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Originally Posted by hcopenhagenh |
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Speaking strictly from an online gaming standpoint, HFA was one of the many poorly implemented features. Maybe even the worst.
Basically, it was very hard to find a game where you weren't the away team. Many people would only play as the home team and they would back out when they were away.
Next, you could sit on defense all day, call the same play, and simply pump up the crowd. When you played at LSU, UF, Ohio St., you were probably going to lose, even if you were the better player with a better team. I learned real quick how to run plays without audibling. HFA rendered audibling useless on this game.
My problem is that the decibels the crowd on the EA game hit don't stay that constant all game. There may be 3 or 4 times a game when they hit peak. Those instances come on critical times and points of the game. Have watched and have been to plenty of games to know this is true. Doesn't mean it isn't loud the rest of the game, just not what EA made it out to be.
As well, the crowd noise does not effect players and audibling as implemented. Players work with hand signals. The routes aren't going to be altered like EA shows. That part was so Video Gamish rather than sim. HFA was just Fluff the way it was implemented.
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I disagree. I think game planning was important more than ever playing at a stadium with a huge HFA. I think it depends on sliders (assuming you are talking about last gen), but the team with HFA should have an advantage, but I've seen those teams punished for doing the things you talked about (calling the same plays on either side of the ball). As far as crowd noise, it wasn't loud all the time in my experience. On second downs, the crowd is less noisy if you gain yardage on first down, and on third down they are as loud as ever like in real life. If the home team is behind or getting blown out, the stadium can be like a church. I thought they nailed HFA on last gen, but that's obviously just my opinion, and I respect your opinion as well.