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Just run blitzed on the goal line.

My guys warped very slightly, but only to the line of scrimmage. It greatly stuffed any inside runs past there, but didn't warp past at all, and I was out of position for a playaction pass under the goalpost. Last year that would be picked

Hit stick after being wrapped up is much less effective.

Throwing to the sideline is easier. Players slow down and drag their feet, no more leaping out of bounds when no jump would have resulted in a catch.

Ohio State is salmon and grey in bright sunlight.
 
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Really enjoying the locomotion system. A guy like Chekwa is really dangerous with the football because of his agility. Other speedy players aren't that smooth when changing directions.

Also, thanks to the momentum used, shotgun running plays now work, including outside handoffs. Saine just took a horizontal run outside and caught the ball at good speed. Finally some balance from those formations.

Same thing with jet sweeps, you can really get outside nicely if they're not ready for it. Those shotgun handoffs were worthless unless they were badly out of position in NCAA 2010.

More of the same, the ace bunch set (3 wr bunch - line - 1 wr) just worked beautifully on the line. The WRs held their guys off and the guard pulled to seal off the last man. That play almost never worked last year.
 
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New feature I didn't see discussed previously:

You can bluff one play and call another. No more figuring out a coverage before the snap, at least not easily.


All of that in one game. I've got to get some work done for a bit, but I'll chime in with some more thoughts later.


We finally have a realistic, sim game on our hands instead of the cheese/glitch riddled arcade game from the last few years. This is going to be a great game.
 
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Hurry up system is nice. You get a playcall screen pop up while players are hustling back to the line.

More Jet sweep goodness. No warp catch up plays by the DB. A few were swatted down when in position, or broken up after the catch, but for the most part, open men caught footballs. No more cheap stuff to make up for bad AI coverage.

Pocket QBs are finally useful. You can roll with a good dropback passer because of the toned down blitz and poise in the pocket.


Texas roster:

QB - No more Chiles (67 ovr). Harris is a 90 spd QB, good young Colt McCoy like QBs speed wise.
HB - Strong depth. McGee is 88 spd but electric athleticism (AGI/ACC).
FB/TE - toned way down, very average.
WR - Filthy depth and speed. Three speed demons, two are underclassmen.
DE - about same, just slower
LB - outrageous speed, even from youngsters. Soph & Frosh superstars.
CB - Great depth and good speed
S - average after the loss of Thomas
 
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As you probably guessed, I decided to get one more game in first :loL:

Rolling with Garrett Gilbert. Just threw a guy open nicely on a 10 yd out route. WR was working against cover three, when I threw the ball he was even with the LBer sitting in zone on the right hash. LB moved to the play but had no catchup logic to warp in front of the pass. Great AI, EA... :banger:


Crossing route WRs do not jump and lose their momentum any more. There is a very minor slowdown when twisting to catch but you maintain your momentum. No more letting the LB catch up if he is beaten badly on play action.
 
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wow, just played and this game is amazing... If I didn't miss it, the d-line still has the crash in but not outside like last years games which would let peeps get to the qb faster!!!

Really loving this demo and can't wait for the full game now.

Add me

PSN & 360: imex99
 
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Quit after 4 min of Texas. Just started a game with FSU & UF both wearing home colors. Checking their depth chart then actually getting some work done.

UF Depth Chart

Top 2 QBs are slow, speed QB is 88 spd but 66 ovr (frosh). Brantley 86 tha 90 thp.

RB Demps is insane, but rest of RBs are normal.

WR Thompson & Rainey are speed merchants (89, 88 ovr), Debose is 94, rest are 90ish.

TE has 78, 76 & 68 ovr but 88, 90, 84 spd. None can throw.

OLine is about 85-90ish.

Most DEs are 82 ovr 82 spd. #94 is 90 ovr, 82 spd.

DTs are about like OSUs. All 62ish spd except one (74).

LBs are about like OSU was last year. 87, 85, 82 spd, very good, not crazy.

Top 2 corners are good, big dropoff after that but major speed.

Safety is extremely stacked with speed and talent.



Off to work.
 
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can't download the demo til Thursday :smash::smash: ...

sounds like a great game so far!!

question, In NCAA 10, when the qb was about to get hit (even though not hit) it would be a duck (which is somewhat realistic) but there was about 90% chance it was getting picked off instead of just hitting the turf, is that fixed?
 
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Bucknut24;1717040; said:
can't download the demo til Thursday :smash::smash: ...

sounds like a great game so far!!

question, In NCAA 10, when the qb was about to get hit (even though not hit) it would be a duck (which is somewhat realistic) but there was about 90% chance it was getting picked off instead of just hitting the turf, is that fixed?
I read somewhere (more than likely this thread) that it was fixed.
 
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