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NCAA Football 13 Video - No More Psychic DB's, 25 Different Pass Trajectory Zones

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Old 04-13-2012, 09:54 AM   #81
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As long as they fix the DBs and the LBs I'm good. Its nice they are actually working on the throwing aspect of the game. I wonder if they will actually fix the game to allow WRs to turn around and catch the ball so you can actually throw jump balls to taller ones.

Just seein this video has me pumped and ready for college football already, I'm ready to see what Ellis Johnson will do at Southern Miss.
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Old 04-13-2012, 10:00 AM   #82
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Re: NCAA Football 13 Video - No More Psychic DB's, 25 Different Pass Trajectory Zones

Quote:
Originally Posted by BlueNGold
I don't know about that, man. Going from NCAA 10 to NCAA 11 was a hell of a jump and I have to say I was pretty satisfied with that game (at the time) despite it's flaws.

NCAA 12 and other previous versions are a completely different story though.
I will do a video to show the similarities. I have 10, 11, and 12. I am not saying your memory is wrong, I am saying that the pure differences and changes are not as huge as you imagine. Truthfully the biggest changes was the graphics and presentation stuff.

Quote:
Originally Posted by TheGedden7
Dont forget footwork
That one would just not work correctly, because we all know EA football does not correctly render footwork
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Old 04-13-2012, 10:03 AM   #83
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Re: NCAA Football 13 Video - No More Psychic DB's, 25 Different Pass Trajectory Zones

Quote:
Originally Posted by capn_razzamataz
In terms of features: It all sounds good. I'll wait to play the game before giving praise, though. Forever negative.

In terms of animations (minus the tackling animations from last year): PROJECTILEVOMIT DOT GIF

EDIT: Interested to see how the new passing system is controlled.
EDIT 2: Players still turning stopping/turning on a dime.
EDIT 3: Fixed for SteelerSpartan
I played running back in high school and in college and I coach football and I've stopped on a dime before and I've coached kids that have stopped on a dime before, especially those that play offensive skill positions. Can every player stop or turn on a dime? Not at all and I understand what you are saying. But in real life, the elite players can stop/cut on a dime. Watch this highlight tape below of my little brother, he does it frequently, as well as guys like Reggie Bush or older guys like Peter Warrick. Defensive backs are good at stopping/cutting on a dime as well.

http://www.youtube.com/watch?v=Lp4UOl_Leg8
http://www.youtube.com/watch?v=wIjEr...eature=related
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Old 04-13-2012, 10:05 AM   #84
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Re: NCAA Football 13 Video - No More Psychic DB's, 25 Different Pass Trajectory Zones

I decided to go a different route BnG. Just watch these and look how similar every one of them are. What I did was hit play on all videos then line it up where all 3 are running a play. VERY VERY little differences.






Last edited by Phobia; 04-13-2012 at 10:17 AM.
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Old 04-13-2012, 10:10 AM   #85
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Re: NCAA Football 13 Video - No More Psychic DB's, 25 Different Pass Trajectory Zones

my thoughts...

- One basic passing type before, now up to 25 different trajectories are possible with the new implementation.

Finally a real passing mechanic that we can manipulate based on the situation and throw the type of ball that we want to. I think this had a lot to do with the next item. It’s not so much that the LB’s where coded as supermen, but that the passes where just to low of a trajectory and triggered his INT branching motions. I’m hoping that ratings dictate how well these trajectories are thrown and this will finally separate the really good QB’s on the field.

- You can pass over linebackers and users can lead the pass with the left stick for that added accuracy needed to fit the ball into a tight space.

Lead passing with the left stick has been in the game before. Maybe this is a new more predictable version that we can utilize to throw the ball in unique areas of the same route… perhaps back shoulder? It could also be handy in stopping the WR on the crossing route instead of leading him into a LB or Safety. This could be a nice addition.

- There are 20+ new drop backs mechanics, all of them are based upon proper dropbacks depending on the routes in the play.

I’m not sure exactly what this means. Is this the cpu drop back mechanics? If your controlling the QB how would any different mechanic come into play. Is this related to the auto drop back that happens if you don’t touch the controller after a snap? Can’t wait to hear more info hear. Sounds like your going to get a much more dynamic feel with the different drop backs and ball trajectories.

- QBs can throw on run without setting up, but throwing will be more challenging if off balance or throwing across your body.

I can’t tell you how many times i have died a little inside when my QB would scramble away from pressure, find the open guy.. then stop, setup and BLAAAAMO…. the DE would catch up to him and lay him out. Nice to know that the i can get rid of the ball EXACTLY when i want to without triggering a long drawn out animation. And we can all hope that the challenge of throwing across your body extends to throwing off your back foot or while back peddling.

- Receiver icons will dim at the snap of the football and come to light when the receiver is in the proper area of the route to receive the football.

Another real life mechanic makes it’s way into the game. No more quick passes off the line to the slot seam route… it looks like you will have to wait until certain points in the route to throw a successful pass. This could take some re-learning of the game. I know I’ve done the quick throw before on routes that weren’t really designed for it… will that still be possible? What type of failure to completion percent are we talking when the icon is dimmed vs when it is lit up. This will be interesting to see how it plays out.

- No more psychic defensive backs.

Can i get an “Amen”

- Both offensive and defensive players will “have to see it before they can make a play on the ball.”

You mean actually turn their heads and play the football? WoW… that will change the look and feel of the game for sure. Hoping that awareness and coverage ratings will really dictate that for CB’s and Safety’s. Could really bring those ratings back up to the level of speed and acceleration when evaluating defenders. This is a huge upgrade if it works properly.


posted here as well (TSO Analyzes NCAA 13 Gameplay additions)
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Old 04-13-2012, 10:12 AM   #86
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Re: NCAA Football 13 Video - No More Psychic DB's, 25 Different Pass Trajectory Zones

It's not just the DBs that were psychic..receivers still somehow catch balls thrown to them without looking for them, and there really needs to be animations that have HBs looking back for the ball just like they do in real life. I'm glad that the trajectories are fixed though, because that was definitely a huge issue in games.

I'll withhold further reservations until Monday when the blog comes out, but if receivers are still catching balls without looking up for them and can't sit in zones properly then I'm not very optimistic.
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Old 04-13-2012, 10:20 AM   #87
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Re: NCAA Football 13 Video - No More Psychic DB's, 25 Different Pass Trajectory Zones

I have two lines of thinking here.

1. I am glad the devs listened to the community in regards to fixing the passing game. It was one of the most asked for improvements and they def have attempted to address it. The things they talk about SOUND very promising on paper.

2. I have to have the controller in my hand and test these things because the gameplay videos aren't helping me to see if the touted improvements have been implemented correctly. In fact, all I can focus on are the still terrible looking animations and player movements. There still seemed to be some psychic activity, but as I said, the only way I'll be able to know for sure is when I am playing the game and testing diff routes.

I can say I am already interested enough to download the demo and test it. That's a good thing. Let's just hope the demo actually does what it's said to do.
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Old 04-13-2012, 10:26 AM   #88
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Re: NCAA Football 13 Video - No More Psychic DB's, 25 Different Pass Trajectory Zones

I'm curious with the air raid teams, where you always have routes that are "hot", will you have to wait to fire those until an icon comes up, or if some pass routes will have the hot route icon show up right away.

I still think you should see the right line splits for spread teams. The effectiveness of spread offenses on this game would work much better if they had wider splits.
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