Even More NCAA Ramblings

I’m now about half-way through season two of my Race for the Heisman session and I still don’t know what to make of NCAA 2006. After reading many good things about the Jistic’s slider set (check Operation Sports) I sucked it up and gave them a shot on the Varsity level (per some comments by PK500 at The Digital Sportspage). Basically, the sliders max out catching, accuracy and pass blocking while dropping run blocking, knockdowns and picks. The result does seem to be a better short passing game, but hitting the bomb when you need one remains ridiculously easy (no surprise since the QB accuracy slider is up). I think, playing on short six minute quarters, I can learn to live with that, since the AI can also throw the bomb just as well. (Though, unlike the AI, I know to look for it, making it easier to defend and get the pick.)

Anyway, I’ve played three games this way. One was a hell of a lot of fun. Two were fun for one half before the home team got some momentum and just rolled ahead far too easily (one time it was me, the other time I got rolled). Tonight I’m turning off the Home Field Advantage feature. I like the idea, but I think a handful of bad plays by the road team results in everything going to hell. Turnovers, blocking, drops, they all seem to start coming in insane proportions once the road team hits a bad stretch. Maybe turning off HFA will have an effect. Couldn’t hurt, right?

Bottom line is this remains a tremendously flawed game. The 2-minute drill AI is flat out bizarre. Even passing teams will start running the ball in the final minute of the game or half, get two yards, and then have the audacity to call a timeout. The penalty sliders, as far as I can tell do absolutely nothing. I have most of them maxed out now and I may see two or three total penalties in a game. I still have no idea what EA was thinking when they touted these new dynamic pre-game spiels. Frankly, I think they convey less information than they did a couple games ago and the postgame is even worse. Like the discipline system, RftH is a joke. A complete and utter joke. EA took a great idea and did nothing with it. I really hope Madden’s upcoming Superstar mode shows more creativity than this. Even with the things they did right (next paragraph) EA deserves a good hart kick in the nuts for getting so much of what seems like hard stuff right and botching aspects of gameplay that ought to be a no-brainer. The only thing I can think of is that the game engine has been pushed so far beyond its limitations that it’s about to fall out of the car.

Despite all that, the game does maintain a sense of fun that I can’t deny. Being able to bust a long run up the middle is sheer joy, though I think outside runs are a bit too feast (15+ yards) or famine (-1 to -3), with little middle ground. Despite the ease with which some are returning punts and kickoffs, I still think it’s great that it’s now possible to return a kick for a TD and that the AI can go the distance as well. The fact that player speed now works in a more realistic fashion really helps things out. And if you take the drops and long bombs out of the equation there is a lot to like in the passing game. Quarterbacks can finally just flat not throw a ball well, and completely miss a receiver. Being able to scramble (using the A button) and still keep your passing icons up also makes mobile QBs much more deadly. Plus a pocket QB really has to have some open field to get away with trying to take off and run. I haven’t really run it, but I’ve read the option game is bloody brilliant. And there is clearly a very real difference between good and bad teams. All very nice.

Not sure how long I’ll stick with the game after I finish out RftH (something –much to my regret- I have vowed to do). I do want to play in dynasty mode a bit, but the in-game play has to maintain enough fun factor to make putting up with its many serious flaws worthwhile. Right now I’m still going back and forth on that.

4 Responses to “Even More NCAA Ramblings”

  1. Todd Says:

    I didn’t see much in the way of pros/cons and I’m honestly not too sure myself since I started using radically different sliders at the same time I switched.

    I just had a killer UofM vs. Iowa game tonight on varsity. There was the usual deep pass fest and you have to question your impact RB fumbling twice in the fourth of a tie game in field goal range (lead to a loss), but it was fun nonetheless.

    The CPU does seem to play tough at this level. In fact I’d venture to say the CPU does not play much different at all, but that’s really just a vague impression.

  2. bill Says:

    Varisty really is interesting. However, using Jistic’s sliders the deep ball is amazingly easy — it’s litterally a money play with catching and passing sliders even at 50% so if you are going to play on Varsity lower those sliders. I think I use 15/15.

    I have CPU defense at 99% — for everything and human offense at 0% except pass and catch.

  3. Todd Says:

    Well, right now I need pass blocking maxed out. I just don’t read coverage quick enough and I still get sacked a couple times a game at that setting.

    I do agree about dropping human pass accuracy, but I’m at a loss what to do with CPU pass accuracy. If I lower it (even to the 80% range), they can’t seem to hit the broad side of a barn, if I max it out (tried in one game) the QB hit on *everything*.

    Oh yeah, and no way I max out the AI defense interceptions and knockdowns. I get plenty of knockdowns as is… and i suspsect if I max picks then I’ll be right back to 3-6 INT games. (Though I’m more than willing to cop to operator suckage on that front.)

  4. srudoff Says:

    someone said to try AI assist (in easy play) for pass catching - you still get drops, just not as many

    there’s a thread at operation sports about it

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