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NHL 13 Title Update and Tuner 1.06 Available Now, Post Your Impressions (PS3, 360)

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Old 01-23-2013, 03:01 PM   #161
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Re: NHL 13 Title Update and Tuner 1.06 Available Now, Post Your Impressions (PS3, 360

Quote:
Originally Posted by clarkkent70
I don't know if it was tuner 1.07 or something else, as my setting was to use the latest tuner, but suddenly my team was the only one getting penalties. I mean the ONLY one, whenever I played the game in BAGM. I never tried simming a game and watching the sim and then checking the game stats, or anything else.

But when I played the game, for weeks and weeks, and even months...from near the end of the regular season, all through the playoffs to the final, and the start of the next season...the CPU never took a penalty, and I took 2, 3, or 4. I switched back to 1.06, and it's a pretty nice mix again.

Still not representative of the fact that the slider is set for the CPU to take MAX number of penalties, and I am set to technically take ZERO. They should be getting 2 or 3 : 1 if you ask me with those settings. But when I switched back to 1.06, for the first time in months of in game time, the CPU took a penalty.

Just my thought on the tuner.
Here is my question about pentalies. When it says CPU takes penalties, does that mean how many the CPU player will commit or does it mean how many they will try to take on user?

If I take a penalty to me that means the other team commited one against me.

I have always been confused on that.
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Old 01-25-2013, 10:01 AM   #162
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Re: NHL 13 Title Update and Tuner 1.06 Available Now, Post Your Impressions (PS3, 360

So how is this game after a few months of play and 6 tuners?
My main gripes with previous NHL games were these:
- CPU has unfair skating advantage where it can do things that you cannot.
- CPU berzerker mode where it could pass around the horn at will until they either scored or a whistle was blown.
- No player differential from the CPU side. Meaning, every player on the CPU's team played the same. They could all pass, shoot, deke and skate with perfect authority. The only difference was perhaps straight-ahead speed. But other than that, it was like facing 4 lines of Stamkos'.
- Every team played the exact same. Didn't matter if you were playing a trapping team like the Devils or a free-wheeling team like the Leafs.
- Comeback AI.
- super passive AI teammates. They would literally stand and stare at an opposing player without even attempting a poke or body check.
- Super goalies that make impossible saves.
- Not enough organic goals. Most goals are top-shelf variety.

Is NHL13 any different?
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Old 01-25-2013, 11:04 AM   #163
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Re: NHL 13 Title Update and Tuner 1.06 Available Now, Post Your Impressions (PS3, 360

I'll give it shot; this is based on a season's worth of play in our GM Connected league on All-Star/Normal (ie, no slider adjustments).

Quote:
Originally Posted by Money99
- CPU has unfair skating advantage where it can do things that you cannot.
To some degree this is dependent on user skill with the new skating system, but on the whole, I'd say it's better than it was using the previous skating engine. There are still moments that remind you you're playing a game, but it's definitely better. Subtle slider tweaks might help offline, but I haven't messed with them (for once!).

Quote:
- CPU berzerker mode where it could pass around the horn at will until they either scored or a whistle was blown.
Yes, the cpu will increase its strategic pressure/aggression (unless strat adjust is nerfed) situationally. If you get caught with tired players and/or over-pursue the puck, you can get trapped in your zone. Not sure if that qualifies as "berzerker mode" or just hockey. This is probably the first time in this series the PP feels like a true advantage and requires the PK team to play smart and clear the puck.

Quote:
- No player differential from the CPU side. Meaning, every player on the CPU's team played the same. They could all pass, shoot, deke and skate with perfect authority. The only difference was perhaps straight-ahead speed. But other than that, it was like facing 4 lines of Stamkos'.
I'd say it's better, although with room for improvement by more apparent traits/tendencies.

Quote:
- Every team played the exact same. Didn't matter if you were playing a trapping team like the Devils or a free-wheeling team like the Leafs.
The addition of more robust team strategies greatly improved this area of the game. It'd be nice if had an opportunity to customize them for CPU teams, but there absolutely are differences between teams. Had many discussions about what teams give us trouble based on how they play. Eg, some teams forecheck hard (Kings come to mind); you notice teams with aggressive breakouts due to stretch passes; this also can play a big part in user matchups, which is cool if you're into 1v1 play.

Quote:
- Comeback AI.
See comments on "berzerker mode"... I almost always went to a full NZ bias 1-4 when leading in the 3rd period and very rarely blew leads. I can think of one 3-0 lead I gave up and that was with my 72ovr backup goalie giving it away.

Quote:
- super passive AI teammates. They would literally stand and stare at an opposing player without even attempting a poke or body check.
It could be better, but unless you're playing BAP, it's nothing that active user play can't cover. Having aggression at 3 for All-Star/Normal probably doesn't help matters. Playing Hardcore with aggression at 5 feels like the CPU is all over you, although fully manual passing greatly contributes to that. The only consistent AI quirk that drives me crazy is your teammates pushing out to the defensive blueline when you clear your zone. In the past, I frequently used a quick wrist shot to clear the puck from deep in my zone. This year, seemingly regardless of strategy settings (tried 'em all), your D will get caught flat-footed at the blueline if the opposing team quickly re-enters the zone. You can recover if you switch quickly enough, but the new skating mechanics make this a dangerous situation (as it should be). But it shouldn't happen as often, or at least not when playing with a low breakout setting.

Quote:
- Super goalies that make impossible saves.
- Not enough organic goals. Most goals are top-shelf variety.
I think goal-scoring is a diverse as ever in the series. For one, 5-hole is not only a viable scoring area, but downright lethal if the goalie is moving laterally. My favorite breakaway move is a simple explosive cut to the forehand to open the goalie up and a quick 5-hole wrister (Crosby's go-to shootout move). This dovetails with goalies being much more aggressive in their lateral movement, making cross-ice/crease one-timers less of a sure thing. Yes, the goalies will make some spectacular saves on what looks a sure goal, but they also completely sell out to do so. Going back to where the pass came from can leave them hung out to dry and the 5-hole also comes into play on these. No more putting everything in the near-post top corner, although you can now refreshingly snipe the goalie with an ordinary wrist shot based on positioning/movement/screens/shot quality... it pays to watch the goalie, as they'll sometimes leave open areas.

Quote:
Is NHL13 any different?
In short, yes. I never played so much against the CPU with default settings (roughly 60+ games out of our season v CPU). There are things I'd change if playing offline on All-Star to make it more of a challenge or slop things up a bit, but this is easily the best non-slider experience I've had with the series.
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Old 02-01-2013, 10:15 AM   #164
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Re: NHL 13 Title Update and Tuner 1.06 Available Now, Post Your Impressions (PS3, 360

Quote:
Originally Posted by Qb
I'll give it shot; this is based on a season's worth of play in our GM Connected league on All-Star/Normal (ie, no slider adjustments).



To some degree this is dependent on user skill with the new skating system, but on the whole, I'd say it's better than it was using the previous skating engine. There are still moments that remind you you're playing a game, but it's definitely better. Subtle slider tweaks might help offline, but I haven't messed with them (for once!).



Yes, the cpu will increase its strategic pressure/aggression (unless strat adjust is nerfed) situationally. If you get caught with tired players and/or over-pursue the puck, you can get trapped in your zone. Not sure if that qualifies as "berzerker mode" or just hockey. This is probably the first time in this series the PP feels like a true advantage and requires the PK team to play smart and clear the puck.



I'd say it's better, although with room for improvement by more apparent traits/tendencies.



The addition of more robust team strategies greatly improved this area of the game. It'd be nice if had an opportunity to customize them for CPU teams, but there absolutely are differences between teams. Had many discussions about what teams give us trouble based on how they play. Eg, some teams forecheck hard (Kings come to mind); you notice teams with aggressive breakouts due to stretch passes; this also can play a big part in user matchups, which is cool if you're into 1v1 play.



See comments on "berzerker mode"... I almost always went to a full NZ bias 1-4 when leading in the 3rd period and very rarely blew leads. I can think of one 3-0 lead I gave up and that was with my 72ovr backup goalie giving it away.



It could be better, but unless you're playing BAP, it's nothing that active user play can't cover. Having aggression at 3 for All-Star/Normal probably doesn't help matters. Playing Hardcore with aggression at 5 feels like the CPU is all over you, although fully manual passing greatly contributes to that. The only consistent AI quirk that drives me crazy is your teammates pushing out to the defensive blueline when you clear your zone. In the past, I frequently used a quick wrist shot to clear the puck from deep in my zone. This year, seemingly regardless of strategy settings (tried 'em all), your D will get caught flat-footed at the blueline if the opposing team quickly re-enters the zone. You can recover if you switch quickly enough, but the new skating mechanics make this a dangerous situation (as it should be). But it shouldn't happen as often, or at least not when playing with a low breakout setting.



I think goal-scoring is a diverse as ever in the series. For one, 5-hole is not only a viable scoring area, but downright lethal if the goalie is moving laterally. My favorite breakaway move is a simple explosive cut to the forehand to open the goalie up and a quick 5-hole wrister (Crosby's go-to shootout move). This dovetails with goalies being much more aggressive in their lateral movement, making cross-ice/crease one-timers less of a sure thing. Yes, the goalies will make some spectacular saves on what looks a sure goal, but they also completely sell out to do so. Going back to where the pass came from can leave them hung out to dry and the 5-hole also comes into play on these. No more putting everything in the near-post top corner, although you can now refreshingly snipe the goalie with an ordinary wrist shot based on positioning/movement/screens/shot quality... it pays to watch the goalie, as they'll sometimes leave open areas.



In short, yes. I never played so much against the CPU with default settings (roughly 60+ games out of our season v CPU). There are things I'd change if playing offline on All-Star to make it more of a challenge or slop things up a bit, but this is easily the best non-slider experience I've had with the series.
This was very refreshing to read, QB. I've been a big believer lately in using default sliders for sports games and I'm glad to hear you're having a good time with NHL 13 using default settings.

I had tried a few slider sets on here, but honestly, I wasn't having the same amount of fun I was when I first bought this game (last month) and just played without touching a single slider.
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Old 02-01-2013, 10:59 AM   #165
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Re: NHL 13 Title Update and Tuner 1.06 Available Now, Post Your Impressions (PS3, 360

Quote:
Originally Posted by DJ
This was very refreshing to read, QB. I've been a big believer lately in using default sliders for sports games and I'm glad to hear you're having a good time with NHL 13 using default settings.

I had tried a few slider sets on here, but honestly, I wasn't having the same amount of fun I was when I first bought this game (last month) and just played without touching a single slider.
I was skeptical of keeping my interest without sliders since I've never been much of an online/default guy (outside of OTP). AS/normal did prove to be too easy by the end of the season -- I put up 119 points with Nashville but still didn't win my division and then lost in seven to the only guy who finished ahead of me -- so we're moving up to Superstar for season two. I think it will be at least somewhat more challenging, although I haven't played too much on SS. From what I saw in a few exhibition games, the CPU is more aggressive/physical (good), probably tougher to beat cleanly between the pipes (OK), and seemingly harder to knock down or off the puck (not wild about that).

Anyway, the only thing I really wish I could alter for our league is the penalty settings. All of the user teams are comfortably at the bottom of the league in PP opportunities and mostly take the fewest penalties as well. It's too bad, because this is the first year I feel the man advantage really means something. Most of us had PPs around the 20% mark or better. Except Millennium... his was terrible. I'm talking dead last, around 10%, total embarassment level of suckage.
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Old 02-01-2013, 11:09 AM   #166
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Re: NHL 13 Title Update and Tuner 1.06 Available Now, Post Your Impressions (PS3, 360

Quote:
Originally Posted by Qb
I was skeptical of keeping my interest without sliders since I've never been much of an online/default guy (outside of OTP). AS/normal did prove to be too easy by the end of the season -- I put up 119 points with Nashville but still didn't win my division and then lost in seven to the only guy who finished ahead of me -- so we're moving up to Superstar for season two. I think it will be at least somewhat more challenging, although I haven't played too much on SS. From what I saw in a few exhibition games, the CPU is more aggressive/physical (good), probably tougher to beat cleanly between the pipes (OK), and seemingly harder to knock down or off the puck (not wild about that).

Anyway, the only thing I really wish I could alter for our league is the penalty settings. All of the user teams are comfortably at the bottom of the league in PP opportunities and mostly take the fewest penalties as well. It's too bad, because this is the first year I feel the man advantage really means something. Most of us had PPs around the 20% mark or better. Except Millennium... his was terrible. I'm talking dead last, around 10%, total embarassment level of suckage.
Ha! Good thing I don't play in your league; Mill's PP numbers sound similar to me.

What tuner are you all using? I imagine the only slider I would touch would be to max out all the penalty sliders.
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Old 02-01-2013, 01:58 PM   #167
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Re: NHL 13 Title Update and Tuner 1.06 Available Now, Post Your Impressions (PS3, 360

I don't think we can select the tuner version for GM Connected. I believe the league gameplay options are period length (4-20?), difficulty, and game style.
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Old 02-05-2013, 08:54 PM   #168
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Re: NHL 13 Title Update and Tuner 1.06 Available Now, Post Your Impressions (PS3, 360

EA Mistakes





I'm going to start a list of things that EA messes up about the players in the game. If you can think of anything, comment here & I'll add it to the list!

Christopher Nihlstorp - DAL - Catches right, not left
Torrey Mitchell - MIN - Shoots right, not left
Cory Conacher - TBL - Long dark hair & facial stubble, not short blonde hair cleanly shaven
Pierre-Cedric Labrie - TBL - Shoots left, not right
Louie Caporusso - BNG - Shoots left, not right
Pat Cannone - BNG - Shoots right, not left
Nathan Lawson - BNG - Catches left, not right
Anders Nilsson - BPT - Catches left, not right
Kevin Poulin - BPT - Catches left, not right
Matt Climie - CHW - Catches left, not right
Eddie Lack - CHW - Catches left, not right
Peter Delmas - HAM - Catches left, not right
Matt Hackett - HOU - Catches left, not right
Nick Petersen - HOU - Shoors right, not left
Bryan Rodney - MCH - Shoots right, not left
Mark Cundari - PEO - Shoots left, not right
Justin Vaive - SAR - Shoots left, not right
Nolan Yonkman - SAR - Shoots right, not left
Richard Panik - SYR - Shoots left, not right
Patrick Killeen - WBS - Catches left, not right
Harri Sateri - WOR - Catches left, not right
Alex Stalock - WOR - Catches left, not right
Daniil Tarasov - WOR - Shoots left, not right
Tyler Biggs - OSH - Shoots right, not left
Victor Rask - CGY (WHL) - Shoots left, not right
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