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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
# 61 Colt45 @ 08/15/12 11:48 AM
Quote:
Originally Posted by jayenomics
The deep ball was cheese as hell before the patch. Completing 3/4 of my plays down the field isn't realistic, so I had to stay away from throwing it down the field, since the safeties would bail.

I haven't seen it since I got the patch.
No. This is definitely not fixed. I ran the same exact play over and over and over again on the CPU and the main WR was wide open, unguarded almost 80% of the time. I threw for 600 yards just tossing it to him over and over again. The CPU never even adjusted to me running the same play again and again. It actually seemed worse than it was before the patch.
 
# 62 kchuskey @ 08/15/12 11:52 AM
Quote:
Originally Posted by Colt45
No. This is definitely not fixed. I ran the same exact play over and over and over again on the CPU and the main WR was wide open, unguarded almost 80% of the time. I threw for 600 yards just tossing it to him over and over again. The CPU never even adjusted to me running the same play again and again. It actually seemed worse than it was before the patch.

But how were the uniforms?
 
# 63 bad_philanthropy @ 08/15/12 11:55 AM
The deep ball is definitely not fixed. Still all kinds of terrible/weird play by db's in deep zones just letting a WR run right past them. I'm really surprised they didn't address this. It has been well-documented for the past month.
 
# 64 RogueHominid @ 08/15/12 12:02 PM
I just downloaded the patch and played a full game in dynasty mode as USC vs. UK. I won 44-21, not really surprising score wise or stat wise.

I did notice a couple of things. First, the CPU playcalling was much better. UK ran ONE screen all game and was not sacked. They ran two or three draws as well, but all in good situations, and the defense reacted and was able to limit them to 4-7 yard plays instead of the automatic 12-15 yard average pre-patch.

I agree with Bad Philanthropy (when is that ever bad, anyway?) that the deep ball issues are still there. On many passes, my safeties played the deep half well, but I saw corners just stop or stop and run the wrong way when in man coverage. It was very weird and visually unappealing.

I'd say the game feels on the whole better. Perhaps sliders can mitigate the problem of HUM DBs making inexplicably ******** moves.
 
# 65 gopher_guy @ 08/15/12 12:03 PM
Quote:
Originally Posted by SECElite3
I apologize... It could be analyzer in me, slider tweaker, or my knowledge of the game, but I can clearly see the safety play is bad. Remember, I did not have an opportunity to play the game at length before the patch, as I just got it last night, therefore I cannot make a comparison. However, the safety play in NCAA needs work... A lot of it.

Anyway, I have said my piece and I've given this game ample opportunity this year. On to Madden... Maybe next year
24 hours is ample opportunity???
 
# 66 Bootzilla @ 08/15/12 12:03 PM
I see definite improvements post patch. Heisman with small slider tweaks from default.

Cpu reaction vs WR screens, bubbles, outside runs (including speed options), and jet sweeps appear to be toned down dramatically. The cpu no longer instantly diagnoses and reacts with multiple players going 100 mph into the backfield. Much more realistic.

Cpu offense seems smarter and runningbacks use their moves. I've already seen spins, jump cuts, and more moves than I'd seen so far to this point after two games.

Zones are improved. Players are playing their area and passing off receivers better.

However, safeties on deep balls, 4 verts, is most likely still an issue. I only ran 4 verts once but, I had two receivers virtually uncovered.

Played (me) Clemson at Georgia and Georgia put a nice beatdown on me that felt totally authentic. Good passing. Good running. Nothing cheap. I moved the ball well yet threw some bad balls vs some of their underneath zones and I paid for it. Passes that were easy completions pre-patch are much better defended now.

I really like the feel now. And if the Madden demo is any indication as to where we are with the Infinity Engine, NCAA was wise to not implement this year. I have a feeling Madden is going to take a couple of patches to get it right this year and NCAA wouldn't have had the time.
 
# 67 orion523 @ 08/15/12 12:03 PM
Could it be that guys are seeing different results with safety play because of roster/coach settings? In order to be fair about it I inputted default sliders AND rosters(well Fairdale's unedited but named rosters) and that's what I used to make my opinion, I also played on All-American slow speed default threshold, again just to be fair, and like I mentioned the results were positive.
 
# 68 swift kincade @ 08/15/12 12:05 PM
TO BAD my online dynasty will not advance because of online dynasty error
 
# 69 gopher_guy @ 08/15/12 12:05 PM
These patch threads are always funny.

Half the people are like "It's fixed! Thanks EA!

And the other half: "Wow, it's worse than before"

lol. Can't wait to get home and try it out for myself. Like I said yesterday, I really hope they made DBs better, but not too much. I still want to complete deep balls now and then!
 
# 70 UH53 @ 08/15/12 12:09 PM
Since uniforms won't be available until September... How about a Title update #3 which includes:

Up to date TEAM COLOR Adidas and Under Armor gloves (get rid of the GREY Cutter/OL gloves, Main, and Train Track gloves which have been there forever)!

Fix the color scheme on the low top Adidas!

Add the Revo QB 2bar helmet which just about every QB is wearing... Especially significant starters!

Fix the field degredation on the white uniforms which has been broken since 11! You may want to take tips from Madden on that one. Maybe they can show you how to put grass stains on unis not mud splotches... Save the mud for the rain!

Get a secondary color option. It would probably be asking too much... SMH... But having secondary school colors with the ability to fix your own mistakes (Florida w Blue glove and cleats) would be nice too!

It's like getting a brand new game which should've been released in September based on all of these updates! Sarcasm aside EA said they'd be looking at forums to see what they can fix so fix it!
 
# 71 rjsuperfly66 @ 08/15/12 12:13 PM
Personally, Id rather have a game that plays great rather than right uniforms. Arkansas' uniforms could be black but if it played as one of the best football games ever I'd probably figure out a way to live with it. I'd rather EA spend time to correct detrimental flaws than waste it implementing uniform stores and uniforms and face mask bars and crisp grass.

But to each their own.
 
# 72 BenGerman @ 08/15/12 12:13 PM
I think the problem here is that sometimes someone is such a sim gamer, that every play to them should correctly resemble how things should be on the field.

For example, a safety in a cover two zone should play the back end of their zone when a WR is running a streak.

The problem here (I could be wrong) is that some people are expecting it to be that way every single play. When the CPU zone breaks once or twice a game, suddenly it's an issue. For me, I'd like to think that the CPU coverage should break down every once in a while (hell, my defense breaks down sometimes too) and I should be given the opportunity to complete a deep ball pass every once in a while. And for me, I'm completing about 30% of my deep ball passes with QBA at 5 and CPU coverage at 50.

To me, at least, this is perfect. I understand for those of you who don't see it this way, but for me (and others, it seems like) the safety play isn't as terrible as it's being made out to be.
 
# 73 TB12TCUPROCOMBAT @ 08/15/12 12:15 PM
When i saw that the uniform store was released i was all excited that i could finally start my real life TCU dynasty BUT NO. Apparently they released the uniform store and put no uniforms in it. So now i have to wait until september. Why would you put the uniform store in if you can't put uniforms in it. It would have of saved my from frustration. Probably by the time they do release it all of us will be playing madden 13 and we will all forget about.

Thanks EA
 
# 74 jfsolo @ 08/15/12 12:16 PM
So glad the patch came today, as this is the last day of my vacation.

I get the feeling they patched more stuff than was listed, as usual. I was just finishing up a season last night and waited to advance to test something out.

As I hoped, they patched the bug of DT's, not getting drafted into the pros. That wasn't listed in the notes, but I'm glad they took care of that.

As I get into the next season I'll post on the gameplay stuff.
 
# 75 Ramminyou @ 08/15/12 12:23 PM
Quote:
Originally Posted by orion523
Could it be that guys are seeing different results with safety play because of roster/coach settings? In order to be fair about it I inputted default sliders AND rosters(well Fairdale's unedited but named rosters) and that's what I used to make my opinion, I also played on All-American slow speed default threshold, again just to be fair, and like I mentioned the results were positive.
When it comes to zone aggressiveness, it isn't that. Play a game on any setting and run a few plays as you normally would. Eventually, call some passing plays with three receivers on one side of the LOS, preferably with a slot receiver running a deep route (don't have to do these things, but I find this setup to be the easiest to observe the issue). Note how the safety reacts. Almost certainly, you will see the safeties begin to dance around near the underneath routes while a receiver going deep runs right by him. This is, we believe, because the CPU is setting zone coverage to aggressive throughout the game. From what I've seen, stats and sliders can mitigate this issue, but not overcome it.

There are some other issues with DB coverage, but this is the one that truly hurts, in my opinion.
 
# 76 Bootzilla @ 08/15/12 12:26 PM
Just noticed User Swats seem to be working as well. I couldn't get one to save my life before. Funny thing though is it still appears to be a little messed up. I hit the swat button once but I didn't get a swat animation. However, it said user swat. I did a nice swat (an animation I'd never seen before) but, it didn't say swat or user swat.

Also, Ball Hawk definitely works. Broken up two jump ball deep balls with my DB's so far. Nice addition.
 
# 77 Ramminyou @ 08/15/12 12:29 PM
Quote:
Originally Posted by BenGerman
I think the problem here is that sometimes someone is such a sim gamer, that every play to them should correctly resemble how things should be on the field.

For example, a safety in a cover two zone should play the back end of their zone when a WR is running a streak.

The problem here (I could be wrong) is that some people are expecting it to be that way every single play. When the CPU zone breaks once or twice a game, suddenly it's an issue. For me, I'd like to think that the CPU coverage should break down every once in a while (hell, my defense breaks down sometimes too) and I should be given the opportunity to complete a deep ball pass every once in a while. And for me, I'm completing about 30% of my deep ball passes with QBA at 5 and CPU coverage at 50.

To me, at least, this is perfect. I understand for those of you who don't see it this way, but for me (and others, it seems like) the safety play isn't as terrible as it's being made out to be.
This is all well and good until you start scoring TD's late in a half on bombs to wide open receivers on obvious passing plays because the CPU defense is randomly set to aggressive.
 
# 78 RebelHog @ 08/15/12 12:34 PM
You damn kids who care about uniforms and equipment crack me up.
Sent from my Motorola bagphone
 
# 79 SnakeEyez @ 08/15/12 12:35 PM
How is the CPU screen game post patch?
 
# 80 MWit28725 @ 08/15/12 12:39 PM
What exactly was the duplicating promises problem? I don't quite understand what it meant. I heard of it being an issue, but I still dont know what it is.
 


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