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NCAA Football 12 + Rosters

Some interesting tidbits (from the old generation) that I didn't know:

Ratings and Line interaction, how they tie together
As usual, one has to experiment in order to learn what ratings really do in this game.

Run block strength - Despite it's name, it doesn't determine how far back it can push back a defender on running plays. Only thing it determines is how long they can hold their block.

Run block footwork - This determines how far back the lineman can push the defender back on running pays. Amazingly strength isn't tied into this equation at all.

Pass block strength - Only determines how long they can hold their block against a power move.

Pass block footwork - Determines how well they can defend against a finese move. Good way to see this in action is with the offensive tackles. Give a tackle a 90 PBF, they would push the DE in an arc around the QB forming a natural pocket.

Power move - bull rush

Finese move - swims and spins

Now how they tie together. Power move rating is directly tied to RBF and PBS.

Who ever is rated higher directly determines who gets pushed back. On running plays and passing plays. Also who ever has the highest power move rating seems to determine who gets double blocked on passing plays.

Block shedding only works in the open field on running plays and this rating seems to be tied directly to strength. Who ever is stronger wins this battle.

So there you have it folks, now edit your rosters accordingly. I think this would be extremely helpful for those who want make run defense number 1 for a school like they were in real life. Same thing goes for those who want a power running.

Or for those who run the spread, how to make the line hold blocks longer without necessarily pushing the defenders 6 yards backwards.
Sadly, no, it's not amazing that strength isn't factored in. These are animations, not more useful collisions :(
"Play Recognition" how it effects the the cpu QB scramble logic
Option Logic Defender

After getting our blocking system in place the next step had to be putting what we call "Option Defense Logic" in place for the defender we're going to intentionally leave unblocked. What this logic entails is the defender who's designated the "read key" will use option defense logic that will have him either crash inside and chase the halfback or stay at home and spy/watch for the quarterback. The primary factor which determines whether or not the option logic defender will crash or stay at home is based on his Play Recognition rating. Defenders with a higher play recognition rating will more often than not stay at home and spy the quarterback. On the other hand defenders with a lower rating will look to crash and chase the halfback. In either case there will be enough of a changeup from a crash to stay at home that you as the user will have to make sure you're making your reads no matter what the option logic defender's play recognition rating is.

By Anthony White NCAA Designer
So essentially what is preventing the cpu QB AI from scrambling more is the high play recognition attribute the defensive line, line backers and safeties have in this game.

If you ever browsed the roster, 90% of them have that attribute at 85 or higher. What this does is have the whole defense in QB SPY all game long. Which is why if you ever noticed the cpu defense RARELY ever bites on pump fakes, Play action pass plays or counter plays.

This also explains why the cpu QB AI don't scramble or execute the spread offense or Option offense effectively. The way this game is programmed this year is that if the defender in front of the QB has a high play recognition attribute, the QB will not run.

And on read action plays they will simply toss it to the RB majority of the time instead of keeping it for themselves.

To test this theory I lowered the play recognition attribute down to 50 for the whole Dline, line backers and both safeties. By doing this counter plays, Play action plays actually worked, pump fakes actually froze the safeties and line backers.

More importantly scramblers played like scramblers. The spread and option offenses were truely a threat by the CPU.

CPU controlled QB Cam Newton on a 36 yard TD run from the SPREAD.
 
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Damn, all that talk about removing the suction has really "sucked" me in. Har har.

But, seriously, I don't give a fuck if its 15 years coming (Although I feel your pain!) I'm just happy if they actually do it!

The tackling/blocking especially. It was infuriating to constantly get sucked into blocks when you call a perfect blitz. As for tackling, hopefully it makes it a bit more challenging than simply rushing at the ball carrier and diving.
 
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I wish that they would have "blitz ai" where either your C or QB's blitz awareness would affect presnap blitz reads so that teams have some variance as to when blitzes work wonderfully or get picked up.... So if you have a C with a high "BA" the line will more effectively pick a blitz up. Or even make it a collective AI for the whole OL... So when you have blitzes off the edge, the guard and tackles ability to pick it up will have to do with the overall AI on that side of the line or just for the linemen where the pressure is coming... I am ok with having a hot defender where it is my QB's man to worry about. Of course many people don't understand that concept, but many times, when you watch on TV and a blitz comes from the outside, the line leave that guy on purpose and the QB is supposed to know that it is his job to wither get rid of the ball or make him miss..

As of right now, I hardly EVER get through on blitzes... EVER. almost all of my sacks come from coverage or the LE beating an uncovered OT.... Sometimes other blitzes work, but I have noticed the CPU gets through a lot more than I do.

I guess having been around the O Oline for a large part of my playing and coaching career, I wish that part of the game were more realistic.
 
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I believe there is already a certain AI for blitzing. Especially if you do it too much. However it all depends on the placement of your DB's or LB's as well. I find the less frequently I blitz, the more effective they are.
 
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[ame="http://www.youtube.com/watch?v=jzXFpHeoKEQ"]YouTube - NCAA Football 12 Diving Catches and Bull Rushes[/ame]

Besides ignoring what a typical bull rush looks like, I'm quite concerned that this is going to be overdone like most EA changes.
 
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