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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
# 341 TheShizNo1 @ 08/16/12 02:18 PM
Also, I can confirm if you chose your play and then audible to original play, you don't get the dumb I can't hear you animation. Decent work around. Thanks whoever found this.
 
# 342 Phobia @ 08/16/12 02:35 PM
Quote:
Originally Posted by dghustla
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"
I want to remove this "gamey" stigma some of you are following. Just because a team is at home does not mean they are NOT affected by the crowd noise, that is asinine to believe just because they are at home they hear everything perfect while the defense is over come with loud noise.

Bottom line BOTH teams are affected.
 
# 343 BenGerman @ 08/16/12 03:06 PM
So has anyone tested the idea that cover 2 zone is broken any further? It would be nice to know for sure whether it's a safety issue, or an issue with the play itself.
 
# 344 AuburnAlumni @ 08/16/12 03:11 PM
Personally, I haven't seen half the zone and coverage issues folks are talking about on here. Safety play has been fine post patch.
 
# 345 Lil Worm @ 08/16/12 03:34 PM
I'm sorry to read a lot of you guys are disappointed with this update..........as for me I'm loving this game and trying to talk myself out of madden on release day so I won't ant to put this game down.
 
# 346 Lil Worm @ 08/16/12 03:39 PM
I would like to know if freezing is still an issue after the update. I can't make myself stop mashing the A button at the end of quarters and beginning of gametracks to keep it from freezing.
 
# 347 burter @ 08/16/12 03:55 PM
Quote:
Originally Posted by TarHeelPhenom
Psychic DB's Are Baccccccccckkkkkkkkkkkk!!!






What happened to Read and React???


I'm doing all I can to keep playing this game man. The deep ball against Cover 2 is still a major problem I cannot overlook. So, my next step...I'm gonna create playbooks for each type of defense and remove all Cover 2 zone plays.


Also, before the patch, QB's would make errant throws all over the field sometimes even with my QB ACC Slider at 100. Now, even with it at 0, the only incompletions I've seen(well 98% of the time) are throw aways and knockdowns. Is this a sign of ROBO QB being back?


I promise you I'll go back to playing offline without the patch before I deal with these new issues! I'm a doo what I can with testing sliders and ratings before I do though.
So I'm on the fence in buying either Ncaa or Madden, and the more I think about it the more I think I won't get either one this year. I really wanted to go with Ncaa as I like college more, but some of the complaints I saw in ncaa 12 are in this year's and I don't want to deal with it. I was hoping the patch fixed a few of these. So are people seeing what this guy is saying? I'm at work so can't read all the pages, but are the CPU safeties still leaving the middle of the field wide open, and are psychic DB's back?
 
# 348 bruinkid626 @ 08/16/12 03:59 PM
I've played about 7 games since the release of the patch and I've only seen the safeties act up once.



The first clip is fine. The second clip left me scratching my head as to what happened.
 
# 349 booker21 @ 08/16/12 04:08 PM
Quote:
Originally Posted by bruinkid626
I've played about 7 games since the release of the patch and I've only seen the safeties act up once.



The first clip is fine. The second clip left me scratching my head as to what happened.
Yeap Cover 2 is still broken.
 
# 350 The_Rick_14 @ 08/16/12 04:24 PM
Quote:
Originally Posted by TarHeelPhenom
Psychic DB's Are Baccccccccckkkkkkkkkkkk!!!



What happened to Read and React???
I don't see anything Psychic there. The CB is in Cover 3, on top of his man, and looking back into the QB. When he sees the ball is throw (because he's looking back at the QB), he plants and makes a play on the ball.
 
# 351 fistofrage @ 08/16/12 04:30 PM
Quote:
Originally Posted by The_Rick_14
I don't see anything Psychic there. The CB is in Cover 3, on top of his man, and looking back into the QB. When he sees the ball is throw (because he's looking back at the QB), he plants and makes a play on the ball.
I don't see a problem there with the coverage....I have more of an issue with the garbled up line blocking and ineffective DE play. You could record an entire game and every play would have just about that exact same line play.
 
# 352 bigbob @ 08/16/12 04:40 PM
My biggest complaint since the update is that the corners seem even worse now on options than they were before. Before the update, I could run 10 options and 8 of them the corner would play his position and come up for the tackle. Now, since the patch, I'd honestly flip that and say if I run 10 options, 8 of them are going to see the corner run backwards and out of bounds, leaving me wide open.
 
# 353 PowerofRed25 @ 08/16/12 04:47 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.
Umm, not a single play in that video came after a first down. Of course the clock is running. Oregon on MORE than a few occasions has gotten a first down, gone to their fastest tempo and gotten the snap off right as the clock started.

The clock runs in the game too when you don't get a first down and usually takes about 7 seconds off, depending on what play you called. If you called four verts but dumped off to the back for 6 yards, it'll take closer to 10 seconds until all your receivers are back. If you just called a HB Iso, you could be at the line 4-5 seconds later. It was plenty realistic.

Remember, shortened quarters require a sacrifice in one area or another. Either you get off more plays in less time or you have to physically slow the clock down before plays.

There is a reason I can run a play in the 4th quarter with 7 seconds on the clock, quickly huddle, call a field goal and kick it was 3 seconds left and win a football game. Now you tell me what is more realistic. Me getting my FG team on the field in 4 seconds or me having to stand at the line of scrimmage while my WR's look like fools?
 
# 354 BenGerman @ 08/16/12 04:48 PM
I'm still noticing a couple things that should be fixed...

1) The cover 2 zone simply does not work for the CPU. They take one step up and get smoked by the streak route.

2) Cover 2 zone again. Often, the safeties will bite on the wide outs and the slot (who is running a streak) goes unwatched. I could see this happening once every twenty plays, but not every play.

3) The CPU Option needs tuning. The QB should cut up field when their are openings (the CPU HB's seem to do this very well post patch) and the CPU HB needs to not loop around when the QB does make the cut. It looks terrible and is an automatic loss of yards. It's weird the human HB doesn't do that on options.

4) 50% of the time on blitzes, the blitzers are getting in untouched even when the OL is staring them in the face. I'm not sure if this was happening pre-patch.

5) On outside run blocking, the FB and TE's are just letting LB's right through to the running back.


All in all, the patch seems to work really well and didn't seem to create many (if any) new issues. The came is much more playable now without CPU Zones constantly breaking down and the CPU throwing screens all the time.
 
# 355 TheShizNo1 @ 08/16/12 04:58 PM
3 and 5 can be fixed w/ sliders.
 
# 356 Polo Bandit @ 08/16/12 05:06 PM
Quote:
Originally Posted by Lil Worm
I would like to know if freezing is still an issue after the update. I can't make myself stop mashing the A button at the end of quarters and beginning of gametracks to keep it from freezing.
I had to start my Dynasty over. It was working fine before the patch, now won't get past the loading screen after I select playbooks and uniforms. I'd never had any freezing issues before yesterday.
 
# 357 BA2929 @ 08/16/12 05:11 PM
Quote:
Originally Posted by PowerofRed25
There is a reason I can run a play in the 4th quarter with 7 seconds on the clock, quickly huddle, call a field goal and kick it was 3 seconds left and win a football game. Now you tell me what is more realistic. Me getting my FG team on the field in 4 seconds or me having to stand at the line of scrimmage while my WR's look like fools?
I can't tell which way you're trying to say is more realistic, but if there were 7 seconds left there's no way a team even tries to run it's FG team out there to kick a FG.... unless it was 4th down and they had no TOs left. Even then, I highly, highly doubt they get them set in time to get a kick off.

So, I'd go with "me having to stand at the line of scrimmage while my WR's look like fools". Because, being a Kansas fan, I've seen that happen before in real life. Not even getting a last play off because guys were confused or couldn't line up fast enough.
 
# 358 PowerofRed25 @ 08/16/12 05:14 PM
Quote:
Originally Posted by niles08
I haven't had a chance to test it yet, but someone back in this thread mentioned that the no huddle "I can't hear you motion" had to do with your players awareness and younger players especially. If this is the case then it makes sense to me, however I haven't messed with it, so if someone wants to try it out and confirm or deny then that'd be wonderful.
It is all players. Senior RB's right next to my QB do it just as much as Sophomore receivers on the far numbers.

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.
Agree. None of this would be a problem if it was intentionally implemented accurately to keep things realistic. But it is very clearly a bug. Just look what happens when you call a Shotgun Tight after running no huddle, the WR's will do the animation morphing through the offensive line.

This is just stupid and very clearly a bug. I don't know how people can argue that. It is not intentional, it is NOT realistic (not even a LITTLE) and it is incredibly frustrating.

And for people acting like this helps online play, I would RATHER my opponent be in no huddle. They are usually limited in the plays they select, their players fatigue faster and thus are more prone to mistakes. Now it is faster to huddle and call a play. That should NEVER happen. If they wanted to FIX the no huddle to slow it down, they need to install a universal accelerated clock.

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?
Not if it was buggy like it is now. If it was intentional and didn't have the stupid problems like it happening during a spike or taking 6 seconds every play, then yes, it'd be great.

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
Quote:
Originally Posted by Phobia
I want to remove this "gamey" stigma some of you are following. Just because a team is at home does not mean they are NOT affected by the crowd noise, that is asinine to believe just because they are at home they hear everything perfect while the defense is over come with loud noise.

Bottom line BOTH teams are affected.
You want to remove this gamey stigma? THIS IS A GAME. When you have 5 minute quarters to do things, I should not have to wait 6 seconds after EVERY no huddle play to get to run the next one. If someone ran no huddle for an entire 20 minute game, it is conceivable that they will have spent 3 or 4 minutes just standing at the line of scrimmage waiting for their WR's to "hear" the play. That is an extreme example that assumes every play was inbounds and the clock was running, but you see the point.

Please do not even attempt to defend this as realism. It is insulting to anyone who has played or watched football. I cannot think of a time where crowd noise impacted what the WR does. Not one. No huddle teams use hand signals or boards to give formation and assignment to WR's, they know the play at roughly the same time the previous one ended. In the VERY RARE event they forget, they yell "CHECK CHECK" at the WR lined up nearest them, who gives them the call OR they simply check the sideline. Every true fast paced no huddle team I've seen, Oregon included, has their coaches and GA's continuing the signals until the snap. For this very reason.

In the event of an audible or hot route, it is always a signal. That isn't even just for no huddle, I have never once seen a team use verbal signals to WR's. Not in 100,000 seat stadiums, not in 15,000 seat stadiums. Always hand signals or automatic check downs (two plays in the huddle, automatic sight adjustments, etc).

If you want to slow down the no huddle in the game, fine, but that requires the clock and the huddle system to be addressed as well. There is no argument to tell me this is realistic as long as I am able to huddle and kick a field goal in 4 seconds while if I go no huddle my WR's stand there glitching out while the game ends.

This is a bug, plain and simple. I'm really curious where all of you people defending this were when it never existed, I didn't see all that many complaints about no huddle before. But now look. All of a sudden this BUG happens and you think it is amazingly realistic.

If you wanted something like this implemented, it needs to be tied to the tempo coaching adjustment:

Conservative Tempo: Team jogs to LOS, sets, all skill players look at sideline for play, re-set and go. Minimal loss of fatigue.

Normal Tempo: Same as conservative but team moves and sets at a much quicker pace. Average loss of fatigue.

Aggressive Tempo: Team runs to LOS, sets and runs the play as soon as it is called. Maximum fatigue loss, which would only allow this to be run 2-3 plays in a row before significant fatigue sets in for some guys. Ideally the fatigue would slow down the pace at which the team gets set as well as cause false starts and other things, but I'd settle for fatigue.

THAT is realistic. Not whatever the heck this random bug is.
 
# 359 PowerofRed25 @ 08/16/12 05:18 PM
Quote:
Originally Posted by BA2929
I can't tell which way you're trying to say is more realistic, but if there were 7 seconds left there's no way a team even tries to run it's FG team out there to kick a FG.... unless it was 4th down and they had no TOs left. Even then, I highly, highly doubt they get them set in time to get a kick off.

So, I'd go with "me having to stand at the line of scrimmage while my WR's look like fools". Because, being a Kansas fan, I've seen that happen before in real life. Not even getting a last play off because guys were confused or couldn't line up fast enough.
The answer is neither is realistic. Of course a FG isn't realistic in that situation, yet I've gotten it down to the point where I can huddle, call a FG and have it in the air in 4 seconds. I did it again last night. 0 timeouts before the end of the half and 10 seconds on the clock, I just ran the football, huddled, called a FG and kicked it with time to spare. Not realistic in the slightest, yet it exists and doesn't draw ANY ire from the people that are defending this bug.

Confusion always happens, especially on teams that don't run no huddle often. When they get to it, they suffer. If they want to implement something to slow down the no huddle, great, I am all for it. But it has to be in conjunction with a bunch of other fixes, not as an isolated bug in the code.
 
# 360 BA2929 @ 08/16/12 05:20 PM
You can pretty much run a "no huddle" faster in this game by actually calling a play in the huddle then sprinting your guys up to the LOS. I rarely, if ever, use No-Huddle unless I want to keep the same defense on the field for the other team.
 


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