Home
NCAA Football 11 News Post

Tradition Football has just posted some more detailed information on NCAA Football 11.

Quote:
" How has the defense been improved with all of the discussion we’ve heard about the offensive side of the ball? The majority of the improvements for both offense and defense have to do with the locomotiom system and how it impacts both sides of the ball. However one change I thought was applicable was the QB contain in the strategy menu. If the other team is killing you with scrambling you can set this to aggressive and your players will work to contain the QB even if you didn’t call a spy.

Accelerated clock is once again in the game doubling as chew the clock. This is also now accessible from the strategy menu where you can go with a normal tempo or up tempo or slower tempo (chew clock). In my opinion this isn’t a true accelerated clock because it takes too much off the play clock.

According to Haumiller, traditionally up tempo offenses will be able to run up tempo without getting tired too quick, whereas a slower paced team will get tired quickly running this offense.

I did a lot of experimenting with different routes vs. Man defense and it seems to me that despite the locomotion addition, much remains the same. The defender seems to be able to react to hook and 90 degree angle routes very quickly while the receiver’s break animation slows him down in relation. Slants and posts remain the best option to beat man defense."

Game: NCAA Football 11Reader Score: 8/10 - Vote Now
Platform: iPhone / PS2 / PS3 / Xbox 360Votes for game: 83 - View All
NCAA Football 11 Videos
Member Comments
# 21 baumy300 @ 06/17/10 01:24 PM
Is it really that hard to put an accelerated clock in the game like the one Madden has?

And again, jump the snap... SMH
 
# 22 BAMAJD @ 06/17/10 01:44 PM
Nothing about being able to add-on to stadiums I gues.
 
# 23 jello1717 @ 06/17/10 01:48 PM
Quote:
Originally Posted by HokieB
I thought you had to hit a button last year to activate Chew Clock. In the demo, it does it automatically. So there's a big difference right there.
You do have to set chew the clock in the demo and it isn't on automatically. Here's how the demo works:

While huddling:
The play clock will skip down to 29s when you get to play selection. This is not chew clock.
If you want to chew the clock, set tempo to conservative. With conservative tempo, after you choose your play, the play clock skips down to 10s. This is like the chew clock in '10.

With no huddle:
The play clock does not skip down to 29s when choosing your play. You can snap the ball with 35s remaining on the play clock if you're fast enough.
I'm not sure how conservative tempo works with no huddle, but I'd assume it would do nothing.
 
# 24 HokieB @ 06/17/10 05:51 PM
Quote:
Originally Posted by jello1717
You do have to set chew the clock in the demo and it isn't on automatically. Here's how the demo works:

While huddling:
The play clock will skip down to 29s when you get to play selection. This is not chew clock.
If you want to chew the clock, set tempo to conservative. With conservative tempo, after you choose your play, the play clock skips down to 10s. This is like the chew clock in '10.

With no huddle:
The play clock does not skip down to 29s when choosing your play. You can snap the ball with 35s remaining on the play clock if you're fast enough.
I'm not sure how conservative tempo works with no huddle, but I'd assume it would do nothing.
Sorry, don't have access to the demo at the moment.

What are the Tempo Options? Aggressive, Balanced, and Conservative?

If so, maybe Aggressive doesn't chew the clock at all, Balanced chews it to 29 seconds, and Conservative chews it to 10 seconds.

God I hope the AI uses it appropriately.
 
# 25 edscott @ 06/17/10 06:52 PM
I guess nobody knows if the quarter lengths will be the same given the new clock system?
 

« Previous 12Next »

Post A Comment
Only OS members can post comments
Please login or register to post a comment.