As vid's have shown, most of EA's ratings are just padded fluff that have little to no actual on field value.
In previous versions AWR on Offense-Pass decided the pecking order of who got the ball thrown to them.
Now what's going to be the driver/rating in NCAA13 with these additional passing animations (that's all they
are, Additional Animations, nothing more) knowing that the same ratings module is still the foundation?
How will Def-Pressure factor into what passing animations (footwork, drop, throw type) are triggered?
I see many are getting sucked in at looking at all the "Eye Candy" animations they like to market during hype time.
That nice diving catching animation was the same one from last year that had 1,000 of post asking how the Hum player could trigger it at will.
So what good is that "Eye Candy" if we still don't know how the Hum player can trigger at-will and/or what level must whatever triggering rating (catch or spec-catch???) needs to be set at for the animation to be
available.
I still see DB mirroring in that clip and I see Def players watered down to give the "Perception" that they are not reacting without seeing the ball.
- a MAJOR issue if they will only respond after the catch is made.
- Video shows this happening, not good.
The WR are STILL waiting for the ball to drop into that Bread Basket Catch animation instead of going up to get it.
- there still is no leading on those deap throws
- that ugly animation that slows the WR down while he does that look back catch that leads into the tackle animation.
I also still see LB's covering way too much field (esp since the field is too small width wise as is).
What's changed "Under the Hood" is the real question that needs to be displayed come Tuesday.
And what additional controls have the gamer been given to tweak/adjust those things to get the game that they desire?


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