I want to start off by saying that I was very critical of EA pre-patch and how they handled the whole situation, but that is another topic for a different time.
So with Patch #2 being released today with the sub sequent tuner and the server side ‘fixes’ yesterday, where are we, College Football Gaming Enthusiast at?
Well let’s start in a chronological order:
Server Side Fix – EA came out yesterday and announced that they solved the OD issues with a server side fix.
We were also able to clear up the problem where guys were getting transfer failed notifications when uploading bowl game results. http://twitter.com/#!/JDewiel
Next up, the patch
The patch was released on 9/8 for the PS3 and 9/9 for the Xbox 360... as we are well aware by now. The patch notes (to not include what was added later) can be found here: http://www.ea.com/ncaa-football/blog...date-2-details
After getting several games in with the patch, here are my quick notes: (all games played on default AA, 8 min quarters)
- Safeties are no longer brain dead and actually do play decent coverage.
- Sliders seem much more effective now the pre-patch.
- Spread option running game is nice for both Human and CPU
- New playbooks no longer have the same formations listed in separate areas of the play call screen. (But they completely jacked up the rest of Custom Playbooks) If you create a new playbook, your issues should all be resolved. We were hoping that some playbooks that already existed would be fixed, but there is no way for us to be certain. I've had confirmation from a few guys that creating a new playbook has resulted in no issues so far. FYI- Still looking into the No Huddle issue guys.http://twitter.com/#!/JDewiel
- Passing seems a tad bit more ‘accurate’ than before, but this could be placebo. I still need to get some more time with the patch before I can make a final decision.
- I have yet to have a WR get hit in the head with a pass.

- I am noticing more aggressive hits with the CPU off the bat, but at the same time I am seeing more tackling animations as well. I have seen my RB get hit low now multiple times, while pre-patch it almost never happened.
- As for the SLBs, it still happens if you bullet the pass, but nowhere near as often as before. Finally you can throw a 15 yard dig.
- WR blocking was supposed to be fixed and right now I cannot tell what is going on… some plays they run by the DBs and the next play they block perfect. I wonder what is going on with that? One thing that I did notice was that the WR on certain blocking assignments will not block until the ball has been handed off or until the QB passes the LOS (option plays).
- I have not seen the DBs doing nothing as some have pointed out. We have to be able to recreate this in order for there to be a fix.
- One thing that I have noticed is that the defense definitely does react more now post patch the right trigger being pressed.
- Also user screens now work, I have successfully completed multiple bubble and mid screens that were not blown up immediately.
- Menu times seem a bit faster, could be placebo?
So far those are my quick impressions of the patch, I will continue to get game time in and come back to update this post.
Now on to the tuner update.
The tuner update was released to fix coach progression, (quick overview of what was happening); basically coaches were going from ~C to ~A very quickly, too quickly really which was causing players to progress faster as well. So EA actually did something ‘good’ and so far the results from a few different impressions are that the coaches progress at a nice pace.
EA also took the chance to add in the toning down of the CPU jumping the snap aggressively all the time. So far I haven’t noticed any difference, but that’s probably because I wasn’t paying attention to it in the first place.
Player progression was also tuned to decrease the overall quickness in which players will progress.
Finally, the effectiveness of the CPU jumping the snap when adjustments were set to aggressive have been toned down.

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