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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
# 321 dghustla @ 08/16/12 01:29 PM
Quote:
Originally Posted by Haze88
Actually a dome solidifies my point since it retains noise and I could still hear Peyton fine and the fact that you seriously think the home crowd would scream there heads off when their team is driving down the field is absurd. The fact is it only feasibly makes sense for it to happen on the road but again in an era with hand signals, 2 plays called in the huddle, and play calls on boards on the sidelines communication still isn't a problem in a loud stadium. If anything only the snap count should be affected.
Exactly when this is happening to the Home Team it's just down right as silly as it gets. There is no justification. I love EA and NCAA Football games just as much as the next fanboy. But I will not turn a blind-eye and try to justify what is an obvious bug that might be worst than any of the bugs they "fixed"
 
# 322 BadAssHskr @ 08/16/12 01:39 PM
Quote:
Originally Posted by dghustla
EA NCAA TEAM never fails. Last year the 2nd tuner update broke No-huddle. This year the 2nd tuner broke no huddle. I've noticed the only time WRs don't do "I can't hear the play" animation is when you call a playaction. I've been watching the clock and that animation burns about 4 seconds off the clock. Meaning in a close game after a first down with no timeouts you will not get the final play off unless your tackled with at least 6 seconds left on the clock.

In real CFB if the outside WR can't hear the play he looks to the slot WR or a hand signal from the QB. It's just silly when I see 2-3 players all doing the same exact animation at the same damn time.
False statement.
 
# 323 TheShizNo1 @ 08/16/12 01:49 PM
Quote:
Originally Posted by Phobia
Does anyone have a rebuttal to this? This is pretty hard evidence that even the best no huddle team in the nation can't run a no huddle offense with 0 time coming off the clock like pre-patch.

Now I am not saying the way it is implemented now is 100% realistic either. What I am stating is that it is more realistic than what we had previously. I have also stated that the Spike the ball no huddle with the players trying to hear call is a big NO NO. This should not happen period or at the very least you should be able to hike the ball at any point, yet get penalized for players not set.

I think whether it is a bug or not, it is a good addition that should be tweaked and fine tune to be more realistic.
I was somewhat w/ you until I played it. Every single play should not take 7 seconds b/c the HB RIGHT NEXT to the QB can't hear. Especially at home. I should also not have my WR's coming in b/c they can't hear my QB wanting to spike the football. Guys, I understand what you're saying. No huddle shouldn't be 100 mph every snap. But you have to be realistic here and look at what people are saying.

No one is saying it should be right as the ball is placed, we're saying it shouldn't take that long every time. Especially at home, when you quiet the crowd. What's the point of HFA at that point then?

It annoys me that some of you think that this was intended, ESPECIALLY when the CPU DOES NOT have this issue. Repeat, the CPU DOES NOT have this issue. It is a bug. If you like the bug, so be it, just please stop calling it a fix.

Also, let's not forget EA breaking no huddle last year w/ their second patch.
 
# 324 xcanadaman9x @ 08/16/12 01:51 PM
Here's a question for all of you. If the animations were the ones that show everyone looking to the sidelines instead of the "can't hear you" ones, would it be ok?
 
# 325 Phobia @ 08/16/12 01:51 PM
I am sorry but the guys saying it is realistic to be able to run no huddle over and over with no time coming off the clock are flat out wrong. I can supply multiple videos showing that this is NOT fact in football, whether college or pro. Granted there have been instances where teams really hustled to do that once a year, but the average no huddle gameplan is going to run clock. Calls have to come in, line has to be given call, and so no.

Granted I agree with yall I think it is a bug that was implemented, but it does not take away the fact it remains more realistic. The ONLY unrealistic part is the spike ball no huddle
 
# 326 rjh82 @ 08/16/12 01:51 PM
Quote:
Originally Posted by Phobia
Does anyone have a rebuttal to this? This is pretty hard evidence that even the best no huddle team in the nation can't run a no huddle offense with 0 time coming off the clock like pre-patch.

Now I am not saying the way it is implemented now is 100% realistic either. What I am stating is that it is more realistic than what we had previously. I have also stated that the Spike the ball no huddle with the players trying to hear call is a big NO NO. This should not happen period or at the very least you should be able to hike the ball at any point, yet get penalized for players not set.

I think whether it is a bug or not, it is a good addition that should be tweaked and fine tune to be more realistic.
You're right that it makes the game situations somewhat more realistic. It does seem like a bug, because you can get around it with the original play audible. But running to the line and calling any of the dozens of plays in the whole playbook should take time, even after a first down.

Some possible solutions:
  1. Allow the "spike ball" play without delay. (The quarterback could have a spike ball signal call animation as they run to the line!) For other play calls, use the animation where the players turn to the sideline to get the play.
  2. A more balanced and realistic scheme, using the awareness attribute and crowd noise, where players with lower awareness are more likely on a no-huddle play to a) run the wrong play or line up in an illegal formation, b) miss the snap count and either leave late or move early, c) have their own personal "I can't hear you" episode.
  3. A more realistic no-huddle system where you call two or three plays in a huddle. The players can then run up to the line on the next play with little or no confusion and delay.
  4. A deeper training-camp/coaching-style system where coaches can choose how much practice time to dedicate to no-huddle (awareness?), at the expense of other attribute improvements. If you spend all training camp on no-huddle--if that's your offense's style, you should be able to run it pretty darn smoothly.
  5. A somewhat more limited no-huddle playbook, perhaps limited to only those formations that use the same personnel as the initial play. (e.g. if you start in ace spread, you could still use shotgun spread or empty trips, etc. as these all use QB, HB and 4 WRs)
EA has a tough line to walk balancing realism with fun gameplay. I think we can agree that the current no-huddle design is not particularly fun or realistic.
 
# 327 TheShizNo1 @ 08/16/12 01:54 PM
Quote:
Originally Posted by xcanadaman9x
Here's a question for all of you. If the animations were the ones that show everyone looking to the sidelines instead of the "can't hear you" ones, would it be ok?
I could live w/ that to an extent. But, I'd rather it vary in times. I'd also rather it effect the CPU when they're on offense also.


EDIT: I'd seriously rather have it how it was before. Hurry up no huddle is designed to put pressure on the defense w/ call and substitutions. It did exactly that. Now the defense can make normal adjustments. There's no point in going no huddle anymore. When I was on defense playing against a Oregon type time, getting a stop was a great reward. That's how it's supposed to be. Damn EA, you gotta do better.
 
# 328 Phobia @ 08/16/12 01:55 PM
Quote:
Originally Posted by TheShizNo1
I was somewhat w/ you until I played it. Every single play should not take 7 seconds b/c the HB RIGHT NEXT to the QB can't hear. Especially at home. I should also not have my WR's coming in b/c they can't hear my QB wanting to spike the football. Guys, I understand what you're saying. No huddle shouldn't be 100 mph every snap. But you have to be realistic here and look at what people are saying.

No one is saying it should be right as the ball is placed, we're saying it shouldn't take that long every time. Especially at home, when you quiet the crowd. What's the point of HFA at that point then?

It annoys me that some of you think that this was intended, ESPECIALLY when the CPU DOES NOT have this issue. Repeat, the CPU DOES NOT have this issue. It is a bug. If you like the bug, so be it, just please stop calling it a fix.

Also, let's not forget EA breaking no huddle last year w/ their second patch.
I agree shiz that it is a bug, and the spike should not be effected. Like I said, if it can be fine tuned and tweaked I am in full agreement it is a better feature than allowing every team to run no huddles the way it has always been implemented.
 
# 329 CyHawk @ 08/16/12 01:56 PM
Happy about all the improvements and everything, but I still have a dude in my dynasty exploiting the deep ball........
 
# 330 Phobia @ 08/16/12 01:57 PM
Quote:
Originally Posted by rjh82
You're right that it makes the game situations somewhat more realistic. It does seem like a bug, because you can get around it with the original play audible. But running to the line and calling any of the dozens of plays in the whole playbook should take time, even after a first down.

Some possible solutions:
  1. Allow the "spike ball" play without delay. (The quarterback could have a spike ball signal call animation as they run to the line!) For other play calls, use the animation where the players turn to the sideline to get the play.
  2. A more balanced and realistic scheme, using the awareness attribute and crowd noise, where players with lower awareness are more likely on a no-huddle play to a) run the wrong play or line up in an illegal formation, b) miss the snap count and either leave late or move early, c) have their own personal "I can't hear you" episode.
  3. A more realistic no-huddle system where you call two or three plays in a huddle. The players can then run up to the line on the next play with little or no confusion and delay.
  4. A deeper training-camp/coaching-style system where coaches can choose how much practice time to dedicate to no-huddle (awareness?), at the expense of other attribute improvements. If you spend all training camp on no-huddle--if that's your offense's style, you should be able to run it pretty darn smoothly.
  5. A somewhat more limited no-huddle playbook, perhaps limited to only those formations that use the same personnel as the initial play. (e.g. if you start in ace spread, you could still use shotgun spread or empty trips, etc. as these all use QB, HB and 4 WRs)
EA has a tough line to walk balancing realism with fun gameplay. I think we can agree that the current no-huddle design is not particularly fun or realistic.
Well said RJ
 
# 331 Phobia @ 08/16/12 01:58 PM
Quote:
Originally Posted by TheShizNo1
I could live w/ that to an extent. But, I'd rather it vary in times. I'd also rather it effect the CPU when they're on offense also.


EDIT: I'd seriously rather have it how it was before. Hurry up no huddle is designed to put pressure on the defense w/ call and substitutions. It did exactly that. Now the defense can make normal adjustments. There's no point in going no huddle anymore. When I was on defense playing against a Oregon type time, getting a stop was a great reward. That's how it's supposed to be. Damn EA, you gotta do better.
Yet if you are playing the CPU it will still be this way
 
# 332 TheShizNo1 @ 08/16/12 02:01 PM
Quote:
Originally Posted by Phobia
Yet if you are playing the CPU it will still be this way
But now they have an advantage when I have the ball lol. I didn't do too much no huddle to begin with, it just sucks that now when I want to, I'll be a little turned off to it.

In all honesty, please EA don't patch it. You'll just ruin something else. History has proven this to be true.
 
# 333 K0ZZ @ 08/16/12 02:01 PM
Did anyone try changing their tempo to aggressive to see if that fixes anything?

I doubt it's a bug and more EA's attempt to stop cheesing (just like the AWR dropping to 50 or lower).

I can see where people justify it, at the same time I hope this isn't how EA curbs the 'we can call 20 plays in the last minute with no huddle' issue, if anything I rather them slow the players running to the line a bit or something, but it just seems like a sloppy attempt to stop cheesing, it doesn't happen to the CPU so the likelihood that its a bug doesn't seem right (could be wrong though).
 
# 334 Phobia @ 08/16/12 02:02 PM
Quote:
Originally Posted by TheShizNo1
But now those bitches have an advantage when I have the ball lol. I didn't do too much no huddle to begin with, it just sucks that now when I want to, I'll be a little turned off to it.

In all honesty, please EA don't patch it. You'll just ruin something else. History has proven this to be true.
lol I know just poking fun at you.
 
# 335 TheShizNo1 @ 08/16/12 02:03 PM
Quote:
Originally Posted by chicagopax
Did anyone try changing their tempo to aggressive to see if that fixes anything?

I doubt it's a bug and more EA's attempt to stop cheesing (just like the AWR dropping to 50 or lower).

I can see where people justify it, at the same time I hope this isn't how EA curbs the 'we can call 20 plays in the last minute with no huddle' issue, if anything I rather them slow the players running to the line a bit or something, but it just seems like a sloppy attempt to stop cheesing, it doesn't happen to the CPU so the likelihood that its a bug doesn't seem right (could be wrong though).
Awareness and gameplanning DO NOT have an effect. It's a bug. It doesn't happen to the CPU.
 
# 336 TheShizNo1 @ 08/16/12 02:04 PM
Quote:
Originally Posted by Phobia
lol I know just poking fun at you.
All good man
 
# 337 Haze88 @ 08/16/12 02:04 PM
Quote:
Originally Posted by rjh82
You're right that it makes the game situations somewhat more realistic. It does seem like a bug, because you can get around it with the original play audible. But running to the line and calling any of the dozens of plays in the whole playbook should take time, even after a first down.

Some possible solutions:
  1. Allow the "spike ball" play without delay. (The quarterback could have a spike ball signal call animation as they run to the line!) For other play calls, use the animation where the players turn to the sideline to get the play.
  2. A more balanced and realistic scheme, using the awareness attribute and crowd noise, where players with lower awareness are more likely on a no-huddle play to a) run the wrong play or line up in an illegal formation, b) miss the snap count and either leave late or move early, c) have their own personal "I can't hear you" episode.
  3. A more realistic no-huddle system where you call two or three plays in a huddle. The players can then run up to the line on the next play with little or no confusion and delay.
  4. A deeper training-camp/coaching-style system where coaches can choose how much practice time to dedicate to no-huddle (awareness?), at the expense of other attribute improvements. If you spend all training camp on no-huddle--if that's your offense's style, you should be able to run it pretty darn smoothly.
  5. A somewhat more limited no-huddle playbook, perhaps limited to only those formations that use the same personnel as the initial play. (e.g. if you start in ace spread, you could still use shotgun spread or empty trips, etc. as these all use QB, HB and 4 WRs)
Some of this was in the PS2 games. When the crowd meter filled in a place like Florida, the center wouldn't snap the ball sometimes, false starts happened more often, and players messed up assignments. This would NOT happen at home or against the 2000 or so fans at a small school like it does now and it shouldn't.
 
# 338 dghustla @ 08/16/12 02:06 PM
Quote:
Originally Posted by BadAssHskr
False statement.
Can't speak for everyone simply what I've run. Using Auburn with Mizzou playbook. Call a pass or run play. Follow up with Play Action there was no animation.
 
# 339 BadAssHskr @ 08/16/12 02:07 PM
Quote:
Originally Posted by TheShizNo1
In all honesty, please EA don't patch it. You'll just ruin something else. History has proven this to be true.
This. I am very happy with the game i played last night. If something can be tuned so be it, but otherwise i'm solid with what i have.

Not to mention, last night i turned up the input level on my amp for my xbox and holy crap was the crowd Screaming loud.
 
# 340 dghustla @ 08/16/12 02:15 PM
Quote:
Originally Posted by Phobia
I am sorry but the guys saying it is realistic to be able to run no huddle over and over with no time coming off the clock are flat out wrong. I can supply multiple videos showing that this is NOT fact in football, whether college or pro. Granted there have been instances where teams really hustled to do that once a year, but the average no huddle gameplan is going to run clock. Calls have to come in, line has to be given call, and so no.

Granted I agree with yall I think it is a bug that was implemented, but it does not take away the fact it remains more realistic. The ONLY unrealistic part is the spike ball no huddle

Not attacking you but I think your missing the point. No home team should ever be making the "I can't hear the play" animation. And different teams run the no huddle at different paces/spd. When I am set to aggressive no huddle how can you justify what the WRs are doing post patch. Also on a technical note of real football. If a WR gets "set" at the line of scrimmage and makes a move that is not him going in motion it's considered a false start. WR do not come off the line of scrimmage once they are line up. they turn their heads. Which doesn't take 4-6 seconds off the clock for 3 of your skill players to "re-set"
 


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