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NCAA Football 13 Gameplay Video - Georgia Tech vs Clemson (CPU vs. CPU)

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Old 06-07-2012, 02:12 PM   #1
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NCAA Football 13 Gameplay Video - Georgia Tech vs Clemson (CPU vs. CPU)


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Game: NCAA Football 13 Reader Score for game: 7 - Vote Now
Platform: Xbox 360 / PS3 Votes for game: 56 - View All

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Old 06-07-2012, 02:16 PM   #2
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Re: NCAA Football 13 CPU vs CPU Gameplay from E3 - Georgia Tech vs Clemson

If just want to see the GA Tech option jump to 3:10
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Old 06-07-2012, 02:20 PM   #3
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Re: NCAA Football 13 CPU vs CPU Gameplay from E3 - Georgia Tech vs Clemson

gt did better than they would have last year! im a coach mode guy but this looks like it can be tuned with sliders
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Old 06-07-2012, 02:26 PM   #4
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Re: NCAA Football 13 CPU vs CPU Gameplay from E3 - Georgia Tech vs Clemson

Tyler shatley #47 is number 62 now and moved to offensive guard
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Old 06-07-2012, 02:26 PM   #5
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Re: NCAA Football 13 CPU vs CPU Gameplay from E3 - Georgia Tech vs Clemson

RB skill should be set at 60 as default. There is just no threat for the cpu to bust a long run on the default 50 setting. Also, I have not seen a CPU pitch on an option go for positive yards yet while playing the demo or during the gameplay videos.
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Old 06-07-2012, 02:26 PM   #6
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Re: NCAA Football 13 CPU vs CPU Gameplay from E3 - Georgia Tech vs Clemson

GTech drive started on its own 32 and stalled on Clemson's 42.

Not a bad drive but the bulk of those yards came on a QB scramble, not a designed option play.

Still, the option plays looked a lot better than last year.
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Old 06-07-2012, 02:30 PM   #7
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Re: NCAA Football 13 CPU vs CPU Gameplay from E3 - Georgia Tech vs Clemson

I think it has been discussed here before in other threads ... but to me it seems like the D's pursuit it fast as hell, making it tough to run the option. I'm no triple-option expert, but it didn't seem like there were many decisions by the QB.
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Old 06-07-2012, 02:45 PM   #8
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Re: NCAA Football 13 CPU vs CPU Gameplay from E3 - Georgia Tech vs Clemson

I'm not an EXPERT, but I know my CPJ stuff.

It's definitely better than last year.
Still watching.

I don't know where they get the idea that the tail motion is run 3 yards behind the B-Back. I always told my A-back to aim at the B-Back; running it any deeper really slows things down in real life. Makes it look wonky in the game.
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Old 06-07-2012, 02:48 PM   #9
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Re: NCAA Football 13 CPU vs CPU Gameplay from E3 - Georgia Tech vs Clemson

Quote:
Originally Posted by Smith.0
I think it has been discussed here before in other threads ... but to me it seems like the D's pursuit it fast as hell, making it tough to run the option. I'm no triple-option expert, but it didn't seem like there were many decisions by the QB.

Im right there with you. It seems like the defense knows what is coming. Yes it is GT and they are know for the triple option, but dont you think they could break at least one off. Maybe Clemson just had a superb gameplan and knew what to expect, which isnt hard to do! lol I know we saw only one drive so Im not jumping to conclusions, I would just love to see GT break one off though!
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Old 06-07-2012, 02:52 PM   #10
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Re: NCAA Football 13 CPU vs CPU Gameplay from E3 - Georgia Tech vs Clemson

GT plays:

1. speed option right (-4 yards) - correct read, receivers don't block anyone and half of clemson's defenders crash left at the snap much too quickly.

2. triple option left (9 yards) - de crashes, qb keeps, db covers rb. Correct read. Sound and realistic play offensive and defensively.

3. PA pass scramble (15 yards) - Nice decisive scramble by CPU. Unable to tell if anyone is open or may become so.

4. FB dive - ( No gain) - FB looked to have 2-3 yards up the middle but tries to bounce it outside. Defensive pursuit again seems too fast.

5. Triple option left (-2 yards) - Here's where it gets really frustrating... The play is run/read correctly. The end crashes forcing the qb to keep, the DT and linebacker chase the qb down forcing him to pitch. The rb has AT LEAST 8 yards if he continues towards the side line, but for some reason tries to spin inside two defenders and loses two yards.

The CPU definitely does a better job running the option than in 12. However, the defensive pursuit to the outside basically negates all possible positive gains on the speed option for the CPU. Hopefully sliders can help tweak the outcome of the final play because it was run perfectly until the back decides to try and spin past two defenders rather than just continuing his momentum and taking the play to the outside. That being said, the running back AI as a whole needs to be tuned.
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