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NCAA 10 Retail Impressions
Topic Started: Jul 7 2009, 06:30 PM (6,461 Views)
TedDXZeke
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DonkeyJote
Jul 15 2009, 03:42 AM
I was running tight zones most the game, and I think that might've had something to do with it. There's more of a chance of getting beat deep, but it really takes care of the short stuff. And players seem to be more aware of the first down marker. I saw a lot of different tackle animations of a guy barely getting brought down right before the sticks.

And the cpu going deep, I saw it a couple times. Still not a lot. But like I said, there was a ton of cover-3 going on. When I blitzed is when they took their shots deep. The AI does seem improved. I was playing on AA, and I only put up 12 points. There's no way that happens on 09. I put up at least 30, maybe 40, on that D.
IT's nice to hear that scores are more back down to earth.

I wasn't looking for a large challenge last year and played on the default level. My skills aren't what they used to be.


So tell us. What are some of the things that you do and don't like about NCAA10.

Thanks :waytogo:
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Rudy
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Dan Marino

Crap. Didn't see this, this morning and now can't read it at work. :(
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DonkeyJote
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TedDXZeke
Jul 15 2009, 04:06 AM
DonkeyJote
Jul 15 2009, 03:42 AM
I was running tight zones most the game, and I think that might've had something to do with it. There's more of a chance of getting beat deep, but it really takes care of the short stuff. And players seem to be more aware of the first down marker. I saw a lot of different tackle animations of a guy barely getting brought down right before the sticks.

And the cpu going deep, I saw it a couple times. Still not a lot. But like I said, there was a ton of cover-3 going on. When I blitzed is when they took their shots deep. The AI does seem improved. I was playing on AA, and I only put up 12 points. There's no way that happens on 09. I put up at least 30, maybe 40, on that D.
IT's nice to hear that scores are more back down to earth.

I wasn't looking for a large challenge last year and played on the default level. My skills aren't what they used to be.


So tell us. What are some of the things that you do and don't like about NCAA10.

Thanks :waytogo:
Likes:
Better overall atmosphere, imo.
Progressive Lighting.
Mix and Match Unis (the unis look really good)
Weather
Endzone art in neutral-sites
Better cpu playcalling
More challenging passing game on AA
Better pass rush
O-Line/D-Line interaction (actual pockets!)
Tackle animations
Better awareness of where the player is on the field
Gameplanning
Better ability to stop the opposing QB
QB going deep, and being smart about doing it.

Dislikes:
Pass Rush still isn't where it should be
CPU still can't run the ball on AA
CPU doesn't try to win games (the FG issue)
Kickoff Length seems short
Long FG's are too easy (I hit a 44, 52, and 55, and just missed a 57)
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CaptainZombie
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DonkeyJote
Jul 15 2009, 10:24 AM
TedDXZeke
Jul 15 2009, 04:06 AM
DonkeyJote
Jul 15 2009, 03:42 AM
I was running tight zones most the game, and I think that might've had something to do with it. There's more of a chance of getting beat deep, but it really takes care of the short stuff. And players seem to be more aware of the first down marker. I saw a lot of different tackle animations of a guy barely getting brought down right before the sticks.

And the cpu going deep, I saw it a couple times. Still not a lot. But like I said, there was a ton of cover-3 going on. When I blitzed is when they took their shots deep. The AI does seem improved. I was playing on AA, and I only put up 12 points. There's no way that happens on 09. I put up at least 30, maybe 40, on that D.
IT's nice to hear that scores are more back down to earth.

I wasn't looking for a large challenge last year and played on the default level. My skills aren't what they used to be.


So tell us. What are some of the things that you do and don't like about NCAA10.

Thanks :waytogo:
Likes:
Better overall atmosphere, imo.
Progressive Lighting.
Mix and Match Unis (the unis look really good)
Weather
Endzone art in neutral-sites
Better cpu playcalling
More challenging passing game on AA
Better pass rush
O-Line/D-Line interaction (actual pockets!)
Tackle animations
Better awareness of where the player is on the field
Gameplanning
Better ability to stop the opposing QB
QB going deep, and being smart about doing it.

Dislikes:
Pass Rush still isn't where it should be
CPU still can't run the ball on AA
CPU doesn't try to win games (the FG issue)
Kickoff Length seems short
Long FG's are too easy (I hit a 44, 52, and 55, and just missed a 57)
Nice set of impressions Donkey. I only played one game last night of Road to Glory and 1/2 a game before I couldn't see straight anymore due to being tired. I can't give the best of impressions, but the little I played I found the game to be smoother than last years which was a huge problem of mine.

I don't know how this will be after a few more games, but initial impressions is that I enjoyed what I played.
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Rudy
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Dan Marino

^ can't read the above.

Starting to see too many of the overly critical people clash with the overly defensive people. If you don't agree, just move on.
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