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NCAA Football 12 Preview

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Old 04-21-2011, 02:00 PM   #113
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Thanks for the write up Chase. Sounds really good so far. Any ideas when we might be hearing more about dynasty mode?
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Old 04-21-2011, 02:02 PM   #114
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Re: NCAA Football 12 Preview

Quote:
Originally Posted by mrMagic91

Hey Chase, In post game Celebrations, do the player's helmets glued to their heads or are they off?
I believe he said he only played one half, so he's not sure on the post-game stuff.
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Old 04-21-2011, 02:08 PM   #115
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Re: NCAA Football 12 Preview

So Chase, did you notice about how much longer the pre-game presentations were? Last year it showed pretty much showed the team entrance, and then a quick spotlight on 1 player. Also it seems like they may have added the away entrance, did you notice?
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Old 04-21-2011, 02:12 PM   #116
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Re: NCAA Football 12 Preview

Chase,

Did you notice or were you told about any line play upgrades? In the trailer it looked like they formed a better pocket, but the animations looked the same as in the past. Thanks.
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Old 04-21-2011, 02:13 PM   #117
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Re: NCAA Football 12 Preview

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Originally Posted by Playmakers
zone coverage was not really a big issue in NCAA 11 IMO

just some people wanted perfect zone defense which isn't going to happen even in NCAA 12 no matter how much they hype it up as a big game improvement.

This preview basically confirmed my initial thoughts on NCAA 12 it's mostly a graphical facelift....

Most of the improvements came strictly on eye candy on the field which isn't a bad thing because i thought NCAA 11 was very good but NCAA 12 is not a huge upgrade of NCAA 11 based on what i've seen and read
Playmakers, I love your sliders, but I have to disagree with you big time here. For most of us zone-coverage was almost unusable last year, and Defense was never a real prominent part of the game. The only way to get a low scoring game last year was through an abundance of turnovers, LB leaping swats, or stupid CPU playcalling.

Not only do we have improved zone-coverage, but we have consecutive hit tackling which is what 90% of us here at OS have been chiming for. I'll take that ANY day, and this is only the first day of announced improvements. They still have at least a month until the game go gold, which is a lot of time to tweek and major gameplay issues (suction blocking). All of this on top of some new and improved presentation. I know last year I would use your suggestions for crown noise and such, and the game still sounded a little bland. I'd have to think you of all people would be ecstatic that they improved crowd noise.
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Old 04-21-2011, 02:13 PM   #118
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Re: NCAA Football 12 Preview

you mentioned the floating feel of the players while running and moving around. In the video, i also noticed the sliding around and the running animations are HORRIBLE. did they mention anything about those fields or did you point this stuff out to them? because everything looks good except the running animations and the floating around!!!
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Old 04-21-2011, 02:51 PM   #119
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Re: NCAA Football 12 Preview

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That was about to be my question?

Please answer first haha. I heard FGs were basically the same. I just want to know if there is any chance of actually blocking punts/FGs without "cheating" the game?
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Old 04-21-2011, 02:59 PM   #120
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Re: NCAA Football 12 Preview

Excellent video, some concerns I haven't seen answered yet though.

1. CPU QB scramble AI logic.

2. CPU running the option offense correctly.

3. Screen plays actually working.

4. Punt blocks and FG blocks. Out of all the NCAA games I have played over the decades, I have never had my punt blocked nor even came close having it blocked. Same thing with blocking the cpu punts.

5. Punt returns. Last year punt returns was awful because the gunners all had 4.2 speed and were always in your grill as soon as you caught the ball. Didn't matter if it was a high arching punt or direct low punt.

6. Bad snaps due to center or QB being rattled or low awareness. Last year it didn't matter at all, they were never bad snaps.

7. Proper clock management by the cpu. Last year at times it was though the cpu didn't pay attention to the score and were running the ball even though they were down by 21 points with 2 minute left in the game.

8. Whether or not we will be able to game plan for the cpu schools via how were able to do with Madden 11. That way we could clearly determine and make sure the cpu teams played like they do in real life. I always hated playing against schools with mobile QBs who threw the ball 30 times but yet only ran twice if that a game.

9. Are dual threat QBs truly dual threat. Meaning they should at least have 15 running attempts per a game.
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