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OmahaBeef;1750241; said:
Using Air Force's playbook with OSU feels like cheating. Has anyone else tried it out? The power option and counter plays out of the Maryland-I both almost seem unfair. It is hard not to get yards with 3 lead blockers. I play most of the game out of the shotgun, but when I get a lead, the Maryland-I and I form with two TEs to one side make it easy to run.

Has anyone else had a lot of success with counter plays? They are easily my favorite runs plays.
I liked the counter plays from the wishbone, and Maryland I, but I didn't like the Air Force flexbone play selections, so I went back to Georgia Tech's playbook. I felt like I could only pass out of passing formations, and run out of running formations when I used Air Force's playbook. There are a lot more effective pass plays, out of running formations in the Ga Tech book, IMO, but it's all flexbone. If that's not your bag, then I would not suggest it.
 
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IronBuckI;1750283; said:
I liked the counter plays from the wishbone, and Maryland I, but I didn't like the Air Force flexbone play selections, so I went back to Georgia Tech's playbook. I felt like I could only pass out of passing formations, and run out of running formations when I used Air Force's playbook. There are a lot more effective pass plays, out of running formations in the Ga Tech book, IMO, but it's all flexbone. If that's not your bag, then I would not suggest it.

To be honest, I don't use the wishbone a whole lot with the Air Force playbook. I mainly use it in short yardage situations. I find it really difficult to pass out of, so I don't like running a real offense from it.

I can see what you're saying about not being able to pass out of the running formations in the Navy playbook. I find that I can pass reasonably well out of the shotgun though , and there's good running plays to be found in the shotgun formations in Air Force's playbook. (That's why I usually just run my offense out of the shotgun with Air Force, and use the power running formations when I'm trying to kill clock or in short yardage situations.)
 
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Roll Red Roll;1750422; said:
Interesting. I've only used OSU's playbook. What's the best defensive option for OSU. I get smoked with their 4-3 defense.

I don't typically have a problem with a base of 4-3. I'm curious what other people do with their defense. Here's how I run my defense...

I start by running a cover 3 out of the 4-3 over. I basically keep probing the oponent for what defense they are not good at handling. I'll usually try cover 3, then man cover 2, and then man cover 1. I'll rarely throw some blitzes in. If the other person is passing a lot, I'll run out of the strong nickle.

In my experience, everyone sucks at handling some kind of defense. I just probe around until I find it. It is very rare that someone is able to throw against all of those defenses well.

Fortunately, the OSU D-line and LBs are so good that you can defend the run fine (most of the time) out of the cover 3 in a 4-3 over.

Another trick I use that gets LOTS of turnovers is this: A lot of times someone will have a big pass play, then run no huddle to do the play again. Before everyone is lined up, switch your defense -- if you were in man, go to cover 3, if you were in zone, go to cover 2 man. This will get an interception/near interception at least 1/3 times.

Basically, most routes will work well against man or zone but almost never both. You can use this to mess with people. ANY time you see someone audible, switch your D from man to cover 3 or zone to man. It will get you lots of picks. I find that getting interceptions relies a lot on defensive audibles.

(I was playing a guy today who would make changes at the line on every play. He would do the whole send a guy in motion thing to help read the defense almost every time. By switching my D every time he made a change to his play, I got 3 pics in the first half.)

Here's my profile, if anyone was curious: http://www.easports.com/player-hub/stats-more/360/Amalek
 
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I use the their 4-3 scheme when I'm playing players that use teams like Bama(whose defense is almost unfair, there is basically nothing you can do with a good player that uses their defense with OSU's offensive scheme). I use the 4-2-5 and basically play man against teams like Florida, Texas, etc.
 
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The pump fake glitch is getting fixed.

Live Tuning Pack 3

Hi NCAA Football Fans,

Ready for some more NCAA Football news? Well this blog has exactly what you are looking for. More fixes, tweaks, and tuning in the form of another Title Update and the release of Live Tuning Pack 3, to continue and improve NCAA Football 11. Both of these items will be coming to you on Tuesday (9/7). Now the details:

Title Update 3 (TU3)
- The pump fake exploit was resolved. The entire defense will no longer rush the QB after a pump fake.
- Resolved an issue with setting SS/ FS to QB Spy and then blitzing, virtually unblocked.
- Increased the Overall rating for incoming freshman. This resulted in one and two star freshman coming in at a higher overall rating.
- In Season Progression is back! Players once again have the ability to get a slight boost to their ratings during the season.
- There was an issue with Hawaii's home schedule causing conflicts with particular teams. This has been resolved. In particular, teams in the Pac 10 and the WAC will now have the correct number of conference games.
- Resolved an issue with the Rush Defense slider where they were only impacting defensive line special moves. They have been adjusted to also impact win/loss chances for blocking.


Live Tuning Pack 3 (LTP3)

- Kick Power/Kick Accuracy progression for Kickers and Punters was adjusted to be in line with the new incoming freshmen. Kickers and punters will now progress in line with other players, but will start with a higher average overall due to the improved recruit ratings in the patch.
- Increased Awareness progression for all positions.
- Increased progression slightly for Elusiveness, Spin Move, and Juke Move for Wide Receivers.
- Increased progression of the Tackle rating for Corner Backs to be in line with WR skill ratings (Juke, Spin, and Elusiveness).
- Reduced the frequency of defenders successfully jumping the snap. Also adjusted how frequently they would jump early when the offense performed a fake snap.
- Tuned Man Coverage so defenders will not jump in front of routes so early. They will still jump the route, but not as early, or frequently, as before.
- Adjusted in season progression to be in line with higher rated incoming freshmen.
- Tuned Incoming freshman to better match the spread on the default rosters.
- Tuned team prestige progression to be in line with the changes to incoming freshmen.

While tuning Dynasty this year, I've received a lot of help along the way from Jordan Peterson, who recently joined the Design team. Since he has been focusing on all the details of the latest Live Tuning Pack I'm going to have him pass along the information of what you are going to see going forward. So Jordan... How do all of these changes impact Dynasty?

Thanks for the introduction, Russ. The most obvious adjustment is that the recruits are now in line with the freshmen on the default rosters. This allows for progression in line to our original objectives, without creating too many high rated players in the first three years or, conversely, too few in later years of dynasty.

Below is a count of the number of players at each Overall rating. The top graph displays results from ship, the second from LTP2 and the third is from TU3/LTP3. The red line indicates the default roster, while the remaining blue and green lines represent subsequent years. Most importantly you can see that number of players between 40 and 60 overall have decreased significantly, while the number of players between 60 and 80 has increased.

2.jpg


The table below is a breakdown of the average number of teams at each rating several years into dynasty, compared between ship, post LTP 1 and LTP3. With the increase to the overall ratings for the lower tier of recruits, and tuning progression, we have achieved our target for Team Overall Grades. Based on results from launch, our target was to create an even distribution between B and D rated teams, while slightly increasing the number of A and C rated teams. LTP1 was an improvement, but did not completely achieve our goal, as LTP3 does.

3.jpg


Below is the updated numbers of the Average Overall Chart we showed with LTP1. You can see that on average (this is the result of many simulations) our Average Overalls did not change all that much for most teams from LTP1 to LTP3. We were able to use the new Recruits and integrate them into the Dynasties while keeping a balance between the low and high prestige teams. Please note that depending upon the multitude of factors in dynasty; you may see some significant variance in a team's overall rating.

There are a few things to keep in mind when looking at a team's overall. Most importantly are the factors that influence recruiting. Did the team recruit every position needed? Did they win, or lose, important recruiting battles? What was their record? Did they win or lose any bowl games? Has their team prestige increased or decreased? These are just a handful of questions to ask yourself as you look at the team overalls in your dynasty sims. Because of the significant amount of potential variance, we always tune based upon averages while keeping an eye upon both extremes.

4.jpg


In an earlier Live Tuning Pack, we addressed the low end of the spread for Kickers and Punters by increasing their progression. Now, with the bottom half of the recruits increased to be in line with rosters, we were able to tune Kicker/Punter progression with greater accuracy. The table below displays the average Kick Power for Kickers and Punters for Recruits on the shipped disc (top section), compared to Recruits in LTP 3 (bottom section).

5.jpg


That wraps up the Dynasty summary for the Title Update and Live Tuning Pack 3. Thanks once again for your continued support and feedback.

Thanks for the details, Jordan. Most of these changes come directly from community feedback. Our goal is to continue and improve NCAA 11 Football as much as possible for you, the fan. Please continue to post and let us know what you think on our forums. I'll be lurking around there, and other fan sites, to see what you think about the latest updates, so don't be shy. Thanks again for your support and we hope you are enjoying the start of the College Football Season. Go Canes!

-Russ Kiniry
Designer
NCAA Football
 
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BuckeyeNation27;1760992; said:
So let me get this straight. The offense decides who to block based on the defense that is called? That's how it was programmed? Does anybody else have a huge problem with this?

It's a huge problem, but unfortunately that's how NCAA has always been programmed.

I played a game yesterday, a FG block play on an EXP, my Safety was 5 yards away from a blocker, then all the sudden suctioned to one of the blockers. This game's blocking programming and technique is TERRIBLE.
 
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- In Season Progression is back! Players once again have the ability to get a slight boost to their ratings during the season.
How does that even disappear in the first place?
- Increased progression slightly for Elusiveness, Spin Move, and Juke Move for Wide Receivers.
Awesome, so you didn't actually fix the problem, you just added a very mild upgrade to their crappy ratings.
 
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