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is it really that hard to make the AI somewhat capable of stopping the pass?

judging from those videos the computer coverage looks as retarded as ever and it looks like the same 3 or 4 plays will destroy the AIs coverage almost every time again
 
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So your fuckin' telling me that your game engine is so inefficient on its base system that you can't put numbers on helments without keeping the frame rate above 60? GTFO, I don't buy that shit for a second. Especially when you've known what you've had to work with for years.

I"m sorry, I just dont see how numbers on helmets would cause such a dip in frame-rate. Wouldn't it get worse if you downloaded your own roster and had names on jersey's instead
of just numbers? This makes ZERO sense. I'd like to know if Buckeye leaves are visibile on helmets without too much trouble, if not... I'm not buying anything. I've seen sick of EA's
bullshit for a number of years, but this is just fucking poor.


Edit.

Hilarious.

Where do I start? I'll continue with Bama's helmet numbers and "frame optimization. The biggest being the giant ass EA logo that's raised with the net for FG's/PAT. How is that
any different?

That said; passing game seems too overpowered again. The Dline pressure is inconsistent and dumb at best. No pressure with a four man front most of the time(unless you play the DE of course)
and in the first video, a DE got by the blocks of a tackle, gaurd and a RB. Actually the RB came in and prevented the tackle from stepping back into his stance. WTF is that?

QB accuraccy and throw's/during sacks worried me. When EA posted the video about throwing after the sack animation, I thought it could be bad... I was right, that (tulane) QB got a couple off
that shouldnt have been close.

I'm dissapointed by what I see and most likely will not touch this game barring any MAJOR improvements over the coming months.

God Speed EA Developers, you'll need it.
 
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Did anyone see a "setup play" in the UK-So Car. video? All I saw was random switching between shotgun and and under center formations, with no setup and typical mass failure by cpu controlled RBs to find the right hole out of a shotgun running play.

Oh well. The demo comes out today. I'll just have to see what gameplay is like for myself. I'm not seeing a lot of differences in any of the videos that I've seen.
 
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The only major difference I see so far is that the defense does run out to the perimeter a bit better on sweeps and scrambles... and they take more intelligent angles when chasing you downfield.
 
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IronBuckI;1484740; said:
Oh well. The demo comes out today. I'll just have to see what gameplay is like for myself. I'm not seeing a lot of differences in any of the videos that I've seen.

Yeah, the demo will tell us alot. So far it really seems like NCAA09 with fixes to the online dynasty & fixing the pursuit angles. Throw in the roster FUBAR and really if I didn't love Online Dynasty so much I would probably pass on 2010. But then again Online Dynasty makes the game very playable.

Almost makes me wonder how long the NCAA09 Online Dynasty servers will last :wink2:
 
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Played on heisman. I think that might have been the problem with many of the other "All-American" level videos.

Zig zagging does nothing. Defenders maintain discipline in their containment/pursuit while you wiggle around like an idiot.

New passing arc on deep routes is a big improvement. Just had good coverage on OU in the endzone and Bradford threw a nearly identical pass to Holmes' Super Bowl TD, except running to the corner instead of stationary.

Defense gets a good amount of pressure. Staying in the pocket is a must... defensive ends chased Tebow down outside if I tried to buy time without the proper running lanes.

I like many of the new tackle animations, which can stop a player in his tracks. Pulling a RB down from behind, a DT ripping a RB down sideways.

The feel of the running game seems better. Running outside gives you more big play potential, but is also harder to gain consistent yardage. The OU/UF defenses are too quick to do that often. Running inside is blocked better than outside, but you can't run through defenders like the old game.
 
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Game 2, playing with OU instead of UF. Can't get past the LOS out of the I. Can't tell for sure whether that's the game or UF's suffocating defense.

Passing game is good but not unstoppable so far. Rolled out left and tried to throw a screen as the defense hit me, and I threw up a duck that was returned by a DT for a score. As long as that doesn't happen too often, I really like that addition... adding QB pressure without sacking to a game that used to have no meaningful pressure at all.
 
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Piney;1484792; said:
Almost makes me wonder how long the NCAA09 Online Dynasty servers will last :wink2:
If it was me making the decision I would cut it off the day after release. Too many people are not buying then 2010 version because of their gaffs that they need to get as many people as possible to buy for whatever reason they can.
 
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