08-23-2008, 02:59 AM
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#1
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BOOM!
OVR: 43
Join Date: Jul 2002
Location: Atlanta, Georgia
Posts: 11,940
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A plea to drastically improve CPU Playcalling in 2010
I swear,
Half of the problems with this game could be fixed with some seriously dedicated time to improving the Human vs CPU experience via a thorough and complex CPU AI playcalling system.
From what I can gather at most Community days with customers, EA has almost the entire session be Human vs Human games...am I correct in this?
Perhaps that is why issues such as....
1. Screen passes called up to 3 times in a row, and if the Screen is covered, the CPU QB "freaks out" and either throws a pick or just keeps running to the sideline.
2. QB choice plays run by every team in the game, and run many many times, even by QBs who have no business running it.
3. Sketchy playcalling on 3rd and long. QB Choice seems to be a standard on 3rd and 7 for many teams.
4. Way way too many aggressive 4th down decisions by the CPU i.e. too many fake punts and too many going for it in a tight game on 4th and short in bad field positions.
5. The inability for the QB to "throw the ball away". The QB will never just throw it out of bounds. If you get pressure on the QB, he will panic and always throw into coverage, leading to picks.
6. Defensively, the CPU will not adjust to what I am doing very well. For instance if I am attacking them on fade patterns, etc. they will not leave a Safety over the top to help out most of the time. Or they will call all out blitzes way too often, leaving too many wide open receivers.
..occur.
Now, I just played Auburn (me) at LSU in the OS Legends League on our AA sliders. The CPU called a very good game. The game was 30-20 and was a 1 to 6 point game for almost the entire contest. One of the critical mistakes by LSU was the QB "Freak out" on a screen pass that resulted in me intercepting the pass. But other than that, they ran the ball with the tailback...not the QB...they mixed up their plays, and they didn't fake any punts on their own 40 yard line on 4th and 12. Defenisvely, they were very sound, bringing smart blitzes at key times, and helping out with safeties over the top to take away my deep passing game.
This is a rarity. MOST of the time...the CPU does all 6 of the above with alarming regularity and in THOSE games I win 63-10, 55-7, or 45-14, etc.
I would say I get a game like the LSU game 1 time out of 10, and a 40 point blowout due to CPU stupidity 9 times out of 10.
The AI playcalling is slightly better on Heisman, but that difficulty level is flat out ******** with the juiced pancake pass blocking and Super Robo QB. Still, even on Heisman, the CPU Playcalling and QB AI leaves MUCH to be desired.
This is an area that I feel should be STRONGLY looked at for NCAA 2010. In fact I would go so far as it should be one of the most critical aspects to be redone.
If 2 keys were really overhauled..I'm talking complete reworkings..those being...
1. A brand new "Line of Scrimmage" engine that does away with suction blocking and introduces a much more fluid blocking system between O line and D line.
2. A robust AI engine that allows the CPU to adapt (not "cheat" but "adapt") to the User's playcalling both offensively and defensively, as well as makes smart football decisions in key situations.
If those 2 areas were really given a thorough reworking over the next year, this game could really be astounding.
Whether or not that occurs is up to EA.
__________________
AUBURN TIGERS
2010, 2013 SEC CHAMPIONS
2010 NATIONAL CHAMPIONS
Last edited by AuburnAlumni; 08-23-2008 at 03:01 AM.
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