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Patch #2 for NCAA Football 09 is available, post your impressions here.

Game: NCAA Football 09Reader Score: 7/10 - Vote Now
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# 281 RAZRr1275 @ 08/21/08 01:48 PM
Quote:
Originally Posted by CS10029
So now I am pissed I traded this in. Go me. Anyone wanna sell me there copy?
Ummmmmmmm, I don't think so. Hopefully you get a used one.
 
# 282 callmetaternuts @ 08/21/08 01:49 PM
AA, keep the impressions coming. If you have positive things to say about pass rush, then something must be different. I just want the game to play more like football and less like a bunch of friends in the backyard.

ANy comment on punt returns?
 
# 283 guitar4468 @ 08/21/08 01:50 PM
after about three games with the new patch i must say it feels like the defenses are a little better. instead of games mostly going in to the 30 range against good competition, they are going to 15 to 25 for the teams which imo is pretty realistic.

The one thing i have noticed the most is that when you get down to the opponents 30 yard line, it becomes pretty hard to score. this means there are more longer drives that result in fgs. Also there are more punts which is good imo.

So far i am happy.

Edit: i am playing on heisman

Edit2: i am getting more pressure now with the de than before.
 
# 284 Pared @ 08/21/08 01:56 PM
Quote:
Originally Posted by fishepa
Thank god AA is happy. OS is now a better place.
NCAA Forum though... Madden still has its own problems!
 
# 285 mudtiger @ 08/21/08 02:02 PM
I gotta believe they juiced up the int slider finally. 0 int finally feels something closer to 0 int.

AA, 11 min qtr

CSU 17 - AF 31 (me)

CSU - 10 - 07 - 00 - 00 -- 17
AFA - 07 - 14 - 07 - 03 -- 31

CSU
off 398
rush 35-140
pass 25-46-258
plays 81

QB Farris 25-46-258, 54%, 1 TD, 1 INT, 2 sack, 3-(-1) rush
HB Johnson 20-117, 5.8avg, 1 TD, long 48
HB Bell 9-18, 2.0avg
WR Morton 7-97, long 27, 1 TD
TE Sperry 6-72
ROLB Brewer 9 TKL
RE Hill 9 TKL
MLB Horinek 9 TKL

AF
off 349
rush 59-265
pass 9-13-84
plays 72

QB Smith 9-13-84, 69%, 1 TD, long 17, sack 1, 12-35 rush
HB Lumpkin 17-57, 3.3avg, 2 TD
HB Stephens 17-125, 7.3avg, 1 TD, long 27
FB Newell 12-50, 4.1avg
TE Dekker 4-45
MLB Reeves 13 TKL, 1 INT

I don't think it gets any better than that stat wise. The cpu's one pick was late in the game when they were airing it out to make a come back. There were at least 3 or 4 other cpu throws that I thought for sure were going to be picked but were dropped or batted down.
 
# 286 ab2c4 @ 08/21/08 02:03 PM
Reading through all these pages of posts it sounds to me like everything that was a problem before was either A) fixed or B) improved enouth that most of us can live with it. I can't wait to go home tonight and try it out for myself.
 
# 287 rudyjuly2 @ 08/21/08 02:03 PM
Quote:
Originally Posted by AuburnAlumni
How do you know?

You don't know what I have the CPU run game set at.

FYI...My CPU Run block is at 100 and CPU RBA is at 60. So it evens out.
If you have human break block at 100 I simply fail to see how the cpu rushing attack will ever be good. That's simply means the cpu can't have an advantage in run blocking (since 100 is the max for them).

I've been adjusting the cpu sliders for every one of their possessions to make them run better. I have break block at only 20 and run block at 100 for them (80 point advantage for cpu) with RBA at 75 to get it to work well and I still wonder if its not enough. I think you will find this to be a problem down the road for you is all I'm saying.
 
# 288 doctorhay53 @ 08/21/08 02:04 PM
Quote:
Originally Posted by mudtiger
I gotta believe they juiced up the int slider finally. 0 int finally feels something closer to 0 int.

AA, 11 min qtr

CSU 17 - AF 31 (me)

CSU - 10 - 07 - 00 - 00 -- 17
AFA - 07 - 14 - 07 - 03 -- 31

CSU
off 398
rush 35-140
pass 25-46-258
plays 81

QB Farris 25-46-258, 54%, 1 TD, 1 INT, 2 sack, 3-(-1) rush
HB Johnson 20-117, 5.8avg, 1 TD, long 48
HB Bell 9-18, 2.0avg
WR Morton 7-97, long 27, 1 TD
TE Sperry 6-72
ROLB Brewer 9 TKL
RE Hill 9 TKL
MLB Horinek 9 TKL

AF
off 349
rush 59-265
pass 9-13-84
plays 72

QB Smith 9-13-84, 69%, 1 TD, long 17, sack 1, 12-35 rush
HB Lumpkin 17-57, 3.3avg, 2 TD
HB Stephens 17-125, 7.3avg, 1 TD, long 27
FB Newell 12-50, 4.1avg
TE Dekker 4-45
MLB Reeves 13 TKL, 1 INT

I don't think it gets any better than that stat wise. The cpu's one pick was late in the game when they were airing it out to make a come back. There were at least 3 or 4 other cpu throws that I thought for sure were going to be picked but were dropped or batted down.
Wow, 54% CPU comp %........beautiful, with only one pick.

One question though; SHOULD you have beat them 31-17? Is it going to be too easy to beat the CPU without ROBO QB?
 
# 289 BuckeyesFan21 @ 08/21/08 02:07 PM
Quote:
Originally Posted by callmetaternuts
ANy comment on punt returns?
Still WAY to easy. The main reason I am lead to believe this is the fact that the coverage teams have bad, stupid pursuit angles and tend to mimic every move that the returner makes. As opposed to breaking down and trapping you and tackling you, the coverage teams just don't play smart. There is a probably a better way to explain it, but I guess it just comes down to the pursuit angles they take.

The patch seems to have made the pass rush a bit better, which I was surprised, but still not to the realistic point and the QBs still throw way to perfect with stupid DB interaction.
 
# 290 biged @ 08/21/08 02:07 PM
can you play in more than five leagues now
 
# 291 mudtiger @ 08/21/08 02:08 PM
Quote:
Originally Posted by doctorhay53
Wow, 54% CPU comp %........beautiful, with only one pick.

One question though; SHOULD you have beat them 31-17? Is it going to be too easy to beat the CPU without ROBO QB?
Should I have beat them? Hard to say. AFA beat CSU 45-21 last year. AFA doesn't have as good a team as they did last year, but I'd say the game is even enough that it could go either way.
 
# 292 SimBaller22 @ 08/21/08 02:10 PM
Why do people think that putting human break block at 100 is going to help the pass rush...

the human break block is more about the run game...by putting it at max you are killing the very little run game the cpu has

if you want to claim that it evens out because you put the cpu run block at 100 and rb ability at anything above default then you are back at square one

cpu pass block is the only slider that matters in terms of pass blocking for the cpu

you are killing another part of the game by thinking the other way around

qb accuracy is for the qb

pass blocking is for the protection of the qb and that slider alone affects both how the defense gets pressure and how the oline blocks..the break block is not going to improve the pass protection

that slider (break block) is to get rid of blockers in the run game...

the only way the cpu run game has any chance vs human is by putting cpu rb ability at 80 and run blocking at 100

then lowering the human break block to 0

if you want to get pressure on the cpu qb...then lower their pass block to zero and that is it..the awareness and knockdown slider only affects the db's reaction to the pass
 
# 293 stoncold32 @ 08/21/08 02:14 PM
Quote:
Originally Posted by Keyser Soze
AA, how do you deal with the CPU horrible play calling on offense and defense. I realize there is nothing at all that we can do about the CPU constantly running QB option with a super slow guy but how do you handle all the CPU DB blitzing that leaves WRs all alone for TDs or massive gains? The CPU runs these constantly and virtually any pass (other then PA) works for huge gains?

This is my #1 issue with this game right now as I don't know how to not score against all these blitzes without limiting my offensive player to B+ (that way close to LB) speeds.
Honestly, I've began playing on Varsity(although after I get the patch I might bump it up), but there isn't much QB option running on varsity. There was a little, but it wasnt near as bad a AA.
 
# 294 Pared @ 08/21/08 02:15 PM
Quote:
Originally Posted by BuckeyesFan21
Still WAY to easy. The main reason I am lead to believe this is the fact that the coverage teams have bad, stupid pursuit angles and tend to mimic every move that the returner makes. As opposed to breaking down and trapping you and tackling you, the coverage teams just don't play smart. There is a probably a better way to explain it, but I guess it just comes down to the pursuit angles they take.

The patch seems to have made the pass rush a bit better, which I was surprised, but still not to the realistic point and the QBs still throw way to perfect with stupid DB interaction.
I've yet to see it post-patch, but if it is similar to Madden then the way coverage is handled still doesn't match up to the older games.

You can tell the players are programmed to stay in their lanes and break on the returner at a certain point. In all next-gen games, they break in way too late. In current gen, they were programmed to break as soon as the receiver catches the ball.

This little difference allows the returner to get upfield more than he should.
 
# 295 nxt @ 08/21/08 02:15 PM
Quote:
Originally Posted by mudtiger
I gotta believe they juiced up the int slider finally. 0 int finally feels something closer to 0 int.

AA, 11 min qtr

CSU 17 - AF 31 (me)

CSU - 10 - 07 - 00 - 00 -- 17
AFA - 07 - 14 - 07 - 03 -- 31

CSU
off 398
rush 35-140
pass 25-46-258
plays 81

QB Farris 25-46-258, 54%, 1 TD, 1 INT, 2 sack, 3-(-1) rush
HB Johnson 20-117, 5.8avg, 1 TD, long 48
HB Bell 9-18, 2.0avg
WR Morton 7-97, long 27, 1 TD
TE Sperry 6-72
ROLB Brewer 9 TKL
RE Hill 9 TKL
MLB Horinek 9 TKL

AF
off 349
rush 59-265
pass 9-13-84
plays 72

QB Smith 9-13-84, 69%, 1 TD, long 17, sack 1, 12-35 rush
HB Lumpkin 17-57, 3.3avg, 2 TD
HB Stephens 17-125, 7.3avg, 1 TD, long 27
FB Newell 12-50, 4.1avg
TE Dekker 4-45
MLB Reeves 13 TKL, 1 INT

I don't think it gets any better than that stat wise. The cpu's one pick was late in the game when they were airing it out to make a come back. There were at least 3 or 4 other cpu throws that I thought for sure were going to be picked but were dropped or batted down.
Did you change any of your sliders or are you still playing on AA default except TKL 15/15, INT 0/0, and WRC 0/0?
 
# 296 mudtiger @ 08/21/08 02:17 PM
Quote:
Originally Posted by nxt
Did you change any of your sliders or are you still playing on AA default except TKL 15/15, INT 0/0, and WRC 0/0?
What you listed plus knockdown at 100. Just trying to get a feel for gameplay with few changes.
 
# 297 Skyboxer @ 08/21/08 02:18 PM
The main thing I'm looking to get is the game to give me a challenge when it should. If I'm going against a great run team I should have to focus on that to succeed. I love going into a game that I know will be a struggle and it turns out that way. If you consistantly win even vs top teams it takes a LOT away from the "upset" games and the general fun of the game. At least for me it does.
 
# 298 stoncold32 @ 08/21/08 02:19 PM
These pukes at Sony better hurry up!!! lol
 
# 299 jrodpsu @ 08/21/08 02:27 PM
yeah not hearing anything could be good or bad, no news is good news. Gotta think if there was a problem or anything, we would have been informed. Sony must be taking their sweet time...
 
# 300 callmetaternuts @ 08/21/08 02:27 PM
Quote:
Originally Posted by Skyboxer
The main thing I'm looking to get is the game to give me a challenge when it should. If I'm going against a great run team I should have to focus on that to succeed. I love going into a game that I know will be a struggle and it turns out that way. If you consistantly win even vs top teams it takes a LOT away from the "upset" games and the general fun of the game. At least for me it does.
Agree x 24890234892304829

I want to take a mediocre team and go 7-6 or take FSU and go 9-3 first year. I dont want to walk all over everyone, thats not fun. I dont enjoy winning 3 straight national titles. I want a challenge, especially year one.
 


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