Home
NCAA Football 14 News Post


TSO has posted a more detailed look at all of the recent NCAA Football 14 news.

Quote:
I've been hammering for this feature ever since I joined the EA Sports Game Changer program as I feel that it is another important aspect of NCAA Football that we were simply missing. You guys who love the no-huddle and up-tempo offenses are going to be challenged with managing substitutions or risk getting the ball to a running back or wide receiver and him not having any gas left in the tank to take it anywhere up field. This will also force people to actually look at your substitution sliders in your coaching preferences.

This will also effect some special team decisions. Not that it was a good idea before, but utilizing your star skill players for punt and kick returners will ultimately reduce their effectiveness as the workhorses for your offensive attack. Additionally, a guy with 99 SPD 99 ACL and 99 AGI may not be the best option as a kick returner if his stamina is only a 62. Sure, he breaks the field open more often than anyone else on your team, but you won't think as highly of him when he gets sucked up from behind every time as he starts to fatigue. Conversely, players with lower speeds but higher stamina ratings will be rewarded for sticking with a play and taking good angles as their efforts could end up paying off in the form of a touchdown saving tackle.

Game: NCAA Football 14Reader Score: 8/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 52 - View All
NCAA Football 14 Videos
Member Comments
# 1 Gap Integrity @ 04/04/13 11:00 AM
Quote:
Originally Posted by mrMagic91
Good read. I'm ready to see some of this in action. As a former running back I'm looking forward to this new run system
I'm excited. I just hope the blocking is as good as the running game looks. Hopefully the days of stud defensive lineman getting thrown on their backs regularly is over.
 
# 2 illwill10 @ 04/04/13 11:15 AM
Like what I read so far in all of the articles. Should make recruiting RBs and OL more fun. In the past, I would just recruit 1-3 star OL because it didnt matter.

I still want to know about DL play and CPU playcalling. I expected Running Game and Blocking to be improved. Pass Rush has been terrible for years. I want to go after the big name DEs in classes, but it doesnt matter. Only way I can get consistent pressure is blitzing fast LBs. I hope CPU PlayCalling is overhauled or Coach Skills has an effect on PlayCall
 
# 3 COACH WEBB @ 04/04/13 11:20 AM
Quote:
Originally Posted by mrMagic91
Good read. I'm ready to see some of this in action. As a former running back I'm looking forward to this new run system
Did you play college ball?
 
# 4 Jr. @ 04/04/13 11:27 AM
This article has me much more optimistic about these changes. Good read
 
# 5 moylan1234 @ 04/04/13 11:49 AM
I'm liking everything just hoping theres an option to turn the blocking indicators off for two reasons I think after enough repetition they wont be needed anymore and if the OL follows their assignments the way their claiming it seems like which defender to read should be clear to begin with
 
# 6 SteelerSpartan @ 04/04/13 12:47 PM
Quote:
2) In my opinion, I don't think you will see a complete OL/DL overhaul until next gen. I think we are being restricted by technology at this point. But you are correct, fixing the AI was the priority. Honestly I think it allows you to overlook the animation issues. For now.
 
# 7 hurricanefootball4 @ 04/04/13 02:03 PM
This adds a whole new element to recruiting as well. It will be more than just recruiting the fastest guys and mashing down the sprint button with them all game long.

That running back with an 82 speed rating, 94 acceleration rating, and 94 stamina rating just became a whole lot more useful.

That possession receiver who accelerates quickly and has high stamina can get you 8-10 yards all game, albeit in a less "sexy" way than the guy who rips off the 82 yard go routes.

This will also require a lot more depth to your rosters at all positions...which only amplifies the importance of 85 man rosters...
 
# 8 khaliib @ 04/04/13 02:31 PM
I personally would like to see some Vid's of each thing they are saying will be in the game.

Simply saying it doesn't mean it will be in the final version (aka progressive fatigue on a play that was in '09 Demo, or the variable ball bounces on punts in '11 or '12 Demo, but was absent in retail)

We need to see both Hum vs CPU and CPU vs CPU and let all these injections speak for themselves, so folks are not waiting weeks/months after purchase for what was advertised/hyped as being in the game. (this is the history as of late)
 
# 9 PVarck31 @ 04/04/13 03:54 PM
Quote:
Originally Posted by MarylandMan
I really want to play college ball even if its at a small school like Hopkins, but I started in 10th grade, so im not sure if i can make it...
Whether you think you can, or you can't, You're right.
 
# 10 bigeastbumrush @ 04/04/13 04:02 PM
Gotta love EA and all of their catch phrases.

NCAA Football has probably changed the least out of all of their franchises from year-to-year.

Now you're telling me that they've added all of these new features right before next gen systems come out?

Ok, I'll bite.

So you're telling me that Stamina was basically meaningless for the past 10+ iterations of NCAA Football but now it matters because you've added a stamina meter under each player? But Stamina is affected by a Sprint mechanism that the User no longer controls.

What if I don't want to Sprint/Accelerate when the AI wants me to? I'm punished because of it. And how does it affect a LB who is out in coverage making a magical break on the ball?

Show me an actual gameplay video, not a Sizzle trailer.
 
# 11 LastExit @ 04/04/13 04:05 PM
I really like the concept behind the fatigue meter but I hope that the actual meter isn't there during gameplay (that is, while a play is in progress). I hope it shows up either at the user's prompting (hitting the whatever button) or comes on while the team is approaching the line of scrimmage and then disappears once the ball is hiked.
 
# 12 PVarck31 @ 04/04/13 04:09 PM
Quote:
Originally Posted by bigeastbumrush
Gotta love EA and all of their catch phrases.

NCAA Football has probably changed the least out of all of their franchises from year-to-year.

Now you're telling me that they've added all of these new features right before next gen systems come out?

Ok, I'll bite.

So you're telling me that Stamina was basically meaningless for the past 10+ iterations of NCAA Football but now it matters because you've added a stamina meter under each player? But Stamina is affected by a Sprint mechanism that the User no longer controls.

What if I don't want to Sprint/Accelerate when the AI wants me to? I'm punished because of it. And how does it affect a LB who is out in coverage making a magical break on the ball?

Show me an actual gameplay video, not a Sizzle trailer.
It's April 4th man. I am sure we will see plenty of gameplay soon. And don't take this the wrong way, This is coming from a guy who didn't buy either football game last year.
 
# 13 bigeastbumrush @ 04/04/13 04:27 PM
Quote:
Originally Posted by PVarck31
It's April 4th man. I am sure we will see plenty of gameplay soon. And don't take this the wrong way, This is coming from a guy who didn't buy either football game last year.
I bought NCAA 13 a few weeks ago when the price dropped to $30.

I definitely don't want to be a killjoy.

I just know what EA says every year and what the final product has been.

I'm fine with them implementing the IE.

However, I'm not buying into all of their catch phrases.

If anyone has played NCAA over the past 10 years, you know exactly what their AI logic is. Doesn't mean the game won't be fun though.
 
# 14 PVarck31 @ 04/04/13 04:31 PM
Quote:
Originally Posted by bigeastbumrush
I bought NCAA 13 a few weeks ago when the price dropped to $30.

I definitely don't want to be a killjoy.

I just know what EA says every year and what the final product has been.

I'm fine with them implementing the IE.

However, I'm not buying into all of their catch phrases.

If anyone has played NCAA over the past 10 years, you know exactly what their AI logic is. Doesn't mean the game won't be fun though.
I agree man, but I like to keep an open mind every year. I guess that's my downfall when it comes to these games.

To be honest though, I am much more looking forward to next gen games. I see 14 to be a stop-gap anyway.
 
# 15 Big FN Deal @ 04/04/13 04:31 PM
Quote:
Originally Posted by bigeastbumrush
Gotta love EA and all of their catch phrases.

NCAA Football has probably changed the least out of all of their franchises from year-to-year.

Now you're telling me that they've added all of these new features right before next gen systems come out?

Ok, I'll bite.

So you're telling me that Stamina was basically meaningless for the past 10+ iterations of NCAA Football but now it matters because you've added a stamina meter under each player? But Stamina is affected by a Sprint mechanism that the User no longer controls.

What if I don't want to Sprint/Accelerate when the AI wants me to? I'm punished because of it. And how does it affect a LB who is out in coverage making a magical break on the ball?

Show me an actual gameplay video, not a Sizzle trailer.
This is one of the more substantial changes I am most interested in because I have complained about it for awhile. Stamina always existed and some even reported having increased effects with sliders but what I think is different with this system is that it is in real time now. Meaning, before players got worn down but not during the play and I am not entirely sure the color code fatigue system in the playcall screen did much more than gauge when a player should be subbed out. This system should allow not only for players to get winded during plays but also wear down throughout the entire game and potentially an entire season.

So we shouldn't just see a WR get benched after catching a 80+ yard catch or DB for a long int return for being "red" tired but have those players still on the field, operating at a lower level. Picture a basketball video game where your players are naturally wearing down and noticeably effected but not exhausted enough to be on the bench, unless you have great depth. That's what I presume this system brings to EA football games that has been lacking.
 
# 16 avwhitechic @ 04/04/13 05:11 PM
I just Amazon'd PRE-ORDERED PS3
 
# 17 bigeastbumrush @ 04/04/13 05:15 PM
Quote:
Originally Posted by Big FN Deal
This is one of the more substantial changes I am most interested in because I have complained about it for awhile. Stamina always existed and some even reported having increased effects with sliders but what I think is different with this system is that it is in real time now. Meaning, before players got worn down but not during the play and I am not entirely sure the color code fatigue system in the playcall screen did much more than gauge when a player should be subbed out. This system should allow not only for players to get winded during plays but also wear down throughout the entire game and potentially an entire season.

So we shouldn't just see a WR get benched after catching a 80+ yard catch or DB for a long int return for being "red" tired but have those players still on the field, operating at a lower level. Picture a basketball video game where your players are naturally wearing down and noticeably effected but not exhausted enough to be on the bench, unless you have great depth. That's what I presume this system brings to EA football games that has been lacking.
Who says I won't to sprint when the AI wants me to though?

FIFA penalizes the user for mashing the Sprint/Turbo button.

That is no longer in our hands.
 
# 18 LionsFanNJ @ 04/04/13 05:22 PM
The only thing that bothering me about all the new info is lack of inolfo whether this will be the version where there aren't overpowered DT's especially on the computers end. Its always there, mentioned ad nauseum on this forum, but sadly I don't and probably won't ever see it mentioned being fixed in previews.


Also dynasty weather. To my dying day I will request variations in weather besides bright sunshine and downpour. They added fog and cool lighting for overcast games and its something that will never occur in dynasty games. Not a big issue in the grand scheme just a personal gripe. Hoping I hear something when dynasty info drops.

All that being said this writeup has the best info so far. Just wish it works as advertised and the CPU utilizes this stuff.
 
# 19 Big FN Deal @ 04/04/13 05:37 PM
Quote:
Originally Posted by bigeastbumrush
Who says I won't to sprint when the AI wants me to though?

FIFA penalizes the user for mashing the Sprint/Turbo button.

That is no longer in our hands.
I don't understand what you are saying here, why would you have sprint when the AI wants you too and what has been taken out of our hands? I haven't actually played the game, only read what others have stated, which gives me the impression that you can use speed burst when you want, when your able. The auto part seems to be a natural speed progression of building to a players top speed when moving in a given direction, which I think has been needed for years for CPU players. Essentially, as far as I know, CPU players never used sprint and sprint had no risk/reward for a User. Now CPU players can naturally build up speed when moving and Users along with the CPU can utilize the speed burst. Nobody on a real football field after the snap of the ball is "jogging" around the field like they do in M13. If you watch a fly route between a CPU WR and CPU defender, neither seem to be hustling down field, unless a User takes control to hit sprint. Hopefully this system changes that and CPU players are now hustling during plays and gradually wearing down like they should.

Maybe I am looking at this wrong but I keep picturing this as the same mechanic used in basketball games, which I think is good for a football game too.
 
# 20 moylan1234 @ 04/04/13 09:52 PM
I think we need to forget the term sprint all together moving forward from the news it seems like the more proper term now is hustle. So like Big said you wont get penalized much for reaching your top speed naturally, but the extra hustle that the trigger provides will cost you both during a play and throughout the game if used repeatedly. Of course though even if you go an entire game without using the trigger your players should still show fatigue on long plays and particularly in the 4th
 

« Previous12Next »

Post A Comment
Only OS members can post comments
Please login or register to post a comment.