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NCAA Football 11 News Post


The NCAA Football 11 patch #3 is available now for the PS3. Will update this post when it is available for the 360.

*UPDATE: The Live Tuning Pack 3 has released for PS3, will update when it is available for the 360.

Here are the details, for those of you that don't know what is included.

Quote:
Title Update 3 (TU3)

* The pump fake exploit was resolved. The entire defense will no longer rush the QB after a pump fake.
* Resolved an issue with setting SS/ FS to QB Spy and then blitzing, virtually unblocked.
* Increased the Overall rating for incoming freshman. This resulted in one and two star freshman coming in at a higher overall rating.
* In Season Progression is back! Players once again have the ability to get a slight boost to their ratings during the season.
* There was an issue with Hawaii's home schedule causing conflicts with particular teams. This has been resolved. In particular, teams in the Pac 10 and the WAC will now have the correct number of conference games.
* Resolved an issue with the Rush Defense slider where they were only impacting defensive line special moves. They have been adjusted to also impact win/loss chances for blocking.

Live Tuning Pack 3 (LTP3)

* Kick Power/Kick Accuracy progression for Kickers and Punters was adjusted to be in line with the new incoming freshmen. Kickers and punters will now progress in line with other players, but will start with a higher average overall due to the improved recruit ratings in the patch.
* Increased Awareness progression for all positions.
* Increased progression slightly for Elusiveness, Spin Move, and Juke Move for Wide Receivers.
* Increased progression of the Tackle rating for Corner Backs to be in line with WR skill ratings (Juke, Spin, and Elusiveness).
* Reduced the frequency of defenders successfully jumping the snap. Also adjusted how frequently they would jump early when the offense performed a fake snap.
* Tuned Man Coverage so defenders will not jump in front of routes so early. They will still jump the route, but not as early, or frequently, as before.
* Adjusted in season progression to be in line with higher rated incoming freshmen.
* Tuned Incoming freshman to better match the spread on the default rosters.
* Tuned team prestige progression to be in line with the changes to incoming freshmen.

Game: NCAA Football 11Reader Score: 8/10 - Vote Now
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Member Comments
# 261 Pjb16 @ 09/07/10 05:43 PM
Quote:
Originally Posted by SFNiners816
I am in year 6 of my FSU dynasty on the PS3. After my first game post patch/tuner, I had my Fr QB awareness got up "+ 1". So it looks like the patch does indeed work with in-progress dynasties.
Awesome. Just need the 360 update now.
 
# 262 asch @ 09/07/10 05:45 PM
I didn't notice awareness, I just looked at the overall changes. The whole team went up anywhere from a +2 to a +5
 
# 263 Starfleeter @ 09/07/10 05:50 PM
Quote:
Originally Posted by peteykirch
The numbers still look basically the same.
That's because he used Notre Dame. I was under the impression that they were raising the lower end of the recruit ratings meaning that the 1* and 2* recruits were going to come in better so there would be any low 50s being recruited at all/as much.
 
# 264 Titus001 @ 09/07/10 05:54 PM
Quote:
Originally Posted by asch
I didn't notice awareness, I just looked at the overall changes. The whole team went up anywhere from a +2 to a +5
Hmm. Maybe you have to play the games to receive progression. Is that what you did? I started a new dynasty and simulated only to get no progression.
 
# 265 Starfleeter @ 09/07/10 05:54 PM
Quote:
Originally Posted by SecretAgentManCU
Sliders & Settings
Difficulty: All-American
Quarters: 7 mins
Game Speed: Normal
Speed Threshold: 40
HFA Effect: On
Ice the Kicker: On
Recruiting Difficulty: All-American

Penalties
Offsides 95
False Start 95
Holding 50
Facemask 50
O Pass Interference 100
D Pass Interference 100
KR/PR Interference 100
Clipping55
Intentional Grounding100
Roughing the Passer100
Roughing the Kicker100

Sliders

Offense Human CPU
QB Accuracy 30 30
Pass Block 50 60
WR Catching 50 50
RB Ability 50 50
Run Blocking 30 60
Defense Human CPU
Pass Coverage 45 65
Pass Rush 45 55
Interceptions 15 30
Running Defense 30 60
Tackling 50 55
Special Teams Human CPU
FG Power 40 55
FG Accuracy 15 60
P Power 40 55
P Accuracy25 95
Kickoff Power 50 50

Those are my OD's settings. Another dude in my OD also played and he was getting stuffed in the run as well so we're probably going to have to up the blocking for those.
You should probably just lower CPU Run Defense since that was patched this time to make it affect actual blocking and not just the success of the special blocking moves.
 
# 266 BoomerSooner420 @ 09/07/10 06:06 PM
PS3 - Running is better on both sides, cpu can run the ball, and they can actually stop Demarco Murray, no more 10-20 ypc. The in season progression is there and working, but it depends on player performance in the last game, played or simmed, so it's quite possible to go a stretch without seeing any change.

I was worried about the changes to man coverage, especially with zone not really working, but coverage was awesome on both sides, even zone coverage seemed alot better. Seems like the change to the early jump by pass coverage actually makes it so the cpu times the pass better. I was really having to look for that open reciever, and would be tackled immediately after the catch. Going to have to adjust the cpu passing/hum pass defense, as they haven't been able to complete more than 40 something %.
 
# 267 rp2019a @ 09/07/10 06:07 PM
is the 360 update going to fix the fact that in the off season my player's ratings have not improved for the last 2 seasons or that caused by some other reason?
 
# 268 Zasnow @ 09/07/10 06:10 PM
No 360 update?
 
# 269 Chivs @ 09/07/10 06:11 PM
Just tested out a few passing plays against various zone coverages. The amount of interceptions I threw was shocking. But, fair Seems like you can't just throw the ball to your receiver while the defenders just watch on anymore
 
# 270 asch @ 09/07/10 06:15 PM
Quote:
Originally Posted by Titus001
Hmm. Maybe you have to play the games to receive progression. Is that what you did? I started a new dynasty and simulated only to get no progression.

That was off season progression not in season
 
# 271 fistofrage @ 09/07/10 06:16 PM
Quote:
Originally Posted by SECElite3
not yet.. hopefully soon



You'll get nothing and like it......


Just keep the impressions coming PS3 people.

One question, have the Heisman players had to up QB accuracy or is Robo still in the house. Even with it down at 10 after the last patch, the AI QB was deadly accurate.
 
# 272 Zasnow @ 09/07/10 06:16 PM
Thanks. Is this update just for the ps3 all together?
 
# 273 rudyjuly2 @ 09/07/10 06:17 PM
I didn't have much time to play right now (making dinner for the family) but I updated the game and quickly played a few plays on defense. First two running plays by LSU vs. Michigan's defense (me)- cpu had 4 pancakes and then 2 pancakes on the next play out of the shotgun. First power running set left all 4 DL on the ground with cpu run block at 100 and human rush defense at 0 on Heisman. It's safe to say they fixed the rush defense slider lol. It will be much better and easier to fine-tune and will require slider tweaking if you weren't close to default. I'll have to check out AA later tonight.
 
# 274 Bluesman @ 09/07/10 06:21 PM
I simmed through training two times before downloading the patch/tuner update (whatever 1.03 was) where I simmed through it once. There does appear to be slightly more progression across the board, with higher AWR totals and WR's getting boosts in ELU, BCV, etc. However these boosts aren't terribly high, maybe +1 or +2. I had DL getting +1 boosts to SPD and AGI which I didn't have before.

For recruiting I found "super" players who had AWR ratings of A or B who all seemed to be JUCO players. Otherwise AWR ratings of D or D- still were the norm. This was only one class, however.

I have no idea what the actual gameplay effect is as I wanted to play my bowl game and test before/after results for progression.
 
# 275 MWit28725 @ 09/07/10 06:22 PM
Just got home from work so I havent gotten to try out the gameplay yet. However, I was waiting til today to start the next season in my dynasty so that the recruits would be affected by the patch/tuner, in particularly the WR skill attributes. Now I know the blog said "slightly increased progression to WR skill positions" but I was hoping they would increase their starting skill in ELU, JUKE, and SPIN, but they havent. I mean it just sucks when recievers come in with 30's in these ratings. A "slight increase in progression" still wont fix this issue. Oh well. I'll just continue to create a few WR's each year to try and balance it out a little.

Don't get me wrong, I do LOVE this game and play the hell outta it. It just sucks that WR recruits are all jacked up.
 
# 276 baumy300 @ 09/07/10 06:33 PM
How is the Robo QB after the patch?
 
# 277 iellingson @ 09/07/10 06:34 PM
Quote:
Originally Posted by Bluesman
I simmed through training two times before downloading the patch/tuner update (whatever 1.03 was) where I simmed through it once. There does appear to be slightly more progression across the board, with higher AWR totals and WR's getting boosts in ELU, BCV, etc. However these boosts aren't terribly high, maybe +1 or +2. I had DL getting +1 boosts to SPD and AGI which I didn't have before.

For recruiting I found "super" players who had AWR ratings of A or B who all seemed to be JUCO players. Otherwise AWR ratings of D or D- still were the norm. This was only one class, however.

I have no idea what the actual gameplay effect is as I wanted to play my bowl game and test before/after results for progression.
I found this too in one quick sim which is really neat because with Freshman coming in pretty low you are really only likely to play/start a handful of Freshman and let them develop while the So./Jr./Sr. start and finish. Which replicates NCAA pretty accurately. The example I saw was real quick but looked to be about 4 OVR points per position which equates to the following.

Code:
FR	FR (RS)	SO (RS)	JR (RS)	SR (RS)
60	64	68	72	76
63	67	71	75	79
65	69	73	77	81
68	72	76	80	84
70	74	78	82	86
73	77	81	85	89
75	79	83	87	91
78	82	86	90	94
80	84	88	92	96
This was once again 1 quick sim but you can see that a lower rated 2/3 star who comes in at a 65 or even 60 can develop into a lower level starter by Jr./Sr. year. If this example were to be true a 65 OVR FR by his JR year would be 77 and would beat out that 75 OVR 4* FR which is more often the case in most programs.
 
# 278 Jenkins @ 09/07/10 06:36 PM
Anyone seeing screwed up depth charts?
 
# 279 BTLSBubbaArmy @ 09/07/10 06:36 PM
Quote:
Originally Posted by SECElite3
360 is still not up
I'm willing to bargain on it being another week at least...
 
# 280 wsboan11 @ 09/07/10 06:37 PM
i believe since we've gone today without any word on the 360 patch from m$ it Must be still coming today. otherwise, you would think there would have been some announcement to the customers with an explanation.
 


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