NCAA Football 14 - A Deeper Look at Coach Skills
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Re: NCAA Football 14 - A Deeper Look at Coach Skills
You know what, as a guy who is pretty harsh on the NCAA developers year-in and year-out, I mean, at least they are trying something new here. I can't fault them for that. I can see it working out pretty well, especially with that pic Jello posted proving you can set how fast you progress. I can see a dynasty set to "slowest" for progression really becoming a rewarding, deep, RPG-esque NCAA experience.
Do I expect the gameplay to match the greatness of the past-gen games? No.
Am I still pretty excited for the release? Yes. Definitely renewing my season-ticket pass."Successful people do not celebrate in the adversity or misfortune of others."
OS Blog
The Tortured Mind Of A Rockies Fan. In Arenado I Trust.Comment
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Re: NCAA Football 14 - A Deeper Look at Coach Skills
You know what, as a guy who is pretty harsh on the NCAA developers year-in and year-out, I mean, at least they are trying something new here. I can't fault them for that. I can see it working out pretty well, especially with that pic Jello posted proving you can set how fast you progress. I can see a dynasty set to "slowest" for progression really becoming a rewarding, deep, RPG-esque NCAA experience.Favorite Teams:
College #1: Michigan Wolverines
College #2: Michigan State Spartans (my alma mater)
College #3: North Carolina Tar Heels
NHL: Detroit Redwings
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I hope there is a middle ground where, if you disable being able to reset the skill trees at the end of the year, you can still do a one time re-spec of a coordinator when hired if you want to (or not all). I suspect you won't, but it would be nice to have the option.Playbook Gamer - Football Gaming & StrategyComment
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Re: NCAA Football 14 - A Deeper Look at Coach Skills
Given as how you can set a slider to ZERO and still excel in that category, EA's take on the polar extreme settings of their games might not be the best in the business.
I guess only time will tell, unless someone at E3 can sim through seasons and see how it all works?"Successful people do not celebrate in the adversity or misfortune of others."
OS Blog
The Tortured Mind Of A Rockies Fan. In Arenado I Trust.Comment
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Re: NCAA Football 14 - A Deeper Look at Coach Skills
Yes.
Given as how you can set a slider to ZERO and still excel in that category, EA's take on the polar extreme settings of their games might not be the best in the business.
I guess only time will tell, unless someone at E3 can sim through seasons and see how it all works?Comment
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Re: NCAA Football 14 - A Deeper Look at Coach Skills
No problem. I probably should have given a straight answer from the start but I couldn't resist knowing your post was literally sandwiched between the picture. At any rate I'm glad you are also concerned about the rate of coach level progression. The more people we have scrutinizing the progression settings, the faster we can get an idea of how effective they are.Comment
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Re: NCAA Football 14 - A Deeper Look at Coach Skills
Not sure if this has been answered before...
Is there a max cap on the level a coach can reach? I sure hope so because then you can't gain all the skills/max all the skills out. That forces you to choose between and really can create distinct styles to a certain extent.
If we are able to max out every skill in every tree then the skills are basically pointless in terms of providing uniqueness as everyone will get every skill in the end.
On a side note could the commissioners of ODs set the level cap? I.E. level 15,20,25, etc. which could really force some interesting decisions and might lead to even more differentiation.
Do you go for that max skill at the top of the tree but have to sacrifice the other tree to get there or do you remain balanced among both trees but never reach the top skill of either?
Choices like that would make this feature even better so I do hope there is a level cap.
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Re: NCAA Football 14 - A Deeper Look at Coach Skills
Not sure if this has been answered before...
Is there a max cap on the level a coach can reach? I sure hope so because then you can't gain all the skills/max all the skills out. That forces you to choose between and really can create distinct styles to a certain extent.
If we are able to max out every skill in every tree then the skills are basically pointless in terms of providing uniqueness as everyone will get every skill in the end.
On a side note could the commissioners of ODs set the level cap? I.E. level 15,20,25, etc. which could really force some interesting decisions and might lead to even more differentiation.
Do you go for that max skill at the top of the tree but have to sacrifice the other tree to get there or do you remain balanced among both trees but never reach the top skill of either?
Choices like that would make this feature even better so I do hope there is a level cap."Successful people do not celebrate in the adversity or misfortune of others."
OS Blog
The Tortured Mind Of A Rockies Fan. In Arenado I Trust.Comment
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For those that have questions on what "Time Savers" are: http://www.operationsports.com/forum...-disabled.html or here: http://www.operationsports.com/forum...er-option.htmlLast edited by jmik58; 05-31-2013, 04:23 PM.Comment
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As long as I have the option to turn this nonsense off....AUBURN TIGERS
MINNESOTA VIKINGS
INDIANA PACERSComment
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Out of all these what ones do you think are gonna overpowered or abused? In all seriousness you know it's gonna happen probably
So what you guys think?Comment
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Re: NCAA Football 14 - A Deeper Look at Coach Skills
Overpowered:
Big Game/Clutch - Having an entire team be on fire is just a ridiculously strong skill. The players play much better and it just really impacts the game. In fact, Big Game might be the more overpowered as starting out on fire leads to big things which would just keep the fire going. I wouldn't be surprised to see someone be able to keep 50+% of their team on fire throughout the game as it doesn't seem to go away quickly.
Coachstradamus - see the abused section
Light a Fire - This will depend on what the max version of this skill is, but my guess is its as such (Level 1: COLD -> NORMAL, COLD -> HOT, COLD -> VERY HOT). If that is the case being able to call a timeout to get all cold or below players to very hot would be a huge swing that would impact the game ala Big Game and Clutch.
Abused:
Coachstradamus - I just feel like everyone will use this to try and get the 25% guess at your opponent's next play. Will be interesting to see if this can be countered via audibleing in the same formation.
Matchup - Knowing how all your opponents players are playing (i.e. cold) will probably just lead to even more of the same play (toss sweep right against poor DEs/LBs on that side, deep bombs against poor cbs, etc).
I don't really think any of the recruiting ones would be too OP.
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