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NCAA FOOTBALL IS BACK MFers


cdain3

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4 hours ago, Chooky said:

I don't know what the last patch was supposed to do, but I now throw lots of interceptions. 

like literally 5 every game. in my dynasty mode arch is 99 everything and he throws 4-5 picks a game now. every single one is the same: my wr/te competent ignore the ball while every defender on the screen breaks on the ball instantaneously, even/especially when he’s not even looking at the play. it’s fucking infuriating. 

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3 of my last 4 games i’ve been up 13-0, 14-3, and 13-3 with ~3 min left in the 2Q. all three times i did my normal, balanced, time killing drive where i get inside the 10 only to throw a 90+ yard pick 6 on this bullshit. i go look at the stats and its like 240 - 75 in total yards, 6/6 to 0/4 on 3rd down conversions, just total, absolute, unabated domination, followed by one cheap, scandalous, scripted pick 6 which suddenly sees the score at 13-10 instead of 20-3. 

once you play this game enough you realize there is no such thing as an honest to god fair competition, that every game is just being played out under a set of predetermined scripts by ea. you’ll have the occasional close game but it won’t be a great game, it’ll be a game that drives you to drink because everything the cpu does well is cheap and unearned. fucking stupid.

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i’ve turned cpu pass coverage and interceptions down to 0 and they just keep happening 3-5x every game. it’s always wide open wr’s, and the throw is just 8 yards short, my wr just keeps running, the and the defense always breaks on the ball and picks it. i could be playing against SW Wyoming School For Blind Girls and Arch would throw 4 picks. 

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On 10/3/2024 at 12:46 PM, Chooky said:

I don't know what the last patch was supposed to do, but I now throw lots of interceptions. 

Yeah. Me too. Went from 1-2 interceptions every 4 games to seemingly 4 interceptions per game. LBs have gained the ability to levitate midair and do a 180 to make formerly safe throws almost impossible to make. 

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Are either of you using revamped passing by chance? It's the best of the bunch in my opinion and not that hard to pick up with just a bit of practice. Here is a good article on how each passing style works:

https://www.operationsports.com/madden-25-and-college-football-25-passing-settings-and-revamped-vs-placement-and-accuracy/

Hard to diagnose exactly what's going on without more of the details. I don't want to sound like a total dick, but none of the patches have radically changed CPU coverage or interception tendencies. Based on what's been shared my guess is that there is an issue recognizing defenses and having an idea of who the best 1st and 2nd options are on any given throw. Here is another article that helps identify what coverage the Defense is in based on how they line up at the snap.

https://www.operationsports.com/identifying-coverages-pre-snap-in-madden-25-and-college-football-25/

Bear in mind that the CPU D will sometimes disguise coverages (i.e., show Cover 3 but actually be in man, etc.). 

Finally, the game does have momentum such that completing shorter/higher percentage throws early on will get your QB into rhythm and result in more accurate longer throws. I open most games running RPO's, drag routes, and jet sweeps to start building momentum. 

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  • 2 weeks later...

I pulled in 8 5-stars last recruiting cycle. Finally got it down. Target no more than 21-22 players. I try to target about ten 5-stars, ten 4-stars (never ones I’m outside the top 3 on in the beginning), and a couple gem 3-stars (pick ones that have you #1 already). Send the house on as many as you can, just contact the family in the others. Once you find the perfect pitch (meaning you’re at least an A- in 3 of their green checkmarks), you hard sell on that. 
 

Don’t prioritize scheduling visits. It’s usually not worth the cost in recruiting hours I’ve found. Only do it if it’s a tight race.

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6 hours ago, Viper said:

Yeah who wants any of this? Option pitches are completely fucked up in the current patch. I had my LT running past 3 defenders to go block the weak side linebacker in inside zone. 

this was one of the most upvoted posts on reddit re: shit they actually need to fix in lieu of adding some open world micro transactions bs. downfield blocking is a joke.

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i’ve gotten recruiting down to OD levels now, to where i’m having to scale it back.

1)i maxed out my coach’s recruiting traits

2)i offer ~20 guys and immediately give my favorite ~10 of them 75 points 

3)i schedule visits asap, and always pick a green category, which is usually brand building or championship contender. if i started in their top 5 its pretty much a done deal.

4)at this point im way out ahead on like 90% of the guys i’ve offered and i dole out the points accordingly. 

i now always end up with the no.1 overall class, and i can get 14+ 5 stars to sign pretty much every time. 

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10 hours ago, Derka said:

i’ve gotten recruiting down to OD levels now, to where i’m having to scale it back.

1)i maxed out my coach’s recruiting traits

2)i offer ~20 guys and immediately give my favorite ~10 of them 75 points 

3)i schedule visits asap, and always pick a green category, which is usually brand building or championship contender. if i started in their top 5 its pretty much a done deal.

4)at this point im way out ahead on like 90% of the guys i’ve offered and i dole out the points accordingly. 

i now always end up with the no.1 overall class, and i can get 14+ 5 stars to sign pretty much every time. 

Every time I get guys to 40 points, I’ll go to hard sell or soft sell with still 100s of points left and it will say “not enough points.” I’ve never been able to hard sell anyone due to this. Even get the same error when I try and “sway.”

Edited by Tailgate
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15 hours ago, Helobious said:

I pulled in 8 5-stars last recruiting cycle. Finally got it down. Target no more than 21-22 players. I try to target about ten 5-stars, ten 4-stars (never ones I’m outside the top 3 on in the beginning), and a couple gem 3-stars (pick ones that have you #1 already). Send the house on as many as you can, just contact the family in the others. Once you find the perfect pitch (meaning you’re at least an A- in 3 of their green checkmarks), you hard sell on that. 
 

Don’t prioritize scheduling visits. It’s usually not worth the cost in recruiting hours I’ve found. Only do it if it’s a tight race.

Good info. See my comment above. I haven’t been able to send the house because I get an error of not enough hours even if I have 200+.

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4 hours ago, Tailgate said:

Every time I get guys to 40 points, I’ll go to hard sell or soft sell with still 100s of points left and it will say “not enough points.” I’ve never been able to hard sell anyone due to this. Even get the same error when I try and “sway.”

Are you taking off all other recruiting pitches when you try it? You only have a max of 50-75 hours to give most players each week. 

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Yeah you have to undo the other stuff and the recruiting points being spent for the player that is displayed on the player screen doesn't update right sometimes until you exit out of recruiting and go back in. One of a hundred bugs.

This open world stuff would be enough to keep me from buying it.

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51 minutes ago, Helobious said:

I also just realized how stupid it is that they call it hours instead of minutes. There’s not 900 hours in a week. It wouldn’t take 40 hours to set up a visit with someone. 

It's not stupid when you consider the analog to real life. Those are supposed to represent staff totals; not solely you as the head coach. Bigger/more successful programs generate more money, employ more staff towards recruiting, etc. So, totally understandable to have more than 168 recruiting hours in the total allotment.

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i’ve never bothered to learn how to run rpo’s or option plays. is it worth it? does anyone here run them?

I run RPOs a bunch against the computer. They’re pretty bad ass when they work. Nothing worse that thinking you are throwing to the slot guy only to look at your RB diving 5 yards behind the LOS.
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29 minutes ago, Derka said:

i’ve never bothered to learn how to run rpo’s or option plays. is it worth it? does anyone here run them?

The RPO's are fun. Takes a little bit of time to get used to the flow but it's not hard. Some of them are too much of a cheat code against the computer. But it's fun. 

Right when I started to dabble in speed options, they had just put out a patch that ruined the pitch. Like pitching it straight backward for 20 yards or the qb would get stuck in a repeated pitch fake animation. But it seems like it's working fine now. They're fun when you have some space to work. But just like a real game, if they stretch it out correctly and have numbers on both options it will fail spectacularly.

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1 minute ago, Jkwellborn said:


I run RPOs a bunch against the computer. They’re pretty bad ass when they work. Nothing worse that thinking you are throwing to the slot guy only to look at your RB diving 5 yards behind the LOS.

Ha! Yeah. Mashing square after your back already has the ball blows. 

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I run a bunch of RPO’s. The ones in the Texas playbook generally work well, but there are a couple that are sort of broken. 
 

I run some speed option here and there but I have started pitching pretty early due to fumble propensity others have mentioned. The end will come downhill unblocked like 80% or more of the time. I have started to motion a WR over to sort of chip the end. But it’s definitely a higher risk play given that the fumble thing often goes for 6 the other way. 

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