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NCAA Football 13 News Post


NCAA Football 13 Title Update #2 is available now for 360 and PS3.

As posted yesterday, below are the list of fixes.

Gameplay
  • Zone Defense has been updated.
- We improved receiver leverage logic as well as predicting when a receiver will be in or out of their zone.
- Improved Deep Half Zone decision making about when to split between uncovered receivers. Also, allow more zone overlapping in deep half to cover more area.
- Deep half defenders were dropping too close to the sideline or dropping outside when no receiver was outside of their position.
  • No-Huddle QB Spy bug fixed. Defenders will no longer go into spy assignments while in man coverage.
  • Receivers weren’t looking for hot-read passes.
  • CPU QBs passing during the drop would get set passes instead of on-the-run inaccurate passes.
  • Change the logic of man defenders so they don't run into the backfield and past the receiver they are covering.
  • Route running near sideline was causing issues especially on comeback routes.
  • Fixed players not respecting global show blitz/press/back off coverage after handing off a receiver.
  • Fixed sideline streak routes so they don't get clamped in a way that the route would end after 10 or 15 yards.
  • Drive summaries should now reset after each scoring drive.
  • Fixed HB stretch play issue where TE’s would be frozen in place during certain blocking animations.
  • Fixed an issue where if a defender made an interception in the end zone and fumbled the ball before his feet touched the ground, it was being counted as a fumble and not an incomplete pass.
  • Resolved an alignment issue where DB on HB would pick up FB instead of HB when HB was put in motion
  • Removed exploit that allowed users to create slant routes to the sideline by motioning a WR and flipping the play.
  • QB Rushing up the middle from under center effectiveness has been balanced.
  • FG holders are no longer downed by contact.
  • Increased frequency of AI using ball carrier special moves.
  • AI play call tuning: No 4th and long run calls; less draws and screens.
  • Ball Hawk feature implemented for user pass defense.
  • Fixed frozen players after celebration dives.
  • Fixed wildcat Play Action exploit.
  • Fixed Defenders not reacting to the QB on read option and option plays when the users defensive adjustment vs. option is set to Aggressive.
  • Fixed shake blitz exploit.
  • Fixed exploit that allowed kicking team to recover squib kicks using low rated kickers.
  • Fixed defensive hot routes after offensive play flip.
  • Fixed issue where waiting for the defense to make their adjustments before picking a play when running ho huddle/hurry up offense caused the defense to reset their play back to the original play.
  • Fixed ‘Jump the Snap’ blitz exploit.
  • Resolved issue where defenders would not react or would be stuck in read and react behavior vs. the option.
Dynasty
  • Once a promise becomes active, it was duplicating after each week advance.
  • Recruit Reports & Advisory options remained even after the "Allow Time Savers" setting was turned off.
  • Schools with a D+ Program Tradition could not get their grade increased through wins and championships.
  • In the off-season, post season games were not shown to have been played.
  • Fixed an issue where walk-on players were not appearing on the Online Dynasty Web Site.
  • You will now get your points back if a recruit instantly commits during a phone call.
  • Fixed an issue where swayed pitches and grades weren’t being displayed correctly.
Custom Playbooks
  • Fixed an issue where if CPU coaches were given a custom playbook, the players were occasionally lining up close to the ball.
  • Fixed an issue where the user was unable to create an offensive playbook that consisted of 1 of every formation.
  • Fixed an issue where the user was sometimes losing functionality after the UI disappears in Custom Playbooks.
  • Increased the stability of the product by fixing various crashes.
In addition, you will see a "Uniform Store" added to the menu. If it's an update to a team's default uniform, you will get those uniforms at no additional charge, via download in the store if and when available. The first uniforms will be available in the store beginning next month.

Game: NCAA Football 13Reader Score: 7/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 60 - View All
NCAA Football 13 Videos
Member Comments
# 181 Lil Worm @ 08/15/12 06:46 PM
Quote:
Originally Posted by Phobia
I thought this was fixed in first patch, I could be wrong though.
It was supposed to be fixed but unfortunately it was not. In some cases people didn't start seeing freezes until after that patch.
 
# 182 The_Rick_14 @ 08/15/12 06:47 PM
Quote:
Originally Posted by BenGerman
I can confirm the issue is just the Cover 2 Zone play. Every other play, the CPU safeties react naturally. This could easily be fixed in a tuner, I'd think.

All in all, a fantastic patch that falls just short of being perfect in what it was trying to achieve. It's certainly frustrating that when the CPU runs a Cover 2 Zone, it pretty much ='s busted coverage for the CPU. I can live with this for a couple weeks if I knew that EA was aware of it and working on a fix.
Wait, is the issue that 4 Verts beats Cover 2 (which it should) or that a single seam route always beats Cover 2 (which it shouldn't)? Because that makes a big difference.
 
# 183 fistofrage @ 08/15/12 06:48 PM
I'll say it again If they made the DE end rush better, decreased the throwing accuracy of the QB, and had the defense call decent plays instead of engage 8 or other full blown blitzes on 3rd & long, the coverage would be fine.

Watch some college football replays. A good team against a weak team can throw on them all day if they have a good line and an accurate QB. There will be guys running free all over the place.

Now try that against Alabama and not so much...Why? Not because the safeties are always making the right reads, its because the pass rush doesn't give you enough time to throw deep and if you do, you better be accurate and not float the ball because the DB's closing speed.

People are expecting to see Ed Reed and Revis lined up against them, thats not the case in college football. Very few lockdown corners and safeties. What you should be seeing is innacurate QB's, and Olines not giving the QB enough time to drop back and complete the long ball.

Everyone is focusing on 1 aspect of the game saying its the safety play causing all the problems, but the problem is much deeper, there are multiple things contributing to the issue.

I personally find the defensive play calling by the CPU, and lack of outside pass rush much larger problems than the safety issues.
 
# 184 OUByron @ 08/15/12 06:57 PM
Raise CPU Pass Rush high enough and you will never have a chance of throwing deep ... QB Accuracy is another story because the slider doesn't work properly.
 
# 185 blorbz1 @ 08/15/12 07:05 PM
Does anyone know if the shotgun counter play glitch has been fixed?
 
# 186 frankrizzo380 @ 08/15/12 07:15 PM
Quote:
Originally Posted by fistofrage
I'll say it again If they made the DE end rush better, decreased the throwing accuracy of the QB, and had the defense call decent plays instead of engage 8 or other full blown blitzes on 3rd & long, the coverage would be fine.

Watch some college football replays. A good team against a weak team can throw on them all day if they have a good line and an accurate QB. There will be guys running free all over the place.

Now try that against Alabama and not so much...Why? Not because the safeties are always making the right reads, its because the pass rush doesn't give you enough time to throw deep and if you do, you better be accurate and not float the ball because the DB's closing speed.

People are expecting to see Ed Reed and Revis lined up against them, thats not the case in college football. Very few lockdown corners and safeties. What you should be seeing is innacurate QB's, and Olines not giving the QB enough time to drop back and complete the long ball.

Everyone is focusing on 1 aspect of the game saying its the safety play causing all the problems, but the problem is much deeper, there are multiple things contributing to the issue.

I personally find the defensive play calling by the CPU, and lack of outside pass rush much larger problems than the safety issues.
this
 
# 187 frankrizzo380 @ 08/15/12 07:15 PM
Quote:
Originally Posted by blorbz1
Does anyone know if the shotgun counter play glitch has been fixed?
if ur hb is 5'8"<, glitch is still there
 
# 188 BenGerman @ 08/15/12 07:16 PM
I'm pretty sure the issue lies in the Cover 2 Zone. People are welcome to check, but in my last three games, every single time the coverage is broken, it's Cover 2 Zone. FWIW, this is not me running 4 Verts, but rather single streak routes at various times in the game.
 
# 189 BA2929 @ 08/15/12 07:26 PM
Quote:
Originally Posted by nortobc
The zone is either broke or it isn't.

The SS just watches the WR run by him.
Sorry, I disagree. I'm not seeing that very often. Maybe it's because I adjusted coaching sliders for every team.

Those can be found here: http://www.operationsports.com/forum...asty-mode.html
 
# 190 TryHard_Nation @ 08/15/12 07:31 PM
Just lost game because of the ever no-huddle "Ican hear you" ****.

Those little ****s down at EA need to get their crap together.
 
# 191 LionsFanNJ @ 08/15/12 07:37 PM
Man I can deal with the glitches this time because last year the patch broke so much. I don't mind THIS no huddle glitch compared to last years.

Now I can run zone in my dynasty without every play being a completion.
 
# 192 J-Unit40 @ 08/15/12 07:46 PM
Quick impressions...

Running backs and ball carriers will finally try to cut and juke. I had them running nice pre-patch with RBA cranked up, but it's even better now.

Way less screens and draws. Finally!

Part of me really likes that you cannot go NASCAR no-huddle on the road and run 8 plays in 40 seconds. I like that the QB, WRs and backs have to communicate. I do see issues though if you just want to spike it and stop the clock.

Deep zone coverage is still a little goofy at times, but it isn't that bad and it should not be perfect anyway. Loved seeing the safeties get deeper than my trio of wideouts on a Hail Mary to end the half. I don't call 4 verts really but tried it here and there and didn't see much issues with it (Heisman with slider tweaks). I busted it big time vs. a cover 2 zone for about 50 yds and tried it again later on the seam, but my QB lead my WR too close to the safety and got picked off.

I actually feel like i can play a zone defense once and a while and not fear that I will automatically give up a completion.

I may be seeing things but receivers seem to try to make a move and cut it upfield along the sideline. Usually they would find themselves out of bounds and appear to not have a good awareness of getting YAC in that area.

Stadium sounds volume level is booming and back to NCAA 12 levels. There we go!

Really, really diggin' the game overall though.
 
# 193 thebrettness @ 08/15/12 07:47 PM
To everyone saying safety play against CPU is fixed.

Shotgun Double Flex - Deep Curl

Watch your slot run untouched up the middle every single play because the safety bites on the hook. No pump, nothing. Just to test, I've thrown 6 TDs in 1 half to my slots, on Heisman with sliders.

The rest of the zones and how players react to routes crossing them is much better, but its the aggressiveness, not the CPU zone that is the problem.
 
# 194 tyberious4now @ 08/15/12 07:50 PM
Good write up J-unit....I will download the patch now I've been waiting for feedback....
 
# 195 BA2929 @ 08/15/12 07:51 PM
Quote:
Originally Posted by thebrettness
To everyone saying safety play against CPU is fixed.

Shotgun Double Flex - Deep Curl

Watch your slot run untouched up the middle every single play because the safety bites on the hook. No pump, nothing. Just to test, I've thrown 6 TDs in 1 half to my slots, on Heisman with sliders.

The rest of the zones and how players react to routes crossing them is much better, but its the aggressiveness, not the CPU zone that is the problem.
Alright, thanks. I'll make sure I don't run that play or I'll audible the slot guy to a different route.
 
# 196 kingsofthevalley @ 08/15/12 07:51 PM
Wowsers. How can the same patch fix safety play for some and make it worse or the same for others? Now THAT is a mystery of the universe. I'm about to fire my dynasty up now and I'm not letting none of you weirdos on this site put a wet blanket on my party OR get me too hyped upped anymore lol. Good luck and God speed with your enjoyment or lack of with EA football. I'm good. Talk to ya on my next post. Good night.
 
# 197 hawkpower25 @ 08/15/12 07:59 PM
USER CATCH IS STILL NOT WORKING!!!! When the hell are they going to fix this. 3/4ths the time the User Catch still doesn't work. I've given up 2 short gains that ended up going for 6 because I went for the INT and my DB ran right past without even putting his hands up. Ridiculous. Last time i'm buying this piece of crap.
 
# 198 thebrettness @ 08/15/12 08:05 PM
Quote:
Originally Posted by BA2929
Alright, thanks. I'll make sure I don't run that play or I'll audible the slot guy to a different route.

Answers like this is the reason EA doesn't fix things properly man.

Why should I be forced to change my plays and playcalling because they can't fix it?

I'm not one to call money plays, or any of that nonsense, but the fact that I can't run a seam with my slot because its a touchdown 90% of the time is absurd.

In real life, you run seams to stretch zone to get your underneath routes open. If a safety screws up, then its an easy 6. I shouldn't be able to score a TD at will just because I want to run a seam.
 
# 199 BA2929 @ 08/15/12 08:11 PM
Quote:
Originally Posted by thebrettness
Answers like this is the reason EA doesn't fix things properly man.
I think there's enough gripes about the safety play that EA will consider fixing it regardless of what I say or what plays I call. Not to go off-topic, I'm NOT seeing the safety issue others are seeing as much as I was before, which was basically every single time. Now, I don't run seam plays and 4-verts very often and I have my CPU defensive pass coverage slider at about an 80 on Heisman, so it's probably different for me. I ran 2-3 last night in the one game I played, with 8 min Qs, and only completed 1 pass and was tackled immediately afterwards. Another was thrown 10 yards ahead of my guy because my QB has the accuracy of Tyler Palko and another was picked.

I'm not going to argue this point anymore. I'm not seeing it as much as I was pre-patch and nobody is going to make me see it, no matter how many times it's explained to me.


Quote:
Originally Posted by misterkrabz
"Ball Hawk feature implemented for user pass defense."

What is this? Does this mean the catch button works now? Not being a wise guy, I'm seriously curious about this...

Front page of this thread, post #10.
 
# 200 BenGerman @ 08/15/12 08:15 PM
Unfortunately, I've noticed that as well. Slots and TEs are almost always open on streak routes.
 


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