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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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NCAA Football 11 Videos
Member Comments
# 481 Spanky @ 09/08/10 12:50 AM
Just as I had feared. They rushed out another incomplete, messed up patch just to stop the 8-year-olds from exploiting the pump-fake glitch on-line.
 
# 482 NDAlum @ 09/08/10 12:52 AM
I'd love to see ratings disappear as well.

Just give us what Block-O is saying...

That could be a huge PITCH next year for NCAA.
 
# 483 buckeye02 @ 09/08/10 01:06 AM
Quote:
Originally Posted by NDAlum
I'd love to see ratings disappear as well.

Just give us what Block-O is saying...

That could be a huge PITCH next year for NCAA.
It would make the game so much better. They need to find a way to eliminate these numbers.

This would make things so much more realistic.

Have meters for each attribute category that they have now. Not dumbed down simple meters. But very detailed meters. The meters go up and down in certain areas instead of overall progression with numbers. This is what you go by when setting depth charts and playing the games.

When recruiting, use all that stuff I said. Maybe 1 overall rating here, but use 40 times, shuttle times, cone drills, heights and weight would distinguish agility and position. bench press reps, vertical jumps, high school stats. What would matter most is their rating of course on a scale from 1* to 5* recruits.

The ESPN150 needs to be more dynamic, with less JUCOs in the mix. They need their own board.

Let us know details on all the players like Scout and Rivals do.
PROS
-Sure tackler
-Good acceleration
CONS
-Lacking in pass coverage
-Will need to add size

This will all play into how the players meter will be filled when he comes to campus. Utilize the weight room and make gaining and losing weight factor into it all. This is how players get faster and stronger. And would definately factor into how a player determines his position or to change positions.

Some players are highly touted and become busts. Some players slip under the radar and become phenoms. This is why it need to be possible for certain players to improve faster in a wider range. Their season stats should also factor in the most on how the player improves once they start playing.

DO AWAY WITH NUMBERS
 
# 484 havlen @ 09/08/10 01:10 AM
I wish they wouldn't add a single feature or change a thing in next year's version other than **making the game work and actually look a little like football**.
 
# 485 bruinkid626 @ 09/08/10 01:12 AM
I just tried to replay the Boise State vs Vtech game on All American with custom sliders. I got some pretty good results, no robo qb. But that is probably because I lowered the accuracy so much and Tyrod Taylor doesn't pass too often.

Final Score was Boise State 28, Vtech 17.

Kellen Moore (me) was 22-38 passing for 255 yards and Tyrod Taylor was 14-26 for 203 yards. Vtech running game was 17 attempts for 126 yards which I think is pretty good. Boise running game was 23 attempts for 110 yards.

After the patch, I lowered the CPU run block a bit and they still managed to run the ball pretty well. I'm impressed with the gameplay overall. thanks EA for the effort put into this year's game.
 
# 486 loganpalooza90 @ 09/08/10 01:24 AM
Quote:
Originally Posted by Block-O
It would make the game so much better. They need to find a way to eliminate these numbers.

This would make things so much more realistic.

Have meters for each attribute category that they have now. Not dumbed down simple meters. But very detailed meters. The meters go up and down in certain areas instead of overall progression with numbers. This is what you go by when setting depth charts and playing the games.

When recruiting, use all that stuff I said. Maybe 1 overall rating here, but use 40 times, shuttle times, cone drills, heights and weight would distinguish agility and position. bench press reps, vertical jumps, high school stats. What would matter most is their rating of course on a scale from 1* to 5* recruits.

The ESPN150 needs to be more dynamic, with less JUCOs in the mix. They need their own board.

Let us know details on all the players like Scout and Rivals do.
PROS
-Sure tackler
-Good acceleration
CONS
-Lacking in pass coverage
-Will need to add size

This will all play into how the players meter will be filled when he comes to campus. Utilize the weight room and make gaining and losing weight factor into it all. This is how players get faster and stronger. And would definately factor into how a player determines his position or to change positions.

Some players are highly touted and become busts. Some players slip under the radar and become phenoms. This is why it need to be possible for certain players to improve faster in a wider range. Their season stats should also factor in the most on how the player improves once they start playing.

DO AWAY WITH NUMBERS
I agree with the season stats affecting player improvement i had a qb with a 68 overall and threw for 40 tds and only 8 picks and he only went up to a 72
 
# 487 Playmakers @ 09/08/10 01:49 AM
Quote:
Originally Posted by BoomerSooner420
Honestly, I think the WR elusiveness ratings are low on purpose. Alot of people cried about it so they upped it some, but DB's are not the best tacklers on the field to begin with, so boosting elusiveness up to the standards of a HB would likely mean your WR's would torch DB's much too often. I mean, afterall, there's probably a reason why they play WR and not HB in the 1st place. Jerry Rice is no Barry Sanders when it comes to agility and elusiveness. He couldn't duck and dodge defenders like a HB. Maybe quick enough on his toes to make 1 or 2 DB's miss, once in awhile, but not a 7 man front with a run blitz called, so make sure you use the right reference point. I've actually been thinking that yac yards are way too easy, my 5'6" freshman WR is averaging over 15 yac, and i have a long pass of 99 yards in the current season because i pressed circle with Ryan Broyles.
That's just it Elusivness is tied into break tackle ability.....when you combine a high elusiveness rating with the already outlandish break tackle ratings it makes WR's play like Jim Brown and they won't go down easy

I sometimes wonder if these guys even know what the ratings do on the field at times....Most of the DB's are already terrible tacklers if you give the WR's a high elusiveness rating your basically asking for big plays to dominate the passing game.

I gurantee you if EA cranks up the elusiveness ratings within 2 weeks this boards wil go bezerks over WR's breaking tackles and scoring on 60 yard plays 2-3 times per game.

It bad enough that half of them already have 60-80 break tackle ability when they should be rated in the rated 40's or 50's for break tackle ability.
 
# 488 DiSaStAx94 @ 09/08/10 01:54 AM
2015 Season

A+ Teams:
0
A Teams: 1
A- Teams: 5
B+ Teams: 3
B Teams: 9
B- Teams: 17
C+ Teams: 15
C Teams: 18
C- Teams: 17
D+ Teams: 9
D Teams: 18
D- Teams: 8

Players Rated 90+: 146 (9 99's)

QB:
11 (1 99)
HB: 8
FB: 3
WR: 9 (1 99)
TE: 2
LT: 6
LG: 8 (2 99)
C: 9 (2 99)
RG: 6 (1 99)
RT: 6 (2 99s)
LE: 3
RE: 8
DT: 13
LOLB: 6
MLB: 12
ROLB:4
CB: 9
FS: 6
SS: 7
K: 6
P: 4

My thoughts: Teams have gotten gradually worse, but it isn't quite as bad as I thought. My team (ULM) has 4 players with 90+ awareness, and 10 of the top 11 quarterbacks in the NCAA have over 80 awareness (I forget how many QBs were in the default game with over 80 awareness, I think it was 11 though, so that is a great sign.)

I'm also seeing a redshirt rate of way under 90%, 75-80 seems more reasonable, at least for the top tier players. Dunno about the bad/average ones.

WRs have a variety of elusiveness ratings, from 90's to 40's. So they don't all suck, but some do.

Likewise, not all RBs have bad acceleration. I had to dig into the will-never-start type of guys (Upperclassmen and 75 or less overall) before I started finding guys with less than 80 accel. I also found an 84 speed/99 accel guy, which I thought was pretty cool.

That's about it for now, I'll answer any other questions in the next 10 minutes, then I'm going to bed and will answer any others tomorrow.
 
# 489 Playmakers @ 09/08/10 02:06 AM
Quote:
Originally Posted by Block-O
Did they release the wrong patch???

Because if Awareness progression was tuned, awareness would be higher and lead to higher overalls for every player. Recruits included.

I think they played a prank on the PS3 guys. No awareness progression and no in-season progression either. Something isnt right. Almost all the things listed in this fix, are not working at all.
That's not exactly true....

Awareness doesn't boost up every positions overall the same way


For a QB he gains 1 pt increase in overall for every 3 awareness points added

For a WR he gains 1 pt overall for every 6-9 awareness points added.

A QB with 40 awareness gains 1 point overall right away as you increase him to 41 awareness

But the point is awareness doesn't impact every position the same way....some players can go up 6 awareness points before you see the overall increase.

You may not have even noticed them boosting up awareness because depending on positions a guy can get a increase up and have it not even effect his overall rating.
 
# 490 willIam9387 @ 09/08/10 02:11 AM
The one thing that irks me about recruits is that there is a big disconnect present between speed and acceleration. For example, I came across this one recruit who ran a 4.32 forty, so I decided to check out the rest of his attributes. Of course, he had A- speed, no problem there, but he had a C acceleration. Compare this to another recruit that I came across who had the same forty time, same speed rating, but had a B for acceleration. This makes no sense that they would have the same forty time since they have significantly different ratings for acceleration. EA simply equates forty times with speed, but this creates a huge conflict in regards to acceleration. If two players have the same top end speed, yet different accelerations, there forty times should be different.

Another issue is with the gap between speed and acceleration ratings for players. I'm currently in year 3 of my dynasty, and I checked out ratings of all the players. There are around 25-30 players with 99 acceleration, yet only around a quarter have speed above 90, and vice versa is true if you look at those players with 99 speed. Now I understand that EA is trying to with locomotion put an emphasis on those players who can get to their top gear fast, but a 99 speed WR with 74 acceleration, that really doesn't seem logical or fathomable. If you have 4.28 speed, you probably have great acceleration. But according to EA's logic he can only run a 4.28 40 after he sprints sixty yards, gets to his top speed, and then runs the forty yard dash. Yeah, he can fly, but only after 10 seconds. That's totally unrealistic. In my opinion, the difference between acc and spd for a player should only be five points at most. A fifteen to twenty point gap makes you believe your WR is as fast as your MLB. Football is a game of short burst speed, who cares if you have 4.28 speed if it takes you 30 seconds to get to that level because odds are you'll never get the chance and you'll just play at an average speed.
 
# 491 Gotmadskillzson @ 09/08/10 02:12 AM
I remember the time when players had composure meter. And that meter went up and down through out the game depending how that player played. When that player got rattled, their compsure was low and they would mess up bad. Then you had to call a time out to calm him down.

I remember they gave you a choice during the time out to either calm down an individual player, offense only, defense only or whole team. Why EA went away from that I don't know.

I also remember a lot of teams were rated F, D and -C Very few schools were rated an A. About half the schools were C or -B. Now too many schools are rated A and +B.
 
# 492 sportyguyfl31 @ 09/08/10 02:14 AM
Quote:
Originally Posted by HeebieJeebie
Man coverage was unbeatable before the patch and it was stupid. The corners would run the routes for the recievers and now they dont. Your just complaining because now you have to actually play D instead of call 2 man under and sit there.

first online game post patch was against someone who tried to play press man all game with a bunch of CB who had press ratings in the 70's

He recieved a torching, and rightfully so.

Man-2 wasnt unbeatable, but itcertainly was boring, throwing nothing but posts, drags, slants, over and over again, and watching these fools just stay in that one defense all game.
 
# 493 novadolla @ 09/08/10 02:19 AM
Quote:
Originally Posted by sportyguyfl31
first online game post patch was against someone who tried to play press man all game with a bunch of CB who had press ratings in the 70's

He recieved a torching, and rightfully so.

Man-2 wasnt unbeatable, but itcertainly was boring, throwing nothing but posts, drags, slants, over and over again, and watching these fools just stay in that one defense all game.
I'm loving this game now. Thanks EA
 
# 494 buckeye02 @ 09/08/10 02:21 AM
Quote:
Originally Posted by Playmakers
That's not exactly true....

Awareness doesn't boost up every positions overall the same way


For a QB he gains 1 pt increase in overall for every 3 awareness points added

For a WR he gains 1 pt overall for every 6-9 awareness points added.

A QB with 40 awareness gains 1 point overall right away as you increase him to 41 awareness

But the point is awareness doesn't impact every position the same way....some players can go up 6 awareness points before you see the overall increase.

You may not have even noticed them boosting up awareness because depending on positions a guy can get a increase up and have it not even effect his overall rating.
Yeah i know that. The other guy who did the simming said his team LA Monroe had 4 players with 90+ awareness. I saw nothing like that. Alabama had that many players with that high of awareness. But not team like UL Monroe had anything like that.

Wheres the in-season progression they were talking about. Thats MIA still.
 
# 495 sportyguyfl31 @ 09/08/10 02:25 AM
Quote:
Originally Posted by NINJAK2
Is zone D working any better sport? If they neutered man cov and zone D is still a joke like it was pre patch #3(which is possibly why he stayed in man D) that may lead to people getting beat down.

Ive been playing a lot of zone D from the beginning..I havent had much of an issue with it.
 
# 496 smoove7 @ 09/08/10 02:49 AM
Ok concentrate:

Buy game, love game at first, talk about everything that is broken which makes in unplayable. Complain till get patch, try patch, like patch till further testing.

Complain enough and get another patch, broken patch equals a close meltdown. 3rd patch promised so people dont freak out.

3RD patch released, meltdown commences. There is no stopping the meltdown. Servers crash, controllers are destroyed. Ea laughs all the way to the bank (even though they paid for this patch). Wash hands of ncaa, rinse and repeat next year.

Moral of story: I just want a good game of football when I get home from being at work or school all day(apexbronx thought) and not have to worry about how having to stand on one leg and bark like a chicken so that the ratings, progression and physics line up to get the football experience I am looking for which according to EA is in the game.
 
# 497 novadolla @ 09/08/10 02:53 AM
Quote:
Originally Posted by TXHusker25
Ok seriously, I am having defenders dive through players trying to tackle them and I don't mean that figuratively, literally, THROUGH their bodies.

The default pursuit got downright brutal. I can't get pressure bringing 6 vs. a 5 man front, but I see a ton of sacks on 3 man rushes.

Superman LB's are still there.

DE's with hour long hang time are still there.

Psychic DB's are still there except now they don't play the ball, they just run the route, get out of position and then watch as a the WR runs away with the ball.

Again, this is online lobby play, so theoretically sliders might be able to fix this, but that doesn't really help those of us that don't play offline.

And forget about running man to man on a running back, no matter where your man lines up, the back will beat him to the edge.
I'm not seeing any of this online. Actually i love the game play, players actually flow to the ball you can still run man and zone now works for me. and i'm playing against top 20 guys so i'm not sure about what you are talking about here.
 
# 498 novadolla @ 09/08/10 03:06 AM
Quote:
Originally Posted by TXHusker25
When I upload these videos in a few minutes, I want you to tell me zone works. Don't get me wrong, it hasn't gotten worse than it was before, but don't tell me it has improved.
It might be your play calling bro, because zones have been good for me. i must admit that hook zones drop back a liitle too far but they come up and make the tackle. But i am actually liking the pass and run defense. Along with everything else.
 
# 499 LambertandHam @ 09/08/10 03:09 AM
Reading through the thread it seems like a blessing in disguise for us 360 users. The heart of the offline dynasty mode is recruiting, so I still have my fingers crossed
 
# 500 novadolla @ 09/08/10 03:43 AM
Quote:
Originally Posted by TXHusker25
Ok, video examples. This was a lobby game against a pretty cool guy, he was Georgia, I was Boise State (wanted to have Kellen Moore to throw with).

First video is him on the goal line. My defense is in 4-3 Cover 2 Buc with coach settings at aggressive zone, meaning everyone is tight. Cover 2 Buc is Flat/Hook/Hook/Hook/Flat across.

If you pause at 2 seconds, you will see my two LBs standing next to each other guarding grass. Go a little further and you see my CB in the flat zone sit and watch the play, not even attempting to cover the guy who ended up catching the TD pass. Not a single one even made an effort to play the ball or cover a guy as he crossed through their zone.



EA Sports: NCAA Football 11 Video


This video was him running a bunch formation wheel route. I don't remember the play call for my defense, but it was a Cover 3 shell with a buzz and two hook zones underneath with the left CB blitzing. You will note that I have THREE defenders within a few steps of each other, both hook zones and the right deep third zone. The CB in right deep third zone is sprinting with his back to the play (and out of position) and the guy just throws the wheel behind him while he isnt' looking. All the other zone defenders are watching the play but him.



EA Sports: NCAA Football 11 Video


This one is my favorite in WTF moments in NCAA history.

Here I am in straight man to man defense, nothing fancy, it is just man to man with a corner blitz, I was manually controlling the free safety (you can see me chasing the quick out route on the side). Note the LB guarding the TE #7. #7 runs a simple quick curl route, my LB stays with him until the guy sprints out. Then my defender guarding #7 inexplicably starts mirroring the QB has he sprints. He doesn't go after him, he just mirrors him. Obviously this leaves #7 wide open, who he throws to and gets a huge gain.

I mean what the hell?



EA Sports: NCAA Football 11 Video


Lastly we have this gem. Again, I am in straight man to man coverage, in this case my linebacker is assigned to the RB on the left. There is no play action, there is no misdirection, the HB simply runs a route to the flat. Yet my LB inexplicably runs like 5 yards the other direction before slamming on the brakes and trying to chase down the RB, who was obviously wide open by this time. It is as if my LB was confused on his assignment and initially wanted to guard the back on the other side.



EA Sports: NCAA Football 11 Video


Yeah, the pass defense really got improved.
in the first video the corner did make a play but he was in position to break the pass up. the two after looks like play calling issue, and the last one try pass committing maybe the LB wont do the false step.

Tip: 43 normal under ram buck (spread your LBs) the blitzing LB gets alot of preasure forcing hurried passes. And you still have a S deep.
 


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