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NCAA Football 14 News Post


Yesterday we learned about NCAA Football 14 Dynasty mode, today EA Sports has released an article focusing on Coach Skills. The next article will cover power recruiting.

Quote:
Perform well in games to earn XP, and when you secure enough XP, you’ll level up and earn a skill point. Head coaches gain XP for accomplishing a variety of goals, both in-game and over the course of a season. Head coaches can also assign the skills of their CPU coordinators, so you’ll still have full control over how your program is run.

For coordinators, the XP is tied to their unit’s on-field performance and recruiting. Offensive coordinators will earn points for gaining yards and scoring touchdowns, while defensive coordinators gain XP from shutting down the opposing offense and forcing turnovers. User-controlled coordinators will also be able to recruit, and can utilize their head coach’s recruiting bonuses for their benefit, and reap the XP benefit for signing prospects.

Source - Coach Skills Deep Dive (EA Sports)

Game: NCAA Football 14Reader Score: 8/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 52 - View All
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Member Comments
# 1 Steve_OS @ 05/30/13 04:27 PM
Here are 2 images not shown in the blog.
 
# 2 ClemTiger @ 05/30/13 04:27 PM
Visa versa?

lol
 
# 3 DirtyJerz32 @ 05/30/13 04:28 PM
Dirty and filthy all white unis! Good stuff!!!

Would be nice to see some green on the pants/jerseys and white chalk on the arms like Madden, but all white unis is a start.
 
# 4 jeremym480 @ 05/30/13 04:34 PM
I'm not going to lie.. this leveling up stuff is sort of intriguing, however I've never been more nervous about a new feature in NCAA. Ever.

Hopefully, none of these skills are too overpowered. Also I hope the game plays well out of the box.... if not, we may see a lot of bald slider makers this Fall.

I'm cautiously optimistic at this point.

Sent from my VS920 4G using Tapatalk 2
 
# 5 Cowboy008 @ 05/30/13 04:41 PM
Quote:
Originally Posted by JerseySuave4
Not a fan of this at all. I won't go on too much about it and i'll let those who like this express their joy.

But I do like that both home & away jerseys are dirty in that screen.
The only one I like is the where you can call a timeout to get you cold players back to normal. Hopefully the other ones are not over done like your team get hot hopefully it's only like +5 points to your players. I love the first pic.
 
# 6 tHurley2010 @ 05/30/13 04:42 PM
The only thing that worries me is the BIG GAME feature. If it makes your team absolutely unstoppable and you're down 21-0 as the opposing team early because of an obscene amount of broken tackles--well that just pretty much speaks for itself now dosen't it?
 
# 7 DirtyJerz32 @ 05/30/13 04:44 PM
Not a fan of the skill that shows the last play ran by the offense. I know it's not like Tecmo if you pick the same play, but it still worries me.
 
# 8 Motown @ 05/30/13 04:50 PM
Diggin this screen
 
# 9 TryHard_Nation @ 05/30/13 05:04 PM
Quote:
Originally Posted by Motown
Diggin this screen
These all look damn good
 
# 10 Cowboy008 @ 05/30/13 05:08 PM
Quote:
Originally Posted by Motown
Diggin this screen
This screen is terrible Florida wouldn't be winning. lol
 
# 11 The_Rick_14 @ 05/30/13 05:09 PM
Quote:
Originally Posted by JerseySuave4
I just don't understand what's the benefit of this. They show you the last play ran by the cpu but wouldn't you already know (to a degree) what they just ran if it just happened?
Seems like they couldn't think of anything better for a Level 1 unlock. The benefit seems to come in at Levels 2 and 3 where you have a chance at guessing their play.
 
# 12 DirtyJerz32 @ 05/30/13 05:09 PM
Quote:
Originally Posted by JerseySuave4
I just don't understand what's the benefit of this. They show you the last play ran by the cpu but wouldn't you already know (to a degree) what they just ran if it just happened?
Not sure myself, but if someone is calling the same play from the same formation all over and over, you'll be able to tell when they come out in that formation. I'm just guessing here...
 
# 13 Xero Theory 42 @ 05/30/13 05:10 PM
I like the coach skills idea a lot, i'm just worried it's going to be too much RPG and too easy to rank up like RTG is.
 
# 14 GruffyMcGuiness @ 05/30/13 05:23 PM
Screenshots look great. Won't say anything about the coach skills until I've seen them in the game. Intriguing if nothing else

Sent from my SCH-I605 using Tapatalk 4 Beta
 
# 15 BenGerman @ 05/30/13 05:24 PM
As a huge Gator fan, I can't tell you how nice it is to see the colors pop out like in those screens. I don't think I'd ever be able to go back to '13 after seeing that.

I'm really digging all of this. I think that one of the things that NCAA Football was sorely missing was variation, and this is going to help out a lot. Hopefully, having the difficulty turned up on being able to accumulate points will really make it a grind.

There are a few things that worry me though. Hopefully, Offensive and Defensive Line ratings matter more than last year. They've slowly been moving that in the right direction, but even last year, the difference between a freshman 2* O-Lineman and Senior 5* O-Lineman was WAY too minimal. If this isn't the case, there's no reason I'd ever want to stick my points on recruiting. I'm also hoping that these skills play a large role for the CPU. It would really make the whole thing competitive.
 
# 16 DirtyJerz32 @ 05/30/13 05:35 PM
Quote:
Originally Posted by BenGerman
As a huge Gator fan, I can't tell you how nice it is to see the colors pop out like in those screens. I don't think I'd ever be able to go back to '13 after seeing that.
Colors in 13 were ok, but I agree 14 pops like Madden 13 does.
 
# 17 boxboy99 @ 05/30/13 05:40 PM
I like it for the most part. I am worried about a couple of the skills. I'm not sure how much I like the 25% chance of someone knowing my play. I usually ran a very diverse game plan. I would be more okay with that if it was more likely to happen when it is a play that is called often. Wouldn't the coach guess wrong sometimes? It would be cool for 15 if they added more skills that counter or negate the other coaches skills. I do like the idea of skills to give coaches a different feel and the chance to create a team identity. I am already thinking about what skills will be selected by my Online Dynasty opponents. This should make for a fun cat and mouse match.
 
# 18 jello1717 @ 05/30/13 05:54 PM
Quote:
Originally Posted by boxboy99
I am already thinking about what skills will be selected by my Online Dynasty opponents. This should make for a fun cat and mouse match.
I'd like this a whole lot more if we couldn't see what skills the other coaches have. I'd much rather have my skills hidden so they don't know in what I've invested.
 
# 19 BleedGreen710 @ 05/30/13 06:19 PM
I hate how theres a coach skill that lets you know what play the opponent ran and gives a 25% chance of knowing what play they will run next..

That's part of being a coach, recognizing an offense and their tendencies, and being a good play caller. It seems EA has essentially conceded to the fact of stick skills being more important then football IQ to be good at this game.

Instead of expecting you to recognize the offenses plays and tendencies the game tells you their play automatically.

I cant believe how no one has brought this up yet.. its disgraceful that they would have a skill like that in my opinion.

You used to be able to play Madden/NCAA and learn the game of football but now I fear its becoming more of an arcade style series where timing your jukes and pressing the right button is more important to winning then being able to read defenses and make smart calls. I fear a day when it will be impossible to 'out coach' your opponent.
 
# 20 Swamp Swagger @ 05/30/13 06:32 PM
So if someone in your Dynasty just runs up the scores against the CPU they get way more points than anybody else?
 

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