Home
NCAA Football 13 News Post


NCAA Football 13 Title Update #2 is available now for 360 and PS3.

As posted yesterday, below are the list of fixes.

Gameplay
  • Zone Defense has been updated.
- We improved receiver leverage logic as well as predicting when a receiver will be in or out of their zone.
- Improved Deep Half Zone decision making about when to split between uncovered receivers. Also, allow more zone overlapping in deep half to cover more area.
- Deep half defenders were dropping too close to the sideline or dropping outside when no receiver was outside of their position.
  • No-Huddle QB Spy bug fixed. Defenders will no longer go into spy assignments while in man coverage.
  • Receivers weren’t looking for hot-read passes.
  • CPU QBs passing during the drop would get set passes instead of on-the-run inaccurate passes.
  • Change the logic of man defenders so they don't run into the backfield and past the receiver they are covering.
  • Route running near sideline was causing issues especially on comeback routes.
  • Fixed players not respecting global show blitz/press/back off coverage after handing off a receiver.
  • Fixed sideline streak routes so they don't get clamped in a way that the route would end after 10 or 15 yards.
  • Drive summaries should now reset after each scoring drive.
  • Fixed HB stretch play issue where TE’s would be frozen in place during certain blocking animations.
  • Fixed an issue where if a defender made an interception in the end zone and fumbled the ball before his feet touched the ground, it was being counted as a fumble and not an incomplete pass.
  • Resolved an alignment issue where DB on HB would pick up FB instead of HB when HB was put in motion
  • Removed exploit that allowed users to create slant routes to the sideline by motioning a WR and flipping the play.
  • QB Rushing up the middle from under center effectiveness has been balanced.
  • FG holders are no longer downed by contact.
  • Increased frequency of AI using ball carrier special moves.
  • AI play call tuning: No 4th and long run calls; less draws and screens.
  • Ball Hawk feature implemented for user pass defense.
  • Fixed frozen players after celebration dives.
  • Fixed wildcat Play Action exploit.
  • Fixed Defenders not reacting to the QB on read option and option plays when the users defensive adjustment vs. option is set to Aggressive.
  • Fixed shake blitz exploit.
  • Fixed exploit that allowed kicking team to recover squib kicks using low rated kickers.
  • Fixed defensive hot routes after offensive play flip.
  • Fixed issue where waiting for the defense to make their adjustments before picking a play when running ho huddle/hurry up offense caused the defense to reset their play back to the original play.
  • Fixed ‘Jump the Snap’ blitz exploit.
  • Resolved issue where defenders would not react or would be stuck in read and react behavior vs. the option.
Dynasty
  • Once a promise becomes active, it was duplicating after each week advance.
  • Recruit Reports & Advisory options remained even after the "Allow Time Savers" setting was turned off.
  • Schools with a D+ Program Tradition could not get their grade increased through wins and championships.
  • In the off-season, post season games were not shown to have been played.
  • Fixed an issue where walk-on players were not appearing on the Online Dynasty Web Site.
  • You will now get your points back if a recruit instantly commits during a phone call.
  • Fixed an issue where swayed pitches and grades weren’t being displayed correctly.
Custom Playbooks
  • Fixed an issue where if CPU coaches were given a custom playbook, the players were occasionally lining up close to the ball.
  • Fixed an issue where the user was unable to create an offensive playbook that consisted of 1 of every formation.
  • Fixed an issue where the user was sometimes losing functionality after the UI disappears in Custom Playbooks.
  • Increased the stability of the product by fixing various crashes.
In addition, you will see a "Uniform Store" added to the menu. If it's an update to a team's default uniform, you will get those uniforms at no additional charge, via download in the store if and when available. The first uniforms will be available in the store beginning next month.

Game: NCAA Football 13Reader Score: 7/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 60 - View All
NCAA Football 13 Videos
Member Comments
# 361 superjames1992 @ 08/16/12 04:39 PM
Did they fix the screen sack issue?
 
# 362 bucknut7 @ 08/16/12 04:40 PM
I actually love the way the no-huddle is now. Before you would call the play, and your players would automatically know what the play is. What, are they telepathic? The quarterback should have to check the play at the line and that takes some time. The idea of a no-huddle offense is to make the defense keep the same players on the field and wear them out, not necessarily to run play, after play, after play as quick as possible.
 
# 363 Scott @ 08/16/12 04:41 PM
Quote:
Originally Posted by superjames1992
Did they fix the screen sack issue?
the CPU now calls fewer screens.
 
# 364 Buckeye Country @ 08/16/12 04:47 PM
Did this patch improve the CPU's running game?
 
# 365 BenGerman @ 08/16/12 04:49 PM
Quote:
Originally Posted by TheShizNo1
3 and 5 can be fixed w/ sliders.
How so? Just to clarify, I play with Authentic's slider set. So it's not as if I'm not using sliders.
 
# 366 FSUNolez @ 08/16/12 05:01 PM
Am I the only one with this problem???





Platform (360/PS3):
360

Whats the bug?
If I play an online game with named rosters, it freezes each and every time after the game. I win (or lose the game. I exit. It goes to the main menu and the auto-save feature kicks in. When it's done saving, it freezes. I'm thinking it does it right at the time it's supposed to reload the rosters because when I restart my Xbox, I have to redownload my rosters.

What game mode did you experience the bug/glitch in?
Online Ranked Games (not sure if this matters, butI use custom playbooks).

How did it happen or what did you do to trigger it? Can you recreate it?

Every single time it tries to go to the main menu after an online ranked game.

How often can the bug be reproduced?

Each and every time.

Do you have video or pictures?
Not yet. I will take a video next game I play.








This is so annoying. I literally have to restart the game after every online game.
 
# 367 avwhitechic @ 08/16/12 05:14 PM
cover 2 man under is way to powerful...its like everyone covers like Deion Sanders
 
# 368 michigan21 @ 08/16/12 05:15 PM
This game plays so much better post 2nd patch. Problem is, I cant get through a ****ing game without a freeze. This game plays a great game of football now, but what is the point if you cant get through it? I tried the recruiting work around, Ive tried simming. Nothing works.
 
# 369 Phobia @ 08/16/12 05:17 PM
Quote:
Originally Posted by PowerofRed25
No huddle teams use hand signals or boards to give formation and assignment to WR's, they know the play at roughly the same time the previous one ended. In the VERY RARE event they forget, they yell "CHECK CHECK" at the WR lined up nearest them, who gives them the call OR they simply check the sideline. Every true fast paced no huddle team I've seen, Oregon included, has their coaches and GA's continuing the signals until the snap. For this very reason.

In the event of an audible or hot route, it is always a signal. That isn't even just for no huddle, I have never once seen a team use verbal signals to WR's. Not in 100,000 seat stadiums, not in 15,000 seat stadiums. Always hand signals or automatic check downs (two plays in the huddle, automatic sight adjustments, etc).
You are basically making my point, if the animation was the WRs checking the side line for the "signal", "board", "call", etc then it would be no different than now. Instead we have the "I can't hear the call" animation. You seem to be unable to separate the two animations. No one is saying the "I can't hear you" animation is realistic, they are saying some type of DELAY for the players to receive the call, get to the line, and get set is realistic.

Whether you want to believe it or not, this is more realistic than them instantly knowing, running to the line and snapping the ball with no time running off the clock. This type of speed no huddle happens very very few and far between the standard no huddle which is fast but time still will come off the clock.

I don't know what is so hard about distinguishing between the two.

Only couple tweaks need to be made for this to be realistic.

1) Make WRs and QB check side lines for call, have QB bark call to line

2) Speed up the delay just slightly

3) Tie it to tempo like you stated

4) lastly, remove any of these effects on Spike the ball no huddles

You then will have a accurate representation of the no huddle AND it is still not that far fetched than what is currently in.
 
# 370 nxt @ 08/16/12 05:59 PM
Quote:
Originally Posted by nortobc
The thing that pisses me off about this the most is that we know exactly what the problem is and it is such an easy fix. All they have to do is not make the CPU change the zone game plan to aggressive. You know how in the beginning of games, it's hard to throw the deep pass because the safeties actually go BACK into coverage? That is because at that point the game plan for zone is set to balanced. Once they switch to aggressive (which will be for almost the entire game after the 1st quarter), you can score a TD on every play.

I don't know if EA doesn't know that this is causing the issue or if they are just too damn stubborn to fix it. IT IS THAT SIMPLE!
For a quick temp-fix - Can we switch teams in middle of the game and manually change the gameplan of CPU? or will the CPU change the gameplan to aggressive again once we switch back to original team? Does the gameplan switch to aggressive at the same time each game... like after halftime?
 
# 371 The_Rick_14 @ 08/16/12 06:01 PM
Quote:
Originally Posted by Phobia
You are basically making my point, if the animation was the WRs checking the side line for the "signal", "board", "call", etc then it would be no different than now. Instead we have the "I can't hear the call" animation. You seem to be unable to separate the two animations. No one is saying the "I can't hear you" animation is realistic, they are saying some type of DELAY for the players to receive the call, get to the line, and get set is realistic.

Whether you want to believe it or not, this is more realistic than them instantly knowing, running to the line and snapping the ball with no time running off the clock. This type of speed no huddle happens very very few and far between the standard no huddle which is fast but time still will come off the clock.

I don't know what is so hard about distinguishing between the two.

Only couple tweaks need to be made for this to be realistic.

1) Make WRs and QB check side lines for call, have QB bark call to line

2) Speed up the delay just slightly

3) Tie it to tempo like you stated

4) lastly, remove any of these effects on Spike the ball no huddles

You then will have a accurate representation of the no huddle AND it is still not that far fetched than what is currently in.
Really the only things that need to happen are 2 and 4.

Doesn't matter which path they chose to go with 2 (WRs check sidelines animation if its quicker or a faster "I didn't hear you" animation) just as long as the delay is drastically shorter.

And absolutely there shouldn't be a delay to spike the ball. Personally I can deal with the long delay for no-huddle (would rather see it fixed though) but having a player be confused when trying to spike the ball is bad.
 
# 372 TN - BRAVES FAN @ 08/16/12 06:23 PM
Quote:
Originally Posted by TB12TCUPROCOMBAT
When i saw that the uniform store was released i was all excited that i could finally start my real life TCU dynasty BUT NO. Apparently they released the uniform store and put no uniforms in it. So now i have to wait until september. Why would you put the uniform store in if you can't put uniforms in it. It would have of saved my from frustration. Probably by the time they do release it all of us will be playing madden 13 and we will all forget about.

Thanks EA
Where is the uniform store, is it on the game or in the psn store?
 
# 373 BadAssHskr @ 08/16/12 06:28 PM
Quote:
Originally Posted by TN - BRAVES FAN
Where is the uniform store, is it on the game or in the psn store?
it's in the game.
 
# 374 TarHeelPhenom @ 08/16/12 06:38 PM
Quote:
Originally Posted by The_Rick_14
I don't see anything Psychic there. The CB is in Cover 3, on top of his man, and looking back into the QB. When he sees the ball is throw (because he's looking back at the QB), he plants and makes a play on the ball.


I know the recording is low quality....but that DB was NOT looking back at the QB...and just for the sake of saying he was...there is still no way he should have been able to stop on a dime like that and make that play.
 
# 375 Gotmadskillzson @ 08/16/12 06:50 PM
Quote:
Originally Posted by Pmoney327
So, I tried moving around my sliders, had User Pass Rush at 30, CPU Pass Block at 80 on All American and this happened.

That is backwards......I sure hope that is a fluke and not the sliders are backwards now.
 
# 376 PowerofRed25 @ 08/16/12 06:51 PM
Quote:
Originally Posted by Phobia
You are basically making my point, if the animation was the WRs checking the side line for the "signal", "board", "call", etc then it would be no different than now. Instead we have the "I can't hear the call" animation. You seem to be unable to separate the two animations. No one is saying the "I can't hear you" animation is realistic, they are saying some type of DELAY for the players to receive the call, get to the line, and get set is realistic.

Whether you want to believe it or not, this is more realistic than them instantly knowing, running to the line and snapping the ball with no time running off the clock. This type of speed no huddle happens very very few and far between the standard no huddle which is fast but time still will come off the clock.

I don't know what is so hard about distinguishing between the two.

Only couple tweaks need to be made for this to be realistic.

1) Make WRs and QB check side lines for call, have QB bark call to line

2) Speed up the delay just slightly

3) Tie it to tempo like you stated

4) lastly, remove any of these effects on Spike the ball no huddles

You then will have a accurate representation of the no huddle AND it is still not that far fetched than what is currently in.
I agree with all of your suggestions, especially #1. I think it would be more interactive to have that, especially when they went through the trouble of adding those little animations like the QB buckling his chin strap or clapping as he walks to the line already.

However true hurry up no huddle teams have the play called before they reach the huddle. It is hand signals and signal boards AS they are moving to the LOS. WR's specifically are taught to get their eyes to the sideline as they align, usually in whatever the "base" or previous formation was (base for most HUNH teams is usually some form of Doubles). That way when they get to the line, everyone is on the same page and they can go.

When you're running a slower tempo, the same thing happens but once they align, it is a check with me based on the defensive alignment and then a play is called.

The problem with how the game is now is that there is no high speed. So in situations when you need to get that play called and get going, you're stuck in that animation when often times you may well have called the exact same play.

The bug needs to get fixed so the game reverts to how it was before. Next year they can work on correcting the no huddle so it is actually authentic to how no huddle is run.
 
# 377 TDenverFan @ 08/16/12 07:02 PM
I'd say sliders are OK. Set the RB Blocking/Ability to 100, and do some runs. Then drop them both to 0. One of them I was tearing it up for 5-20+ YPC, the other one I was stuggling to get out of the backfield.
 
# 378 BA2929 @ 08/16/12 07:05 PM
Quote:
Originally Posted by TDenverFan
I'd say sliders are OK. Set the RB Blocking/Ability to 100, and do some runs. Then drop them both to 0. One of them I was tearing it up for 5-20+ YPC, the other one I was stuggling to get out of the backfield.
That doesn't mean half of them are backwards and the other half aren't. An issue that's been present in the past.

I had a perfect set of Heisman sliders pre-patch #2. Now both my games post-patch #2 I've dealt out pretty big whoopings on 2 pretty good teams. I'm hoping I don't have to re-adjust sliders to an extreme level again.
 
# 379 The_Rick_14 @ 08/16/12 07:13 PM
Quote:
Originally Posted by TarHeelPhenom
I know the recording is low quality....but that DB was NOT looking back at the QB...and just for the sake of saying he was...there is still no way he should have been able to stop on a dime like that and make that play.
I wish there was a closer view of where the DB was looking because I find it very hard to believe that his head was just staring into the endzone.

He only covers about 6 yards to get to the ball and doesn't start his direction change until the ball is already in the air. If there's a problem (and it's hard to tell with the zoomed out view) then it's player motion, not psychic play. Psychic play would be if he starts to change direction before the ball is released. Player motion is that they are able to change direction too quickly.
 
# 380 yanek27 @ 08/16/12 07:25 PM
Quote:
Originally Posted by Gotmadskillzson
That is backwards......I sure hope that is a fluke and not the sliders are backwards now.
Well I think its also a joke when your DE gets 18 sacks on the year and does not get drafted in the NFL after playing at Tennessee.
 


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