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NCAA Football 12 + Rosters

Yeah okay EA, you surely didn't fix suction blocking/stupid ass AI....

[ame="http://www.youtube.com/watch?v=9yppfo0z9PQ"]‪Suction Blocking & Stupid AI‬‏ - YouTube[/ame]


My corner takes a few back pedals then all the sudden decides to attack the ball carrier, before being suction blocked. What a JOKE
 
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CentralMOBuck;1962375; said:
The last time I remember blocking a punt was one the ps2/OG xbox. Were you sending a punt block or did he just bust through?

The first block was just a regular Punt Return Middle. Bell just broke through. The second block was from Punt Block. I was controlling the returner in both blocks.
 
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Smooth Olaf;1962122; said:
Denard Robinson, meet Curtis Grant.

However, I didn't come here just to post that. I don't think since the days of NCAA 2004 did I ever block a punt. And what do you know, Dorian Bell does something I haven't seen in years in an EA game.

Oh, but that's not all. Later that game, he did it again, and this time for a safety! Bradley Roby knows it.

Yeah I blocked a few last year online but the only time I could ever manage it would be if the opponent was on the one yard line and I sent the house. Nice highlights!
 
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so just had my most frustrating game

I was Wash St (4-0) vs USC

I know USC has better players, but some of things, come on, they had 17 broken tackles as a team, a lot of them were 2 or 3 in the same play, absolutely ridiclous, their QB had 150 yds rushing and rb had 140 yds, gave up 65 pts, I scored 40
 
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Finished year 1 in my dynasty. Made the mistake of simulating the Toledo game & they pulled the upset :roll2:. Despite that, finished the year without having another loss, beat scUM in the Conference Championship game & handed Utah their ass in the Rose Bowl. Brewster won the Remington Trophy & Simon won the Lombardi Award.

Also, during the conference championship game, the roof of Lucas Oil Stadium must of been open, because you could see the players breathe.
 
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Played my first game of NCAA 12 last night...haven't played a version of this game since probably the 2007 version on PS2. Wow have things changed.

Beat Illinois 38-31 on All-American. Had a huge lead going into the fourth and then put Braxton Miller in. Two fumbles on options run back for TDs followed by two onside recoveries made the game a little closer than I wanted. Boom finished with 191 and 2 TDs...Bauserman was 4-6 for 117 and a TD to Posey...Braxton had 90 yards and 2 TDs rushing.

The online manual is not very thorough. No info on basic things like DL moves, diving, changing players while the balls in the air, etc. Does anyone know where to get a more comprehensive list of controls? I am going to mess with the practice mode a little tonight.

Might start a dynasty tonight just for fun...I'm sure I will take some lumps but should be fun.
 
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Google ncaa power moves & right analog stick. That should have a lengthy breakdown.

Diving is square/x. I believe if you hold turbo and up while the QB, you dive forward, whereas if you let up on your forward progress and hit square/x, you will slide.

Go into practice mode, throw bombs to a speed slot WR on a LB, and practice the dive (triangle/y) button. It is a high risk high reward play. If you're running in line for the catch, it will usually do a jump up and out animation. If the ball is a little overthrown, it will dive low and outwards for it.

Square/X is the new tackle button. Last year and most years before that you only used that to lunge or dive into a ballcarrier, especially when running from behind. This year that is a tackle button, so while it still works when at a run, it is also the button you use to commit fully to a tackle (and thus you can whiff if you miss). Squaring up before tackling helps.

Changing players is circle/a. It usually does pretty well on bombs, it doesn't do so well when the QB is scrambling up the middle.

Playing the ball in the air is seriously gimped this year. There are a lot of times where the DB or WR either attempts a standing catch or just freaking stands there.

I love what they did for the defensive improvements (though we need the less super LBs from the pre-patch gameplay), but they really made a game that plays defense for them. I often find that switching players in the air makes my defense worse most of the time, and I have pretty good stick skills as a defensive player.
 
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Title update (Patch? Tuner?) 2 coming soon.

Hey everyone, Ben Haumiller here and I'm happy to officially announce the details on the second Title Update for NCAA Football 12. Unfortunately I can't give an exact release date, but it currently looks like the Title Update will release before the end of this month. We'll be sure to keep you posted on the Title Update availability here and on our social channels.
Before getting to the details of the update, I want to take a moment to thank you, the NCAA Football community, for all of your patience and assistance during the past couple of weeks. A great many of you share the same passion for this game as we do, and you did everything possible to help identify issues, and provide the necessary details - not just to help make a game better, but to make your game better. If you are reading this, you are a member of the most dedicated community in gaming, and for that we are truly grateful. Now, on to the details:
Week Advance Anywhere
As a token of our appreciation, we?re happy to announce that as of today ?Week Advance Anywhere? on the web is now available for use, and that this feature will be FREE for everyone to use.
Custom Playbooks
With this Title Update the missing play issue that led to a number of problems when using Custom Playbooks has been fixed. Not only is the issue fixed, but you will not need to recreate your playbooks! Any existing playbook will have the fix applied, and you will be able to continue using that playbook without issue.
Tendencies
As with the Custom Playbooks resolution, the fix to the issue of edited player tendencies changing will not negate any previously edited roster file. The fix will be applied to both those existing files, as well as any new roster file that is created.
If you are in a Dynasty or Online Dynasty you will not need to restart as long as your Dynasty is still in year one and you have not advanced past ?Training Results? in the off-season. If you are before this point, the update will be applied to your existing Dynasty/Online Dynasty and the tendencies will be correct for all players going forward. If you are in year two and beyond, the tendency issue impact will be less and less as the players graduate/are cut from the rosters.
In addition to the tendencies issue, we have also included both the ability to edit height and weight for players, as well as the option to edit the rosters of CPU controlled teams. In an Online Dynasty the commissioner will have the ability to edit the rosters for other human controlled teams. These were both big requests from you in the community.
Finally, a bug was fixed with the profanity filter that was preventing many common names from being entered. Now, any name can be entered, for offline use. A profanity filter is applied to Online Dynasty when the Dynasty is created. If you prefer to opt out of this filter, you can set the Dynasty to Private and the profanity check will not run.
Freezes/Crashes
A major focus for this Title Update was to address any freezes/crashes that were found. There were a number of these issues fixed in this Title Update including a crash that occurred when there were multiple TeamBuilder teams in an Online Dynasty, as well as a crash that occurred during the downloading of an Online Dynasty file.
Gameplay

  • Increased the acceleration of QB's on Speed Option plays.
  • Improved WR blocking, especially on option plays
  • Fixed an issue where defenders assigned to play the curl to flat/buzz zone did not engage immediately when the QB scrambles past the LOS.
  • Fixed an issue where safeties with inside deep ? zone would drop back instead of read-and-react on run plays.
  • Fixed an issue in Nickel Cover 3 where the flat zone defender didn't move as the QB was running at them.
  • Fixed an issue with Double Outs from 4-2-5 Normal where the RLB wasn't blocked properly vs. certain formations.
Highlights

  • Fixed an issue that caused a blank photo to be uploaded leading to issues with other highlights being uploaded.
Dynasty

  • Fixed an issue in Online Dynasty where injured players did not remain injured when the week advanced.
  • Fixed an issue where a player's injury time was only reduced by one week when going from Conference Championship week to Bowl Season. Players will now be back for their Bowl game if they should be off of the IR when their bowl game is played.
  • Fixed an issue where coaches that changed jobs could get stuck in a state where they were still listed as coaching at their old school on the Players Leaving screen, leading to a Transfer Failed issue.
  • Fixed an issue that occasionally prevented Dynasties from advancing to the post season.
  • Fixed an issue with the schedule that prevented entering the Virginia Tech vs. Boston College game (fixed for both Dynasty and RTG).
  • Fixed an issue where recruiting related trophies/achievements were not unlocked properly if you signed an extension in that season.
  • Fixed an issue with Program Stability where the grade would drop from A+ to D+ in one season.
  • Fixed an issue with the Unlock All Promises PDLC not unlocking properly on the Dynasty website.
  • When viewing an Online Dynasty invite, added information to show what type of job can be selected by default.
  • Fixed an issue when in the off-season where player stats did not match up between the web and console.
RTG

  • Fixed an issue where CB's could not audible after earning the ability to do so through Coach Trust.
  • Fixed an issue where HB's could not flip the play after earning the ability to do so through Coach Trust.
Online

  • Fixed an issue where player's online stats were not displaying promptly on the Online Leaderboards.
That concludes the list of updates that will be included in the second Title Update. Once again, thank you for your continued support, as well as your willingness to help make NCAA Football 12 the best it can be.
 
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Sigh, just decided to play online for the first time (usually don't because of lag). Miami fan sees my gamertag, picks the Wolverines. Naturally I could not let this slide and felt even less mercy when he started trying to cheese with Denard. This completely removed any sympathies i had about playing Pryor..oh and Denard naturally was knocked out of the game by halftime..

Opening drive td..got his foot down, can't you tell :wink:
http://www.easports.com/media/play/video/85968234

1st and 20 after a holding call, he decides to back off on the coverage:
http://www.easports.com/media/play/video/85968758

He quit after this one :( 35-14
http://www.easports.com/media/play/video/85969299
 
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Recruiting question:

Is it better to make a pitch if the prospect's thoughts on the category are unknown but the school ranks highly?

Or is it better to just ask the prospect what he thinks?

I seemed to be asking a prospect what he thinks if I didn't know and my rating was high for that category. If the prospect was known to not care about the topic or I rated poorly there I selected a new topic.

I also offered everyone on my board in the first two weeks, although one dropped off because of a commitment and I dropped another because he didn't seem to be worth chasing.

The best advice I've seen (although it doesn't answer my specific question) is here (please feel free to add your thoughts as I am totally new at this):

First things first -- you're not going to get every 5* and it's nearly impossible to make up ground if you're not in the Top 3 after week 1 if other schools are actively recruiting. When picking your recruits, use the find tool and only go for those in the 1. Top 5 from a pipeline or 2. Top 3 from a non-pipeline.

In the first week, offer every player. The higher the number they give off (ex. +100 vs +200), the faster they'll commit. Go after these guys first.

Some will have you as their top school. In the first few weeks you only need to do 10-20 minutes for them. Some (no matter what team you are) will commit with the initial offer. For ND, it's typically 2-3 4*, maybe a 5* and maybe a few 3*. I typically get 3-4 at the start of every season out of my initial 35, just as a reference.

RECRUIT ATHLETES. For some stupid reason, EA hasn't figured out how to get other schools to recruit these guys. Maybe the game wants us to have a chance, but seriously, I pull in about 50% of the top 15 athletes every year regardless of which team I choose for my dynasties (they just need to have you in their initial top 10). That's 2-3 5* and 3-4 4* athletes per year. You can cherry-pick if you want, but the 5* athletes WILL have better overall stats for their projected positions than the #1 5* player at that position. The best I've ever seen as a true freshman was an 85 SS. You only need to do 10-30 minutes for these guys as long as they're not being actively recruited by other schools that are above you. If you have a need and think another school will start recruiting them soon, spend the extra time for that athlete.

So that should be around 8-11 recruits that will commit with very limited recruiting. With your extra time, hit your needs HARD. 50-60 minutes for that #1 speed HB or that #1 coverage CB. The harder you go, the faster they commit and the harder you can go for the other players.

When scheduling in the pre-season, have home games between weeks 4-8. These are the prime recruiting visit dates. Have recruits visit when they're in the green and always recruit them for 40-60 minutes beforehand if it's a close race. Try to win. I've never noticed a difference between blowing them out or winning a tight one, so just winning seems to be the trigger. If you're #2 after a visit, you lost. Pull the offer.

Only promise if you need the points in a tight race. Negative recruiting doesn't really work very well. If a school that doesn't offer stays #1 even after you go 60 minutes for weeks, they WILL offer, give up. When you have x2, only push the first option (or change it if it's very low/least), but don't promise, schedule visits, etc. since you won't get the x2 bonus.

Once you know which of your initial recruits you're going to get, look again to see if there are any other recruits still in their top 10/top 8 that have some interest. It's going to be mostly 3* guys, but you need the depth because until you start winning BCS game consistently, you won't get enough 4-5* guys to fill up your roster.

Mix and match and find what works for you.

Personal bests: 25 5*, #1 class 8 years in a row.

* Another thing to consider is that the game will automatically fill your roster with 40's if you don't recruit and fill positions. The next year it will NOT tell you this is an area of need, since there's a player there. Recruit for that position and cut the 40 afterward, or you will be screwed.

I play this game a lot.
 
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I usually only recruit about 10-15 guys... focus on them with 40-60 minutes each.

My strategy is to offer immediately to get a points boost from that (And a possible committment in they have you #1), and then spend the first week or two figuring out how they feel about pitches. Once I have two very high's and a most figured out I hammer those home.

I am usually #1 or #2 in class rank, would be #1 no doubt if I didn't typically only have a 10-15 man recruiting class.
 
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I read another site that said try to hold off on offering until you were #1, because there was a bigger possibility of an instant commit, which would save you minutes on recruiting. Who knows if that's true though.....I've only ever played as crappy teams so my recruiting success isn't easy to measure.
 
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You should absolutely focus on 14-18 recruits first. Don't recruit 35 guys, the CPU is recruiting their smaller list and so are most users when you are in a dynasty.

Recruits also know who else you are recruiting, so don't add extra WRs if you want a superstar to like you best.
I read another site that said try to hold off on offering until you were #1, because there was a bigger possibility of an instant commit, which would save you minutes on recruiting. Who knows if that's true though.....I've only ever played as crappy teams so my recruiting success isn't easy to measure.
That is true (and you can get instant commits midway through the year), but you also risk someone else getting a big jump on the kid.

If you are recruiting against no one, I'd try to jump up to first before offering for a good 3-star or low 4-star sleeper. I still offer the ESPN 150 first.
 
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