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Old 11-26-2013, 08:25 AM   #7
Peacefrog
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Re: NCAA 12 vs 13 vs 14

'12 was the best to user-play on defense. Your DB's competed for the ball, and your D-linemen were able to shed blocks (though not on every play). Playing against defenses, however...let's just say I've nearly smashed my controller several times after a LB's or DE's 40-foot vertical leap to intercept a hail mary at the peak of its height (only mildly exaggerated).

'13 had the best recruiting system in Dynasty ('12 being a close second). The phone calls, while admittedly tedious at times, really let you get immersed in your recruits, knowing what they want, and making promises you'd need to fulfill the following year. The only thing that kills it is the painfully slow menu speeds. If '12 or '13 had '14's smooth menus, I'd never play another college game.

In '14, the coaching skill trees are fun at first. But playing as a new coach against a Bill Snyder or Les Miles almost feels like the other team has a 12th and 13th man on the field. It can give a huge advantage. Also, because of this, new coaches have a hard time keeping their jobs in regards to AI (Bill O'Brien gets fired by year 2 in every dynasty I've been in). Games that are simulated give a huge advantage to teams that run an option playbook; of Army, Navy, GT, Air Force, two or three of these schools are powerhouses by year 4 of all my dynasties. Recruiting is more streamlined, but I've yet to have a season where I'm able to give out all 25 of my scholarships, even as a coach with max level. The CPU goes all-in on ten players and ignores the rest. If all ten of those enter "recruiting battles" they'll only get around 5 players for the season. This kills the realism. Infinity engine is strong, but it seems like it's underutilized. The biggest thing that '14 got right to me is that running the option is a ton of fun.

My vote, therefore, goes to the next college game that gets released by a company not called EA. Though that won't be for years, so I'll say '13 for the recruiting.
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