 while the range on the number of 4 star players were at 220-234. So the goal was to establish the high end and shoot for that in each and every season leading upto 2015. This could also serve as a way of establishing a benchmark for doing a dynasty assuming EA doesn't patch their patch.

So in the first year of my simulation, there were 233 and 39 4 and 5 star players, respectively. In the second year, there were 236 and 35. In the third year, there were 39 and 222 players. In the fourth year, I added 235 and 37 players with 4 and 5 star ratings, respectively. Then I simmed to the beginnng of 2015 and here is what I came up in terms of number of players with 90+ ratings in comparison to the default roster.

90+ Players: 2015 vs Original (Change in Parenthesis)

QB: 17 vs 19 (Change of -2)
HB: 10 vs 28 (-18)
FB: 6 vs 3 (+3)
WR: 10 vs 31 (-21)
TE: 1 vs 3 (-2)
T: 14 vs 25 (-11)
G: 14 vs 15 (-1)
C: 12 vs 16 (-4)

DE: 18 vs 25 (-7)
DT: 15 vs 20 (-5)
OLB: 12 vs 14 (-2)
MLB: 6 vs 15 (-9)
CB: 7 vs 15 (-8)
FS: 5 vs 5 (+0)
SS: 6 vs 11 (-5)
K: 6 vs 13 (-7)
P: 1 vs 4 (-3)

Total: 160 vs 262 (-102)


# of 99 OVR: 8

# of Players with 90+ AWR: 60

Teams: 2015 vs Original (Difference)

A+: 1 vs 1 (+0)
A: 0 vs 2 (-2)
A-: 5 vs 9 (-4)
B+: 3 vs 17 (-14)
B: 14 vs 14 (+0)
B-: 11 vs 19 (-8)
C+: 18 vs 19 (-1)
C: 16 vs 12 (+4)
C-: 13 vs 7 (+6)
D+: 17 vs 7 (+10)
D: 12 vs 12 (+0)
D-: 10 vs 1 (+9)
F: 0 vs 0 (+0)

So as you can see, there is some massive degredation in talent level. The number of elite players decline, especially at RB, WR, T. Furthermore, on a team level it seems that the talent level with the exception of Alabama drops down a full letter grade.

To sum up and even with attemping to get the maximum number of high quality players in the game, the overall talent level STILL declines. This speaks of either the latest patch on progression is either not working as intended or if it is, does not come anywhere close to the stated goals of EA. In either case, EA needs to get their act together since they say one thing and do something that is completely different.
Agreed. When I did my simming earlier, I was completely disappointed. The game has barely changed in this area, if at all. They are hyping up these tuners, but I really see no difference. None.
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