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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
# 281 TarHeelPhenom @ 08/16/12 03:18 AM
Quote:
Originally Posted by PowerofRed25
I have noticed that I've been incredibly efficient throwing the football since the patch. Was 8 of 10 throwing with Denard Robinson in the game I just played, 12 of 15 with Taylor Martinez in the one before that. Not sure if it is QB accuracy having been improved, WR's catching the ball better or the defense just not playing as good of defense but I've thrown 80%+ in every game.

Will be interesting to see how sliders need to be tweaked in existing dynasties.


Something's definitely going to have to be adjusted because passing in general is more accurate.
 
# 282 bballa333 @ 08/16/12 03:46 AM
Quote:
Originally Posted by ibrokeu
Seriously? If true that's fantastic.
Yep. It is, go try it. They used to be able to run a no huddle, pause when the play call screen came up, go to formation subs, and switch the defensive field goal block formation top guy to the bottom, resume, and people would automatically be disconnected and get the loss. I was so happy to go online and not have this happen to me tonight and I went in an unranked match to see if they patched it and sure enough, you can't make the sub while in offense. This is probably the saving patch of the recent years so the online leader board cheating didn't get way out of hand.
 
# 283 CurryMan @ 08/16/12 03:50 AM
Quote:
Originally Posted by PowerofRed25
I have noticed that I've been incredibly efficient throwing the football since the patch. Was 8 of 10 throwing with Denard Robinson in the game I just played, 12 of 15 with Taylor Martinez in the one before that. Not sure if it is QB accuracy having been improved, WR's catching the ball better or the defense just not playing as good of defense but I've thrown 80%+ in every game.

Will be interesting to see how sliders need to be tweaked in existing dynasties.
It was incredibly easy to pass pre patch too
 
# 284 14straight @ 08/16/12 04:01 AM
"Now if iwe can only get dirty white uniforms!! the game would be niceeeee!!!! cant believe they didnt address that."

What amuses me about this comment is this particular tweet from @EANCAAFOOTBALL on June 29th:

https://twitter.com/EANCAAFootball/status/218725528839000066

Here, they talk about concerns around uniform degradation and show us an "in-game" screen. How did this not make it over to the final product and WHY is this an issue every year?
 
# 285 Kahuna Gunz @ 08/16/12 04:09 AM
What every they did to screw up the hurry up offense, they sure as heck didnt take the time out to hault the CPU's use of it.
 
# 286 PowerofRed25 @ 08/16/12 04:20 AM
Quote:
Originally Posted by CurryMan
It was incredibly easy to pass pre patch too
Yes it was but throws on the run seem a bit more accurate. I'm not sure, I'll keep playing around with it. The run game right now makes me happy, seems like they toned down defensive pursuit as well as the overreaction by the defense to the read option.

The no huddle thing issue has to go and I'm hoping the playbook glitch is just because of the new custom playbook I used.
 
# 287 noles367 @ 08/16/12 05:44 AM
Big problem for me after downloading.....jumped in to play my next dynasty game right away. As soon as my custom Playbook loaded I hit O to advance. Then I got a black screen! Completely blank!

The BGM played out for a minute or two then nothing. I waited 10 mins to see if the loading screen just disappeared but still nothing.

After I reset my PS3 I tried it again and it worked normally and I played my game. That was just weird though, never saw that before the patch.
 
# 288 PowerofRed25 @ 08/16/12 06:47 AM
Yeah, safety play is not improved at all. What HAS happened is psychic DB play, again. DBs covering completely different receivers now turn and find the ball in the air despite it not even being to the guy who he was covering.

Also, the supposed fix where man to man defenders would no longer run into the backfield doesn't appear to work as it happens all the time still.
 
# 289 gamemaster-2005 @ 08/16/12 07:37 AM
Quote:
Originally Posted by Kahuna Gunz
What every they did to screw up the hurry up offense, they sure as heck didnt take the time out to hault the CPU's use of it.
I thought i was the only one.
 
# 290 ultralow36 @ 08/16/12 08:59 AM
can somebody put the update up for non xbox live gamers
 
# 291 novadolla @ 08/16/12 09:55 AM
I like the no huddle FIX.
 
# 292 Tyrant8RDFL @ 08/16/12 10:16 AM
Quote:
Originally Posted by SECElit3
It is not fixed... Did extensive testing with it this morning. Safeties do drop back further. However, they play the ball very poorly.
Did you try this with multiple teams, also what are your sliders at. many things to consider when testing someting out. I just want to know what your setup is since you are not seeing a improvment.

One more thing what are your safeties rated at for awareness, and zone coverage?

Thanks
 
# 293 Hitokiri Jinchu @ 08/16/12 10:20 AM
I am concerned i had dbs running my wr routes better ala like last years main problem after playing with the new update.
 
# 294 Tyrant8RDFL @ 08/16/12 10:23 AM
Does this patch automatically effect your current dynasty (online and offline) or do you have to start a new one to get the effect of the patch.
 
# 295 Frazier90 @ 08/16/12 10:43 AM
The No huddle thing: to all you idiots saying that this is a good thing and that there's no way that a team could get a play off with zero seconds obviously are unfamiliar with the differences in the rules between NCAA and NFL. In the NCAA when you get a first down the clock stops. it remains stopped until the ball and down markers are set. At which point the umpire steps away from over the ball and the clock starts. Now in real life with a team that is running a no huddle hurry up offense a few things happen after a play is completed. The offensive line runs to the line of scrimmage and gets set. in the time the skill position players are running to where they will be set they are receiving hand signals from the sideline on their routes/blocking schemes/whether or not there is a freeze call (which is bull**** NCAA football doesn't have anything like this) /whether or not to huddle. Once they are set the wide outs usually don't have much to do besides make sure they are on/ off the line what have you. the quarterback will walk up to the line tell the OL what the blocking is, and then back up and tell the tailback the call and then get set for the snap. Ball is hiked and we do it all over again. Never does the whole team run up to the line get set, then have the quarterback give verbal signals to wide outs.
 
# 296 Phobia @ 08/16/12 10:46 AM
I looked into some of Oregon no huddle offense and the time that came off the clock between plays was between 4 to 20 seconds. So based on the new patch this seems to be very realistic.

1st no huddle - was a first down which stopped the clock and they still had 3 seconds tick off before hike. 14 total between both plays

2nd no huddle - QB passing calls out to WRs, WRs running into place. Play 1 is blown dead at 8:03, play 2 is snapped at 7:46. That is a 17 second run off between plays.

3rd no huddle - 1:38 on clock for first play. Blown dead at 1:34, You can then see the QB receiving the call, passing call along to team and team is not set until 1:17 for the hike. That is a 17 second run off between play 1 and snap of play 2.

The I can't hear you effect is a positive effect on replicating the players receiving call. The ONLY issue from this is the spike the ball no huddle, this should NOT ever happen of the players not knowing the call.

 
# 297 PPerfect_CJ @ 08/16/12 10:48 AM
Can anyone with freezing issues confirm that this patch fixed the problem?
 
# 298 trrt @ 08/16/12 10:58 AM
I have been testing on All-American post patch #2 and even when i set my Pass Coverage slider to 0 i still see pretty crazy tight man coverage on my part.

Very concerning.

Before the patch i had it set anywhere between 25-50 and i would see very realistic man coverage.

I dont even know what to do if its this bad with the slider set to 0. (and the QB Acc set to 100).

Anyone else see this? any slider guys play around with adjustments?
 
# 299 jwtucker710 @ 08/16/12 11:00 AM
Finally got NCAA 13 yesterday. Was holding off. I like it. Graphically, not much different from 12, but gameplay is a little better, more fluid and responsive. Like the new animations. I think next year they should include a separate disk and let us run an entire function of the Road To Glory high school teams. Not just a few generic plays -- the whole game, and then be able to recruit those players in more detail from NCAA. Would be cool. Like Herbstreit, but would like to see a switch in the commentary booth.
 
# 300 fistofrage @ 08/16/12 11:14 AM
To be honest, I can't really tell what this patch did, except it made the game easier for the human. 1st game, default Heisman, MSU vs. Iowa. Iowa on the first play from scrimmage, throws a WR screen for a pick 6. I Kick-off and they run the same play again for a pick 6. I was controlling the DT so I had nothing to do with the Int.

Then I played Michigan STate at Oklahoma. I moved my pass coverage to 0 and Int to 30, left everything else at default and held them to 3 points in a half on 8 minute quarters and had 2 interceptions.

I can still complete 80 to 90% of my passes with accuracy at 0 on Heisman if I use a short passing game...Close to 100% of slant passes and I never hot route as a house rule. The deep balls can be hard to get but they are always on the money, just depends if the defender is there or not. Where are the overthrows with accuracy at 0?

I don't have time to continually test this game. It doesn't feel or look like college football.

I didn't have problems with the pass coverage before the patch. I had problems with the DE's not getting any pass rush for human and AI, the AI play calling specifically blitzing at the wrong time and leaving recivers open because of the blitz, QB accuracy slider not working, stupid Heisman FG logic, and lack of fumbles.

The patch didn't address any of that.
 


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