NCAA 12 takes too much control away from the USER.

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  • ViLLiO
    Banned
    • Feb 2011
    • 703

    #1

    NCAA 12 takes too much control away from the USER.

    Let me start off by saying that I love the game overall this year and I'm really enjoying it. However they basically programmed the first few steps you take on defense. For instance when you're 100% committed to stopping the outside toss, you absolutely can't because your FS starts running in the opposite direction the second the ball is snapped. The good players are forced to hot route their FS to hit the flats and pray that a deep ball is not coming their way.

    It should NOT be like this. We should be able to jump the snap and stuff those outside tosses one on one! I want my FS to play deep zone in those situations, but I don't have that option because it's a free 8+ yards if I haven't hot routed him to cover the flats.

    Another example; on some plays my DE (who is not in coverage) will shoot out at the TE in the slot like he is in man coverage. The QB then completes his fake and then they give me control of the DE who is now 5 yards out of position.



    The animations in this game are taking over completely. EA, PLEASE give more control to the USER!
  • huskerwr38
    MVP
    • Mar 2009
    • 1549

    #2
    Re: NCAA 12 takes too much control away from the USER.

    I do agree with this, especially on defense when the ball is snapped the player starts running on his own. I don't like this at all. The way I see it, I should have complete control over the player and he should only move when I do. Also, same thing on special teams when I'm returning a kick. If you don't move anything the player should just stand there...he should not run on his own. The game is almost completely automated as it is now.

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    • Mos1ted
      MVP
      • Sep 2002
      • 2267

      #3
      Re: NCAA 12 takes too much control away from the USER.

      This was one of the biggest gripes I had with the game. If I had to guess, I'd assume this is done intentionally to prevent certain exploits. I remember in the older NCAA's, it was easy to rack of sacks with a DE because you could just speed burst around the tackle for an easy sack. Taking those first few steps of control away from the user allows the CPU's O-line to engage to impede your progress to the QB.
      According to my old marketing professor, satisfaction is when product performance meets or exceeds consumer expectation.

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      • blkrptnt819
        MVP
        • Feb 2011
        • 2055

        #4
        So instead of fixing the AI they decided it was ok to make a user player do what they think should happen? This is terrible! It makes my DE do stupid stuff. It has also messed up one of my favorite blitzes.
        Last edited by blkrptnt819; 08-15-2011, 10:59 AM.
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        • jkra0512
          MVP
          • Sep 2006
          • 2277

          #5
          Re: NCAA 12 takes too much control away from the USER.

          I've seen this also, with my LB I guess right on the snap count and I'm up-ended as a result, every single time without fail. If I'm supposed to blitz with my LB, I'm automatically suctioned to the G or T, which really sucks on outside runs and option plays...

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          • bucknut7
            Pro
            • Jul 2007
            • 965

            #6
            Re: NCAA 12 takes too much control away from the USER.

            I find that when I hit the swat button to defend a pass it still tries to intercept it 90% of the time. Really annoying

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            • ViLLiO
              Banned
              • Feb 2011
              • 703

              #7
              Re: NCAA 12 takes too much control away from the USER.

              Originally posted by huskerwr38
              I do agree with this, especially on defense when the ball is snapped the player starts running on his own. I don't like this at all. The way I see it, I should have complete control over the player and he should only move when I do. Also, same thing on special teams when I'm returning a kick. If you don't move anything the player should just stand there...he should not run on his own. The game is almost completely automated as it is now.
              It's like we're playing a game solely designed to create these amazing ESPN highlights, even though it's the same 2-3 highlights on every single play. There is no excuse to not give us full control of any given player on the field. I am usually playing with the FS in running situations, and I like to call a basic Cover 3 to as my run stopper. But I can't shoot the gap or hit the outside because my player won't jump the snap and do what I tell him to do. It forces me to shuffle back and forth until the ball is snapped, which is annoying because I need to be focusing on not only my assignment, but DL/LB adjustments.

              Originally posted by Mos1ted
              This was one of the biggest gripes I had with the game. If I had to guess, I'd assume this is done intentionally to prevent certain exploits. I remember in the older NCAA's, it was easy to rack of sacks with a DE because you could just speed burst around the tackle for an easy sack. Taking those first few steps of control away from the user allows the CPU's O-line to engage to impede your progress to the QB.
              Considering most people back up 20-25 yards, this was not even an issue. I wish NCAA/Madden would give us a hardcore mode that forced us to sit in the pocket for 3-4 seconds, but I'll never get that. So in return we need to be able to get some pressure with a four man rush. I loved old gen speed rushes. All you had to do was put the DE in contain, and control him around the OT.

              Comment

              • TWC
                Rookie
                • Mar 2009
                • 35

                #8
                Re: NCAA 12 takes too much control away from the USER.

                My favorite one is that stupid animation when your kickoff returner wants to run the ball out of the endzone but you want him to take a knee.

                Then there's getting an interception on the 1 yard line, getting stuck in a series of animations that end up getting your DB tackled in the endzone for a safety.
                <= The old TSU logo (retired in 2004): little-needed proof that no one cares about the Sun Belt.

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                • aarontab
                  Rookie
                  • Mar 2011
                  • 468

                  #9
                  Re: NCAA 12 takes too much control away from the USER.

                  This is literally my only real complaint with this game and EA games in general. It's what i've always hated, and what is making me play other games instead of this one as we speak.

                  Comment

                  • Skyboxer
                    Donny Baseball!
                    • Jul 2002
                    • 20302

                    #10
                    Re: NCAA 12 takes too much control away from the USER.

                    Good post OP! I agree totally. I wish theyd program it so that whoever im currently on is LEFT ALONE and full control was to me. I just make sure I'm moving my man a little at snap and the game then doesnt take that control at the snap.
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                    • Shankssta
                      Rookie
                      • Dec 2010
                      • 162

                      #11
                      Re: NCAA 12 takes too much control away from the USER.

                      Stacking the box to try and stop the run in this game hurts you more than helps. It's ridiculous how a dime or quarter defense is better for defending the run than a 4-3 or 4-4. The defense in this game has to be blocked by somebody. My AI controlled player has an open lane to stop the HB in the backfield but instead runs straight at an OL and the HB takes it for 20 yards.

                      Comment

                      • ViLLiO
                        Banned
                        • Feb 2011
                        • 703

                        #12
                        Re: NCAA 12 takes too much control away from the USER.

                        Originally posted by Shankssta
                        It's ridiculous how a dime or quarter defense is better for defending the run than a 4-3 or 4-4.
                        I agree. That is absolutely pathetic. Does anyone else remember on old gen Madden, how Engage Eight would stop the run NO MATTER WHAT? When you sold out for the run, you called Engage Eight, and the RB would be stuffed. It even stuffed those outside pitches because my FS wouldn't have a seizure the second the ball is snapped, allowing me to jump the snap and hit the outside. The RB ability wasn't overpowered, either. It was very difficult to juke a defender out in a user vs user situation.

                        In these next gen games, if you sell out for the run, you'll get owned around the edge for an 80 yard touchdown. It is absolutely PATHETIC that the #1 run stopper in this game is a basic Cover 2. That is pitiful. There is no excuse for that.

                        An I-Form against Quarters defense should be an easy 8+ yards per carry, EA, regardless if they're "showing blitz" or not. And on the contrary, if I'm stuffing the LOS with an 8 man box, my LBs shouldn't get stuffed into the interior OL every single time. Give me a damn break, that is NOT in the game, EA.

                        Comment

                        • IlluminatusUIUC
                          MVP
                          • Jan 2010
                          • 2679

                          #13
                          Re: NCAA 12 takes too much control away from the USER.

                          Originally posted by Shankssta
                          Stacking the box to try and stop the run in this game hurts you more than helps. It's ridiculous how a dime or quarter defense is better for defending the run than a 4-3 or 4-4. The defense in this game has to be blocked by somebody. My AI controlled player has an open lane to stop the HB in the backfield but instead runs straight at an OL and the HB takes it for 20 yards.
                          I remember once coming out in a Nickel Strong against a 3 WR set, with my nickel corner set to blitz. He was lined up 2-3 yards inside the slot WR, ready to blitz. When the ball was snapped, he charged out at the WR for no reason, got blocked at the knees, and the HB ran right through the lane where he was supposed to be blitzing for 10 yards.
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                          • ggsimmonds
                            Hall Of Fame
                            • Jan 2009
                            • 11235

                            #14
                            Re: NCAA 12 takes too much control away from the USER.

                            Originally posted by ViLLiO



                            Considering most people back up 20-25 yards, this was not even an issue. I wish NCAA/Madden would give us a hardcore mode that forced us to sit in the pocket for 3-4 seconds, but I'll never get that. So in return we need to be able to get some pressure with a four man rush. I loved old gen speed rushes. All you had to do was put the DE in contain, and control him around the OT.

                            So in a post complaining about how the game takes too much control away from the player you offer the solution of...taking control away from players?

                            Comment

                            • Tyrant8RDFL
                              MVP
                              • Feb 2004
                              • 3563

                              #15
                              Re: NCAA 12 takes too much control away from the USER.

                              Originally posted by ViLLiO
                              I agree. That is absolutely pathetic. Does anyone else remember on old gen Madden, how Engage Eight would stop the run NO MATTER WHAT? When you sold out for the run, you called Engage Eight, and the RB would be stuffed. It even stuffed those outside pitches because my FS wouldn't have a seizure the second the ball is snapped, allowing me to jump the snap and hit the outside. The RB ability wasn't overpowered, either. It was very difficult to juke a defender out in a user vs user situation.

                              In these next gen games, if you sell out for the run, you'll get owned around the edge for an 80 yard touchdown. It is absolutely PATHETIC that the #1 run stopper in this game is a basic Cover 2. That is pitiful. There is no excuse for that.

                              An I-Form against Quarters defense should be an easy 8+ yards per carry, EA, regardless if they're "showing blitz" or not. And on the contrary, if I'm stuffing the LOS with an 8 man box, my LBs shouldn't get stuffed into the interior OL every single time. Give me a damn break, that is NOT in the game, EA.
                              I agree with your original post, but have something to say about engage 8 being a run stopper.

                              That defense should be a homer run or a strikeout. It should not stop the run every single time. No way at all. There really is no second level of defenders when that defense is called. Pretty much every player is picking a gap to shoot. Now if I send more blockers then blitzers on anyside of the line, and my RB finds that open lane. It should be Pay dirt.


                              Sometimes it may not even require for more blockers on one side of the line. It can be that one pancake that creates that open lane. It's a very risky defense to call period.
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