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jwinslow;1497277; said:
brain's still on weekend mode I suppose.

If we start an online dynasty before the patch comes out, can we include it in an ongoing one? Or will we need to start over to get any patched features into our dynasty?
I think that you can start, and then update as you go. I know that we didn't start Piney's before the first (roster edit freeze) patch came out, but I think we started before the second patch came out, and we didn't have any problems.

His dynasty did crash during the first offseason though, and nobody knows what caused that. :tongue2:


I hope my answer was confusing and uninformative enough for you. :wink2:
 
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buckeyeinfla;1497283; said:
anyone got to the recruiting aspect yet? same set up? and which freshmen are on the game?
Recruiting screen is tiled instead of that spinning vomit causing menu from last year. They've added a Recruiting Advisor and Recruiting Reports, that I haven't messed with yet. You can also recruit against competing schools now by matching up your strengths against their weaknesses. Honestly though, I've been so busy playing games, and simming how the dynasty is run, that I haven't looked into recruiting very much. In fact. Right now is the first time that I've looked at the recruiting screen. :tongue2:
 
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I've played as Georgia Tech and as Ohio State. I've played about 6 or 7 partial games, almost exclusively on Heisman, and got my ass handed to me 4 TDs to 0 by Florida in a game of tug of war.

Gameplay Observations:

  • Only being able to pick from the "Ask Corso" menu while playing "Tug of War" makes me angry.
  • The new plays in the Georgia Tech flexbone offense are unstoppable...until I realized that the game was set to 'Varsity'. Set the game back to 'Heisman' and things got a lot more difficult. It's still a doable playbook though. I just don't know how well it will play against a human opponent.
  • Bailing out at the beginning of the play might result in a big play or two, but even with Pryor, leaving the pocket on a regular basis on non-designed run plays will cause bad things to happen.
  • You'd better know your hot routes. The computer will send blitzers from everywhere, and if you were looking to load up and go deep, you're going to get sacked or hit while you release, and who knows where the hell the ball is going then.
  • Interceptions might still be a problem, but not necessarily because of superman defenders, but because of underthrows, and the more realistic amount of errant, but not wildly errant throws. I didn't have any INTs where I was trying to throw to the left and the QB threw to the opposite side of the field. Rather, they were because I didn't put enough touch on the ball, or I was getting hit while throwing. Most of my user INTs were because of underthrows by the CPU or because I occasionally switched up my aggresiveness in coverage to go for more INTs. Being too aggresive does get you burned though.
  • Always being aggressive results in an exorbitant amount of penalties. It's useful to occasionally go for the Strip, Jumped Snap, Impact Block, or Hold Block, but you're going to get a lot of penalties. Enough to make you think twice about overdoing the aggression. It may actually make my habit of doing a hard count useful against human opponents, just to keep them honest. Going for the Big Hit, More INTs, will get you burned. Going for the Big Run, or Run after catch all the time will also screw you.
  • Change up your aggression and the new gameplan option is pretty fucking sweet
  • I've got to stop using spin move so much. It's not near as effective as it was for 2009.
  • Tackling is awesome. Much more realistic. Diving at the ball carrier will not lay him out anymore. Diving will result in an attempt at an arm tackle. Dive at a guys waste, and you might slow him down long enough for another defender to close in. Dive at a receivers feet and you might manage a shoestring tackle. Do not expect to get the superman dive where you dive at a guys feet and end up crawling up his back and driving his face into the ground.
  • TEs that can't block are a bit of a liability on the o-line. In fact, TEs in general are a bit of a liability on the o-line. Stoney got Pryor killed a couple of times in the ace normal formation.
  • Injuries, Injuries, Injuries. If this is just an exhibition mode problem, then I'm ok with that. It might be something that was put in to stop fast guy QB cheesers online...doubt it though. I'm going to have to start an offline dynasty with Ohio State, and see if I can make it through a couple of games without losing my entire offensive backfield.
  • Injuries again. I couldn't check on injury status during the game in any exhibition. If I can't do this in a dynasty, and injuries are this prevalent, then I'll likely just turn injuries off, until we find out WTF is up.
That's all I can remember right now. Plus, I should really get back to work.
 
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I was out of town from Wed-Sun, so I picked up the game on my way home. I drove the majority of our overnight, 12 hour trip, so I was only able to manage 1 game yesterday. Heck, I kept falling asleep while trying to edit the names of the OSU players.

I played OSU vs PSU in the Horseshoe, All American and 5 min quarters.

The first thing I noticed was that they revamped the kicking game. Not the actual kicking part, but rather the downfield pursuit and return aspects. It was more difficult for me to weave my would-be tackler through their blockers. This basically means that the blocking has been improved. Also, when returning, the kickoff coverage is much better. I was still able to manage some decent returns, but it looks as though it's going to be much more difficult to return kicks for TDs. Same thing with punt returns, as it's more difficult to elude the coverage guys. This is a good thing.

I was on defense first, so the next thing I noticed is that I'm going to have to change the way I play defense and pay more attention to what plays I call.

They changed the way you control the DL players. Pulling down on the right stick is now a bull rush, moving it left and right will perform spin and swim moves, and moving it up will have your player jumping to swat a pass. The blocking is much improved so I had to keep playing with this aspect. I've read some complaints about a lack of a pass rush, but I didn't think it was too bad.

I was able to register sacks with both Gibson and Heyward. For Gibson I used a speed rush around a LT and Heyward's was a power move that might have also been a bit of a coverage sack. Worthington also got a sack when I ran a line stunt and both of the OL went to block Gibson (me) which freed up Worthington (CPU) and he swallowed up the QB.

I was still able to be disruptive on run plays. It's more difficult to blow up plays, but I could still force the RB to run inside or string him out towards the sideline. I'll also add that calling blitzes and stunts seem to have more impact this year (as they should). It's also important to note that this works both ways, so if you don't see a blitzing corner early, then your QB is going to go down. So I found the overall DL play to be more challenging and the overall defensive play to be much more realistic.

And while I like the improved line play, I've got to work on my pass defense. I didn't have a single INT (and this is a good, more realistic thing). I did blow a huge opportunity on a deeply thrown duck on 3rd down where I switched to my defender and moved him out of the way of a sure INT and the CPU thusly had a huge gain. So instead of getting the INT, or at least forcing a punt, they made me pay for it by punching it in against me in the next few plays.

For the day, Clark lit up my defense. He passed for 4 TDs and 0 INTs. He must have had 250+ yds. Also, when he ran the no-huddle as time was running out, it was tough to defend. They get to the line much quicker now and he didn't have any problem finding the holes in my zone defense. I wouldn't say it was a robo QB scenario, just that I failed to adjust my coverage and he picked it apart.

I've also read about some complaints/mixed reviews concerning the running game and the new camera angle. I think the running game is pretty smooth. I was able to find holes to the inside and even get outside a few times. The biggest difference is that it seems as though you have to set up your blocks. There were a couple of times where the CPU blitzed LBs to where I was supposed to run, so I tried to let a blocker get on them before I tried to run by them. Sometimes that meant having to abandon the original hole and finding the next best option.

Herron was my leading rusher. I forgot to look at his stats before I exited the game, but he had to be close to 100 yds on the day. He even broke off a 24 yd TD run towards the end of the game on a pitch play where he was able to get outside and break an arm tackle or two.

EA's talk of forming a pocket this year is no joke. Neither are the blitzes. I didn't see a couple of blitzes and they got good pressure on me a number of times. Also, if you hold the ball too long and wait to throw until there is a defender in your face, then you are going to throw a lot of ugly passes. I threw one INT in a hail mary scenario, but I got lucky on a number of ducks that I threw.

The camera angle wasn't terrible, but I can see where it's going to take some time to get used to it. There seem to be some awkward slow-downs when it is transitioning from a closer view to a wider view. Either that or their might be some slow-down, suction effect that kicks in on short passes.

Overall I found the game to be much more realistic than past versions. I won 31-28 with the CPU scoring a TD in the last few seconds of the game. Now I can't wait for fully named rosters.

IronBuckI;1497420; said:
Injuries again. I couldn't check on injury status during the game in any exhibition. If I can't do this in a dynasty, and injuries are this prevalent, then I'll likely just turn injuries off, until we find out WTF is up.
What do you mean you couldn't check on the status during the game?

I played an exhibition game yesterday and I was able to find the injury report section just like last year.
 
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BrutuStrength;1497439; said:
...What do you mean you couldn't check on the status during the game?

I played an exhibition game yesterday and I was able to find the injury report section just like last year.
It wasn't where it normally was (strategy menu), or in any other place in the pause menu. I couldn't check to see what happened to anyone or if/when they would be back.

I just started another game against Michigan, and it's still no where on the pause menu.
 
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IronBuckI;1497463; said:
It wasn't where it normally was (strategy menu), or in any other place in the pause menu. I couldn't check to see what happened to anyone or if/when they would be back.

I just started another game against Michigan, and it's still no where on the pause menu.
I think it's either in the team management section or where the stats are, under "injury report."

After 1 play I noticed Bauserman was behind center and didn't know if Pryor had been hurt, so I went into the menu and saw that he had a dislocated thumb. Then, after the next play, Erin Andrews gave me an update that he had a dislocated thumb. So I know it's there (at least on the 360 version), try going back through the menus.
 
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Are there still position requirements in terms of quantity? Do you still have to carry two fullbacks, or some tes? I ask because some of the teambuilder rosters have nobody at those positions.
 
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BrutuStrength;1497491; said:
I think it's either in the team management section or where the stats are, under "injury report."

After 1 play I noticed Bauserman was behind center and didn't know if Pryor had been hurt, so I went into the menu and saw that he had a dislocated thumb. Then, after the next play, Erin Andrews gave me an update that he had a dislocated thumb. So I know it's there (at least on the 360 version), try going back through the menus.
Did that. Still nothing on my PS3. Thanks anyway though.
 
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jwinslow;1497507; said:
Are there still position requirements in terms of quantity? Do you still have to carry two fullbacks, or some tes? I ask because some of the teambuilder rosters have nobody at those positions.
Yeah, I took a quick look in pre-season recruiting yesterday. It showed that I had a need at fullback, since Martin is the only on the roster. So they must be letting the teambuilder teams start the same way as other default rosters, but they'll need to recruit players for those positions as they go through their dynasties.

IronBuckI;1497511; said:
Did that. Still nothing on my PS3. Thanks anyway though.
That's odd. I'm afraid I can't better address the issue than to suggest you venture over to the OS forums and check with other players there. I know there are a number of PS3 players there that have the game and are giving impressions.
 
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BrutuStrength;1497535; said:
...That's odd. I'm afraid I can't better address the issue than to suggest you venture over to the OS forums and check with other players there. I know there are a number of PS3 players there that have the game and are giving impressions.
Can't find anything there either. Maybe I'm just that stupid. I find it no problem on the dynasty main menu...can't find it in-game at all...gettin' pretty pissed.


Anyway. Here's this:

Team Ratings.
Credit given to Kev5890 of the NCAA EA Forums.

The order is Team name, OVR, OFF, DEF.

Air Force D+ C D
Akron C- C C-
Alabama A- B+ A
Arizona B B B
ASU B B- B+
Arkansas B- B- C+
Ark St. C- C+ C-
Army D+ C D
Auburn B- B- B-
Ball St. D+ C+ D
Baylor C+ C+ C+
Boise St. B B B-
Boston College B- B- B-
Bowling Green C C+ C
Buffalo D C D
BYU C+ B C
Cal A- A- A-
Central Mich. C- B- D+
Cincinnati B B+ B+
Clemson B B+ B
Colorado C C+ C
CSU D+ C- D+
Connecticut C C+ C-
Duke C- C C-
ECU C+ C+ C+
E Mich D C- D
Florida A+ A+ A+
FAU D+ C+ D
FIU D C D
FSU A- B+ A
Fresno St. C B- C
Georgia A- B+ A
Georgia Tech B+ B A-
Hawaii C C+ C
Houston C+ C+ C+
Idaho D C D
Illinois B B+ B-
Indiana B- C+ B
Iowa C+ B- C
Iowa St. C C+ C-
Kansas C+ B C
Kansas St. C+ C+B-
Kent St. C- C+ C-
Kentucky C+ C+ C+
La Tech C B- C-
Louisville C+ B- C
LSU B+ A- B
Marshall C B- C
Maryland B- B C+
Memphis C B- D+
Miami B+ B+ A-
Miami U C- C C-
Michigan B+ B A-
Michigan St. C- C+ C-
Mid. Tenn C- C+ D+
Minnesota C B- C
Mississippi St. C C+ C
Missouri C+ B- C
Navy C- C C-
NC State B- B- B-
Nebraska B+ B+ B+
Nevada C B- D+
New Mexico C- C+ D+
NMSU D+ C D+
North Carolina B+ B+ A-
North Texas D D+ D+
Northern Illinois C- C- C-
Northwestern C+ C+ C
Notre Dame B A- B-
Ohio C- C C-
Ohio St. A- B+ A
Oklahoma A+ A+ A
Oklahoma St. A- A B+
Ole Miss B+ B+ A-
Oregon B+ B+ A-
Oregon St. B+ B+ B+
Penn St. A- A- A-
Pitt B B B
Purdue C+ B- C
Rice C- C C-
Rutgers B B B+
SDSU C C+ C-
SJSU D C- D
SMU C- C- C-
South Carolina C+ B- C+
Southern Miss B- B C+
Stanford C B- C
Syracuse D+ C- D+
TCU B- B- B-
Temple C C C
Tennessee B+ B+ A-
Texas A+ A+ A
Texas A&M B B B+
Texas Tech B- B- B-
Toledo C- C D+
Troy C- C D+
Tulane D+ C D
Tulsa C C+ C-
UAB D+ C C-
UCF B- B- B-
UCLA C+ B- C+
UL Lafayette D C D
UL Monroe D+ C D+
UNLV D C- D+
USC A+ A A+
USF B+ B+ B+
Utah B- B B-
Utah St. D- D- D
UTEP C- C+ D+
Vanderbilt C C+ C
Virginia C C+ C
Va Tech B+ B+ B+
Wake Forest C+ B- C
Washington C+ C+ B
Washington St. C C+ C-
West Virginia B B+ B-
Western Kentucky D C D
Western Michigan C- C+ D+
Wisconsin B+ B B+
Wyoming D C- D
 
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