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NCAA Football 12 (Glitchy) and Madden 12 (Released) Thread

Kageho

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NCAA Football 12 and Madden 12 Early Thread

If this works correctly, I'm a fucking happy man. But its EA, so this will fucking fail gloriously.
 

Danville_Wrestling

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NCAA Football 12 and Madden 12 Early Thread

Yeah, these things sound nice, but when these new features debut they almost always have tons of glitches/bugs and it takes a year or so to work them out.
 

2GOLD

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EA is really fantastic at ideas but really BAD at the execution of those ideas. I'm still waiting for a fucking draft and free agency period that makes SENSE and works. I'd rather they fix THAT fucking issue first and then they can work on the bells and whistles shit.

The draft was much improved this year...for two seasons. And they it goes stupid just like the free agent period.
 

bps21

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The NCAA demo is out. Color me underwhelmed.
 

Mik

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Yeah... the gameplay is real similar to last year. The graphics look nicer, though.

Road to Glory looks cool this year. They made it like a RPG.
 

2GOLD

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I liked what I played but I haven't updated my college football game since 09 so it wasn't going to be hard. I like the sound of the Road to Glory, the customizable conferences with rules set it, and the coaching carousel. It did enough to convince me to purchase it.
 

fazzle

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I haven't bought a single college football game in this generation, but I think NCAA 12 might finally get me to change that.
 

HarleyQuinn

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Preordered Madden 12 since I skipped the '11 version. I really like the sound of the DPP and if the FA bidding/Draft are anything like Head Coach 09, fans who haven't played that should be in for a treat. The draft was one of the single most fun things I've ever encountered (being able to trade up, trade down & acquire future picks, etc.)
 

Mik

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NCAA Football 12 and Madden 12 Early Thread

That awkward period when NCAA is released but the rosters aren't so no one wants to start the dynasty yet.

Road to Glory's massive upgrade has been keeping me busy at least.
 

HarleyQuinn

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I've heard gameplay (in particular, tackling) and Heisman mode have vastly improved. I'll probably hold off for a couple weeks to get it before my paid vacation but can anybody let me know if the Franchise sim stats have been improved? I'm a Franchise simmer at heart and spend most of my game time doing that so I'm hoping the Completion % and Running YPC are more realistic in comparison to real life.

Also if simming in Franchise, are the carries better distributed for Option teams? QBs would often lead a team like Georgia Tech in carries during a season.
 

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For those who have the game already, can conferences be realigned before each season or only before you start the Dynasty?
 

Agent_Bond34

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I have a set of named rosters that were uploaded to my EA Locker.

Just hit up my gamertag (it's in the thread in this forum) if you want them.

They seem to be pretty good (at least the Fresno State rosters) so I went with them for the time being until something better is found later on.
 

Kageho

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The NCAA 12 Flik'd Impressions:

NCAA 12 isn't exactly the same as NCAA 11. There are many things the same. The teams, the playbooks (albeit tweaks), and the stadiums, but the gameplay has changed a bit from last year. Not enough like say what Madden is, but enough that you'll definitely notice it.

So what exactly has been changed? The run game, the tackling, the QB/Run Blitz, the defense zone, and CPU AI have been improved from a game play perspective. We'll start from run game and work from there.

The run game used to be, smash and smash some more. You couldn't use Option very effectively, nor could you utilize Nevada's Pistol at all (it was broken, badly). This year that has changed. Instead of suction cup linemen, each linemen will have a specific assignment and actually go to it and protect the QB a hell of a lot better. There have been instances where the linemen screw up, but I've noticed that if I wait till the lines for the linemen go away, I rarely had a blown assignment. You'll also need to get to the actual holes, because trying to ahem, lack of a better term here, "bullshit" your way through, isn't so easy anymore.

The option actually works if utilized correctly. If you fake out the defense, you'll put up some nice yards. Conversely, you'll also have your HB tackled nicely if you don't option correctly. Not like 5 feet in the backfield, but more you'll get stopped. And for you people who like Run and Shooting or Spread offense, you can get a run game going without resorting all the time to drawing the fuck out of the defense. I unfortunately at the time of this review have not used a QB dominate team, so I can't say for certain how well they will be able to run. If it works out like the option, if its a QB that can actually scramble, they'll be able to do it, but the 80s guys won't get too far.

Speaking of the blocking, you'll actually get to have a pocket now, so you'll be able to have a brief second or two more when making a throw. You will absolutely love this, because if you are a passing person, that extra second or two allows you to see those brief pockets in zones or mismatches in one on one coverage. You can't exploit the zone coverage with slants, but they still will be an effective tool against zones.

Tackling has received a minor upgrade. I say minor because they haven't gone to true physics based tackling, but its pretty damn close. When a tackler makes a tackle, it will no longer suction to the tacklee and bring him down in a horrifically stupid fashion. If you make a tackle and its in front of the player, you'll have a better chance of bring down the player. If you don't though, you will have various things that could happen. In my Nevada vs Boise game, I had my HB break away from a tackle from behind, where he grabbed hold, but slid off because he didn't have a good grip. When I played as Hawai'i against Boise, I had one of my receivers nearly break free on a long bomb, but instead of the TD, he got dragged down by a single foot and it actually showed that. Again, its not real physics based, but its close enough that I'll let it get away with it.

The QB/Run Blitz is something you'll need to work at as well. No longer can you exploit the defense with FS or SS type blitzes, or overload on the box and get a sack that way. You now need to think and plan out your blitzing pattern. Though you also can't let it become noticeable otherwise you'll be the one getting burned. Also linebackers will notice if the QB is about to run and actually pounce on you, instead of getting a "oh, suddenly I'm coming after you". In my Nevada game, I even was given the opportunity to go to a big hole, but the linebacker recognized me and took me out. I still got some yards out of it, I think 1 or 2, but I didn't feel like "why the fuck is he there"; you'll actually see him realize what's going on.

The defense AI has been improved as you can tell from what I show above, but I'll add a few things here to really tell you how well its improved. When running zone, your safeties will go ball hawking and they do come down with it. The same is also in reverse, so if you notice a zone and you know the safety you want to throw near is good, it might not be so wise. If you put a CB on a HB and they throw a screen or a flat, if the CB realizes the play, he'll be in prime position to prevent the HB Screen or Flat. This also works with a good coverage linebacker too. I only had two jumped snaps in my game of Nevada vs. Boise and both were my own fault, instead of them getting a head start on you all the time.

Finally, the AI isn't overall the same anymore either. Whilst its not the greatest (nothing ever is), it will exploit match ups that it notices. I was playing really good defense on Boise, but the moment I had a deep bomb thrown on me by Boise to WR #82, WR #82 became Boise's biggest reason for nabbing another 20 points and bringing a game that was looking to be out of its league to back within reach. It will also do the same defensively, if it knows it can stop you. Changing up your play calling is almost a necessity, running the same play 15 times and working, just instead happening unless you are Cam Newton and Alabama.

There are many other editions as well that are a welcomed treat. There's the Custom Playbook, back from a long hiatus. You can take any team's playbook and change it or modify it out right into your own play book. Hell, I'm looking at some of the basic formations that you can run and its insane. You can choose up to 40 different formations for your playbook, and there's things like Shotgun: Gator Heavy, Shotgun: Wildcat Spread (there IS such a thing?), Wishbone (Normal, Tight, Wide), Ace: Tackle Over, Far: Pro, and well, you name a team that has a playbook, its in. There's a total of 375 plays you can have in the playbook. Yes, that's right. THREE HUNDRED AND SEVENTY FIVE.

There's a gotta be a downside to all this choice right? Yup, there is. You can not make a play itself. It must come from all the plays that every single team runs in the game. But when every single Formation's got at least 20 plays, I think we can survive, right? Still wish I could make my own plays, but I'll wait for NCAA 14 for that.

Coaches have been included into NCAA, and I'm happy they included them. Problem is, they are not named correctly. So for realism sake, you'll need an update for that. Me, I don't mind having a fantasy one. It let's me enjoy it. I have not noticed a huge difference playing other teams with worse coaching, but that might be restricted to Franchise (which I'll be heading into soon).

Dynasty is different in that you create your coach and work from there. But I'm fiddling with the ability to make super conferences and stuff. Its quite fun and I got an achievement called "On Second Thought" for doing this. Anyways, what you can do is you can put teams in any conference, set up the rules for them and what not. The only downside is that all the conferences must have a minimum of four teams (sans Independents), which if you are like and wanted to make a bunch of super conferences, you can't do. You can set up if they are BCS qualified or not.

So I'm letting Franchise sim, because I'm also curious if the simulations actually distribute things better. I took over Western Kentucky for the hell of it. I stopped at Week 13 of my season to check out the stats, and I got some amazing results.

My team managed to go 6-5. Which I think is pretty damn good, considering I used a Pro playbooker, and 4-2-5 for defense. Passing wise, the team just sucks. 1934 yards fo rmy main QB, which is 65th overall in the league. Amazingly though, my halfback is actually second in the league in rushing with 1245 yards. Only Air Force's HB is ahead with 1380 yards.

But that's not truly what you care for, what you care for is how the hell did an option team like Georgia Tech do.

Well, here's the results:
Top Rusher - HB Clint Fry - 189 Attempts for 1105 yards, 5.8 avg, for 9 TDs. Longest was 16.
Second Rusher - QB Jonathan Williams - 135 Attempts for 759 yards, 5.6 avg, 2 TDS. Longest was 16.
Third Rusher - HB Pat Anderson - 164 Attempts for 747 yards, 4.5 avg, 7 TDS. Longest was 14.

And before someone goes "well 1105 yards sucks" its good enough for 8th in the NCAA. In fact, as of Week 13, there are only 14 players over 1000 yards rushing. There's at least 20 with an outside shot of making it, 10 of those for sure will. You'll get a good division of players from the 15-25 range, 26-45 range, and then 45-max range. Though in this season, the longest run was 87 yards (so far).

For those wondering how many QBs as of Week 13 are over 4000 yards, only Aaron Williams of Houston is over 4000 (4110). The next closest is Yusef Peterson of OSU, and he's at 3507. Only 10 QBs are over 3000 yards.

Seems like the WRs are really good though, as there's around 15-20 over 1000 yards receiving. Not a single one of the those 15-20 are on the same team, so you don't need to worry about that. There's a lot within that range of 1000 yards though.

So how goes the Top 25 in Week 14 (I simmed by accident, my bad)? There are only two undefeated teams. Texas A&M with 12-0 a perfected 1500 for points. The other is Boise State with 11-0 with 1369 points. Virginia Tech, Ohio State follow that with 1 loss each. Houston is also a 1 loss team, but is sitting around 20th overall, getting hurt because its Houston and it doesn't have the bribery going on.

So the team goes 6-6 and we do not get a bowl game. So did I get fired? Well, let's see!

Nope. But holy shit, this new contract blows. Its a two year contract, but some of the negative ones are a bitch. Must beat a rival opponent each season, or basically take a huge ass hit for each loss. Finish each season in the Top 100 (taht's not so hard). Must win 4 games in one season or take a huge hit. The others in the contract aren't bad, but seriously, fail the ones you have and you are toast.

Can you customize conferences while in progress? Yes, but you can only do it after you cut players. So if you want to move a team to say, B1G, go for it.

Recruiting during the off-season occurs just like how it always has. For those hoping for something different, not happening. And that's pretty much everything you want to know about Franchise mode.

Road To Glory is hilarious fun. You can also set up a secondary position as well, but it will only be a defensive position, so choose that wisely if you must. I decided on doing HB and MLB, because that sounds like me. I wish I could've picked HB/WR, because I was a hybrid player. You'll then get to make 3 choices of school you'd like to go to. I picked Boise State, Nevada, and Georgia.

Apparently I attended a SPARQ combine (WTF?) and got an official rating of 83.00. Whatever that means. You will play one actual season of High School Football. You need to acquire scholarship points to get a chance at being signed by one of those three choices you made. With Boise requires 700, Georgia requires 750, and Nevada requires 475. Let's see how this works out. I'm beginning to think I should not have picked dual positions now.

Played two games. First one I underperformed, but the second game I did really well at least as a halfback. Hopefully I can keep this up and become a wanted player. As playing dual positions keeps things interesting as if you are out there a lot on either side of hte ball, you'll be subbed out on the other.

Its definitely an improvement over NCAA 11.
 

HarleyQuinn

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Just got it from Best Buy so I'll update my thoughts later on after several games.
 

HarleyQuinn

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Gameplay Thoughts Miami @ Georgia Tech (Me) in Snow on Heisman Level, default Sliders
- Blocking is already much more natural and improved on the kickoff return. Coverage players actually had to use swim moves to get out of blocks. My favorite part? #30 is blocking a guy. Defender uses a swim move and another defender gets in #30's path. #30 promptly starts to block him and shoves the 2nd defender.
- My QB's first pass was on a slant but was still thrown wobbly and led the receiver too much (WR would've gotten killed by the DB coming across).
- Ran a Triple Option play on 3rd & 7. The DE was keying on the RB the entire time, allowing me a huge lane for the FB to get a big run.
- The Linebackers scrape and hit through gaps immediately, like a good defensive crew does. Very smooth and natural, never feels like they "levitate" through the hole or appear out of nowhere.
- CB comes off the block and despite my initially having a pretty decent lane, kills my RB and promptly picking up the ball (despite also being on the ground after the hit) and returning it for a TD.
- With the blocking being so smooth, I was able to "see" and hit a hole on the subsequent kick return for a gain of 43 yards. My RB even nearly "spun" out of the final tackle but stumbled and got wrapped up by another defender.
- Threw a pick in a really bad pass choice on 3rd & 12. If you make a mistake in reading coverage, you'll pay a heavy price for it.
- Punt blocking is much, much better. Your blockers are quicker to react to gunners and allow for at least 3-5 yard returns almost every time.
- Tackling is worlds better as is zone coverage. Passing isn't nearly as easy and Safeties are now able to make legit hits 1-1 and save TDs despite allowing 12+ yards on a run.
- QB Jacory Harris burned me deep on a gorgeous pass to the far end pylon (with inches to spare for the WR making the catch) by using PA after teasing me with 4 straight runs on a 3rd & Inches situation.
- No longer can you zip a pass easy. You need to wait for routes to complete. Had a wide open WR on a curl on 3rd & 6 but threw way to early so the ball sailed past him as the WR was turning inside the opposite direction.
- You can definitely, definitely run using the Option on Heisman level. Since Miami seemed to be keying on outside runs, I just liberally torched them on the ground with my FB and kept getting very solid runs (and holes). If you're smart and make the right reads, you can run the offense very easily.
- Passing is an absolute bitch without a strong armed, accurate QB. You need to properly make reads and time things perfectly (Had a comeback deflected due to my slower arm strength).
- Weather effects things. Had a 3rd & 3 at the end of the 2nd Quarter and threw a panic pass that got deflected because my HB slipped to the ground trying to run out for his route.
- Defenders will absolutely swarm to the ball. I've had a missed tackle and seen 2 more defenders almost immediately on the ball carrier. I've also seen 3 defender "group" tackles.
- Facing a scrambling QB ala Jacory Harris, they will run on you or scramble when they're in the pocket after 3-4 seconds. I got Harris on a couple sacks due to scrambling and also stopped him for a 4th & 1 controlling a dropping DE because he saw a huge hole.
- If you roll out and then try to pass, your QB will reset his feet. If you have a defender on your ass, you will get hammered.
- You can definitely score on busted coverage. Had a 1st down at the Miami 10, saw my outside WR wide open in the back of the endzone due to miscommunication and completed the pass for an "easy" TD.

Final Score and Stats
Miami - 34, Georgia Tech - 16 (I got a couple late TDs to make it look closer than it was)
- Georgia Tech QB: 3/18 for 55 yards with 2 TD vs 3 INT. Passing will take some getting used to. Added 66 yards on 14 carries with a team long run of 32 yards.
- Georgia Tech FBs: 19 carries for 92 yards.
- Jacory Harris: 7/9 for 90 yards and 1 TD. Also had 12 carries with a long of 14.
- Miami RB: 20 carries for 121 yards and 1 TD.
 

HarleyQuinn

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Been testing on All-American and unfortunately, like in NCAA '11, the Run Block slider has to be at least 65 to properly get outside blocking by the WRs to run the Triple Option offense. Otherwise they either just run by the defenders, the CBs get off too quickly, or the LB spying the pitch man kills that route and the DE easily gets off the OT's block and kills your QB dead regardless if you made the correct read or not.

Ideally the Run Block should be set at 70 if running an Option team. Allows for outside runs, bigger "holes" inside when you make the right FB give read, and it gives you a better chance at seeing your WRs/OL hit the 2nd level and making the "TD block" for a big play.

Against a 4-2-5, the inside is there to be gashed as it should be, but you still need to rely on making the right reads otherwise you'll get blown up.
 

Mik

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Road to Glory is so awesome this year. But I glitched it slightly, getting a boost that made me 99 everything in my freshman year. I don't think it was a glitch, but despite it's awesomeness... I would have rather worked a little harder to earn it.

It was a Level 5 Rare boost, so not sure how "lucky" I got.
 

HarleyQuinn

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Coaching Carousel is fun but a little "too" easy to get a HC job. I went 10-3 with Air Force as an OC, accepted an OC job with Kentucky and went 5-7 (simmed), accepted another OC job with Pittsburgh and went 10-3 again (simmed), and landed a HC job with Florida State in just my 4th Season.
 

Kageho

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The Rare Boost isn't so "rare", from my understanding.
 

oldskool

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ugh Akron is awful, fuck this I'm starting over. NO semblance of pass protection and the defense put me in a 28-0 hole to fuckin Army in the first goddamn quarter at home.
 

Kageho

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In my dynasty, I replaced Akron with my created team of Toronto Blizzard.

So I set them up as Independent and begin the season by thumping Ohio State. 50 something to 24. I then played the Wildcats and thump them so well, I got the nice trophy of Balanced Attack.

Then I played 3 more games in my schedule. You know how I won those? All three by field goals. Its not that I played terrible, but just that those first two teams are pretty well overrated.

...then again, so is my team. I do not have a single player over 86 (kicker is 86), yet the game states my team's overall is 88, my team offense is 90, and my defense is 86.
 

HarleyQuinn

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Since I'm an offline Sim Fan at heart I decided to, as I often always do, "test" the sliders simulation stat wise so here is what I've done and seen thus far. First I'll be looking at an Option team and will be updating/editing this thread periodically with test results.

Georgia Tech: In 2010, according to CFBStats.com (which is majorly awesome), they ran the ball 753 times and threw the ball 168 times in 13 games for an average of 13 PA vs 58 RA a game. So let's see how/if I'm able to properly replicate that through EA's Dynasty Mode.

Attempt #1 = Use Georgia Tech's Default Settings. 25% Run/45% Playcall Agg/55% Off Sub
- Pass Attempts = 267 for an Average of 21
- Run Attempts = 638 for an Average of 49

Overall Impressions: Too many passes and too few runs.

Attempt #2 = 15% Run/50% Playcall Agg/60% Off Sub
- Pass Attempts = 223 for an Average of 17
- Run Attempts = 752 for an Average of 58

Overall Impressions: Much better but not quite at the level I want. Still a few too many pass attempts.

Attempt #3 = 15% Run/30% Playcall Agg/30% Off Sub
- Pass Attempts = 237 for an Average of 18
- Run Attempts = 689 for an Average of 53

Overall Impressions: Reverted a bit with the lower PCA. I also noticed that GT seemed to be more "efficient" as a result, especially passing wise (Tevin Washington threw 13 TD to 2 INT while completing 53% of his passes).

Attempt #4 = 15% Run/85% Playcall Agg/50% Off Sub. Tweaked DC so highest AWR started at QB/RB/FB/WR/TE/OL.
- Pass Attempts = 189 for an Average of 16 [12 Games]
- Run Attempts = 680 for an Average of 57 [12 Games]

Overall Impressions: Much, much better in general. Most games saw 10-15 PA and 55+ Runs. I even saw a few games with 65+ RA! It also appears, to little surprise, that the opponent ability will be a factor sim wise in terms of PA and RA.
 

Kageho

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I would like to, but the game is currently broke due to EA incompetence and until they get it patched, we currently can't.
 

Kageho

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And that's exactly what I was talking about it being broken.

Even worse, it affects all those players who get randomly named as recruits. Hence why until they fix it, you can't honestly play the game.

To say I'm upset would be putting it lightly.
 

skullman80

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The roster glitch bug doesn't effect computer generated/auto-named rosters unless you go in and edit them afterwards(even changing a wristband will fuck it up).

That being said, it's still a huge fuckup and it needs to be fixed. I don't know how this stuff slips by, I really don't. Not being able to used named rosters sucks.
 

HarleyQuinn

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As much as EA borked the game, I love the coach carousel mode. In just my first offseason these teams are all changing offenses: Hawai'i to the Air Raid, Arkansas State to Houston's Air Raid, and Northern Illinois is going to the Triple Option.

Just creates so much more diversity in terms of playing styles of various teams and even coaching tendencies.
 

Agent_Bond34

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Whenever it gets fixed and you guys want to get down on OD on 360, I'm good for it.

This is the only sports game I have now. I have purged the rest of my sports games.
 
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