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Buckeye86;1718105; said:
It seems like they tried hard to eliminate speed as the absolute #1 factor in how good a player was, and it seems to me like they succeeded, at least from my very early impressions.

They did that in NCAA 10. I'm not sure where this year's exclamation of, "No longer will speed be the #1 factor!" is coming from. Speed meant everything in 09, but it was next to useless in 10.
 
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Played a few games on Heisman. Not much silliness, but a lot of forced fumbles. Need to either turn that down or learn to cover up the ball.

My only concern is whether it is a little too easy to pass, but that will come with sliders and more practice on d. the passes you make are not unrealistic , we just need a way to cause a little more disruption.

Either way, this is a phenomenal upgrade.
 
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Smooth Olaf;1718169; said:
They did that in NCAA 10. I'm not sure where this year's exclamation of, "No longer will speed be the #1 factor!" is coming from. Speed meant everything in 09, but it was next to useless in 10.
speed was still a major factor. It was the primary way WRs got open, measured how well defenders closed, a killer speed QB was the only guy who could escape an unblocked de.

This system drastically changes what determines athleticism. RB mcgee from Texas is still very slippery despite fullback like speed, because of his agility and acceleration
 
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The locomotion is a lot of fun to play around with, I'm still experimenting with it and figuring things out but again its a ton of fun and a major upgrade.
I just wish the quarters could be a little longer in the demo.
 
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Smooth Olaf;1718169; said:
They did that in NCAA 10. I'm not sure where this year's exclamation of, "No longer will speed be the #1 factor!" is coming from. Speed meant everything in 09, but it was next to useless in 10.

the pursuit angle system was just a cop-out (that led to some ridiculously implausible situations on the field) to compensate for the fact that speed was still the most important thing in the game... what jwinslow said about the specific aspects of the game that it still affected
 
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I like how you now have to build up speed when you are starting from a dead stop or changing direction. Although with some players that seems like it doesn't matter (ie. Demps from Florida). In years past it seemed like you could get back up to top speed fairly quickly after coming to a dead stop.
 
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BuckeyeNation27;1718101; said:
i played a half with Ohio State last night.....the one thing that jumped out at me was the LBs weren't jumping 80 feet in the air to intercept my passes. if that was the only change i'd say they hit a home run.


This right here. Its a big damn deal to me because I love crossing routes behind linebackers and before safeties. The only problem with NCAA was that putting it over a linebacker either resulted in A) Interception or B) reciever being crushed by the safety because the ball floats to high.


If EA has improved touch passing I'd be the happiest guy in the world.'


edit: How are the Dline improvements? I wont be able to play until later tonight - but do the DT's finally push the pocket into the QB's face yet? Or is all QB pressure
still DE dependent?
 
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jwinslow;1718183; said:
speed was still a major factor. It was the primary way WRs got open, measured how well defenders closed, a killer speed QB was the only guy who could escape an unblocked de.

Which is my point. A QB had to have "killer speed" to outrun a DE. An 88 speed QB would get chased down from behind by a 75 speed DE every time. 95 speed receivers get caught from behind by 85 speed safeties, and it has nothing to do with pursuit angles. Speed doesn't matter in 09 unless there's a 20 point difference between players.
 
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Smooth Olaf;1718303; said:
Which is my point. A QB had to have "killer speed" to outrun a DE. An 88 speed QB would get chased down from behind by a 75 speed DE every time. 95 speed receivers get caught from behind by 85 speed safeties, and it has nothing to do with pursuit angles. Speed doesn't matter in 09 unless there's a 20 point difference between players.
but you are making a huge leap to a statement that simply isn't true overall . The de contain logic is to limit cheese with dual threats. The catch up logic is to make up for the weak coding for pursuit angles and momentum.

A 95+ speed WR will almost always beat his man on a crossing route or slant unless the DB is extremely fast and good as well.

There's a huge difference between an 80 spd QB and an 86 one when it comes to scrambling, even when there is a wide open lane.

An 85 speed RB is useless unless he can block well enough to play fb.

No one wants a run stuffing safety that cannot fly around in center field. A safety like Mike Doss is a liability in this game, despite his tremendous pursuit, play recognition, tackling, hands, block shedding, etc. He is just too slow to use anywhere besides short yardage or as an OLB in the 4-4 scheme.
 
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jwinslow;1718311; said:
but you are making a huge leap to a statement that simply isn't true overall . The de contain logic is to limit cheese with dual threats. The catch up logic is to make up for the weak coding for pursuit angles and momentum.

A 95+ speed WR will almost always beat his man on a crossing route or slant unless the DB is extremely fast and good as well.

There's a huge difference between an 80 spd QB and an 86 one when it comes to scrambling, even when there is a wide open lane.

An 85 speed RB is useless unless he can block well enough to play fb.

No one wants a run stuffing safety that cannot fly around in center field. A safety like Mike Doss is a liability in this game, despite his tremendous pursuit, play recognition, tackling, hands, block shedding, etc. He is just too slow to use anywhere besides short yardage or as an OLB in the 4-4 scheme.

Unless the game is vastly different between the 360 and the PS3, I have disagree with a number of your points. I have yet to see speed really matter when it comes to slant and crossing routes. All they need to do is be able to get off the block. TBH, I feel the two most important receiving attributes are the Release and Catch ratings. Speed is nice, but relatively ineffective.

As for run-stuffing safeties, the best safety I had in this year's game was a SS with 78 speed. This was in my offline dynasty. I thought the same way as you, that he would be useless because he couldn't fly around and I was afraid of getting burned. And in fact he did get burned a couple times. But man, it was worth it. He crushed the run, had Zone Coverage and Man Coverage ratings in the high 90s which made him great against the pass, and was flat out amazing on the blitz. I'm sure I would have liked him better if he had a decent speed rating, but he kicked all kinds of ass.

It took a couple years of recruiting to break my habit of looking at speed first. I don't even factor it anymore.
 
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Smooth Olaf;1718371; said:
Unless the game is vastly different between the 360 and the PS3, I have disagree with a number of your points. I have yet to see speed really matter when it comes to slant and crossing routes. All they need to do is be able to get off the block. TBH, I feel the two most important receiving attributes are the Release and Catch ratings. Speed is nice, but relatively ineffective.
the release gives the initial jump but true speed wrs absolutely keep adding feet between their cover man as they drag across. Now the game often makes them leap up or slow down to catch, giving the defender time to catch up for the tackle, but with a slower WR you risk much more chance of a pick or break up.

I'm curious how many burners you had in a dynasty six years into it after all of the overboard ratings were gone and most DBs were very average speed wise. Especially since you felt speed was so meaningless.

A WR is useless if he can't catch or catch in traffic, but those are prerequisites to considering a player, not things that render speed useless.
As for run-stuffing safeties, the best safety I had in this year's game was a SS with 78 speed. This was in my offline dynasty. I thought the same way as you, that he would be useless because he couldn't fly around and I was afraid of getting burned. And in fact he did get burned a couple times. But man, it was worth it. He crushed the run, had Zone Coverage and Man Coverage ratings in the high 90s which made him great against the pass, and was flat out amazing on the blitz. I'm sure I would have liked him better if he had a decent speed rating, but he kicked all kinds of ass.
I've had a few safeties like that with killer speed as well. Physicality, coverage, play recognition, block shedding and blitzing ability are all crucial requirements, but so is speed to add a nitro to those attributes.

These are mutually required attributes.
It took a couple years of recruiting to break my habit of looking at speed first. I don't even factor it anymore.
Speed is useless without those abilities, but it is essential if you want to play for my school.

I don't have a prayer of sticking with a scat back or speedy slot in cover zero man coverage + blitz if my safety is below an 87 let alone 78.
 
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