Ai fended off the first tackler, then offload out the tackle.
Repeat for 20 phases then i got the ball.
Passed to my outside center with only the winger outside 4 defenders in the area, 1 stood still, 3 needlessly drifted/jogged away frome the ball carrier. Ran through the gap and scored.
Players couldnt commit to the ruck so i was penalised.
AI fends first tackle, offloads the second. The only reason they score is because it takes AT LEAST two players to tackle them every. Single. Time. They just do this continuously until you run out of players to commit.
I work with an IA (I donât know to code) to elaborate improvements. I suggest this for the lineout Feature Design Document for Rugby 25
Feature Title: Lineout Block Control System
Objective: Allow the player to control forwards during a lineout by dividing the 8 players into 3 independent jumping blocks (1 jumper + 2 lifters). The player can select a block, then move it forward or backward using the right stick before throwing the ball. Jump feints can also be activated to deceive the opposing defense. Two special throw combinations are included: one for a short throw-back to the hooker, and another for a deep throw directly to the fly-half.
Expected Behaviour:
Block Division:
At the start of each lineout, 3 blocks are automatically created:
Block A: 1 jumper + 2 lifters
Block B: 1 jumper + 2 lifters
Block C: 1 jumper + 2 lifters
Active Block Selection:
The player cycles between blocks using a button (e.g. R1 on controller): A â B â C â AâŚ
The currently selected block is visually highlighted.
Block Movement:
Once a block is selected, the vertical movement of the right stick allows:
Upward: move forward
Downward: move backward
All 3 players in the selected block move together.
Movements are restricted within the predefined lineout zone.
Jump Feint:
The player can trigger a jump feint (no actual throw) to mislead the defense:
LB + A: feint Block A
LB + X: feint Block B
LB + Y: feint Block C
The animation simulates a jump preparation without launching the ball.
Available only before a throw.
Quick Throw (Hooker Combo):
Performed by pressing LT + A
Initiates a short throw to the first player in the line (usually the loosehead prop)
This player immediately returns the ball to the thrower (hooker), who may run or pass.
Effective in close-range scenarios to surprise the defense.
Success is probabilistic: base success rate is 15%, modified by the involved playersâ âlineoutâ stats vs opponent âdefenseâ stats.
Deep Throw to Fly-Half:
Performed by pressing LT + Y
Initiates a throw beyond the third block (deep lineout)
The ball is sent directly to the fly-half, who is already running in
Used to bypass the forwards and initiate a fast attack
Requires precise timing and coordination
Throw accuracy is always 100%, but
Challenge comes from AI defense pressure: the backline rushes up immediately to tackle the fly-half upon reception
Ball Throw Locking & Cinematic Effect:
Once the throw is triggered, all player positions are locked
A brief 0.2-second slow-motion effect is triggered just before the ball is caught (either by a jumper or the fly-half)
This enhances dramatic tension and improves action readability
The target block then performs the jump and reception animation (except for LT-based combos)
Technical Logic (Pseudo-Blueprint):
Variables:
BlockA, BlockB, BlockC: groups of 3 players each
SelectedBlock: current active block (default = BlockA)
StickInputY: vertical input from right stick
Events:
OnStartLineout
Initialize positions of Blocks A, B, and C
Set SelectedBlock to BlockA
OnPress(R1)
Cycle through blocks: A â B â C â A
Visually highlight new selection
OnStickMoveY
If StickInputY > 0.5: move SelectedBlock forward
If StickInputY < -0.5: move SelectedBlock backward
Apply same movement to all 3 players in block
OnThrowBall
Lock all player positions
Trigger jump and support animation
OnFeintJump (LB + A/X/Y)
Detect chosen block
Trigger fake jump animation (no throw)
OnQuickThrow (LT + A)
Identify first player in line (loosehead prop)
Compute success based on lineout vs defense stats
On success: short pass, then return to hooker
On fail: dropped ball or AI interception
OnDeepThrow (LT + Y)
Launch precise throw to fly-half
AI backline initiates immediate defensive rush
Future Enhancements:
Call for jump via right stick horizontal inputs
Delayed jumps or decoy movements
Adaptive AI behavior based on player tactics (movements, feints, combos)
Overall Goal: Enhance realism and strategic control in lineouts, giving players more agency over forward movements and tactical decision-makingâfaithful to professional rugby dynamics.
Please can be place kicking one of the main priorities to fix. Itâs frustrating that most place kicks donât travel further than 5m. Please fix it, makes scoring tries really underwhelming
Thought i would just chime in on the AI beating the first defender everytime. If you hold âYâ on the tackle (instead of âBâ) it prevents this 95% of the time. This is PC Steam on Hardest.
1 - Hold the stick down to obtain the power level you want.
2 - On getting the power level (MUST be below the maximum red zone), immediately push up on the stick.
3 - ONCE PUSHED UP, DONâT LET GO OF THAT STICK UNTIL THE BALL IS IN THE AIR AND IS HALF WAY TO THE POSTS.
You have to stop the power meter before it reaches the maximum, otherwise youâll do the ridiculous kick.
I canât remember having missed a single kick (penalty or conversion) for months now.
Related to this. They have not been clear with the features they add with the updates.
After an up-and-under or a kick off, there is a red meter that, I presume, is some kind of contest for the ball. But I havenât found an explanation on it. Maybe it is something they might add in the (far) future?
Same with scrums or mauls, side stepping, drop goals, etc. I discovered by accident that there is a substitution menu in ps5 using the touchpad!!! Did you guys know this?
Most of the times the sistem is broken, but the few thing they do right are poorly explained.
Agree, I kick like 25% kicking mechanism has always been pants. The overall thing is way too easy and that lame under power kick animation turns up at times it simply shouldnât compared with the input.
Doubt it will ever get changed though, there are a million other things that need fixing first and I am almost certain after this last two years that theyâll never get those either .
True ! They have to review the basic tutorials and make them complete ,also to add some advanced tutorials ! I think once the mechanics from tutorials will work properly ,we will not get annoying bugs anymore during matches !
Iâve noticed something last night, and goodness knows this might be a stupid question, but I only noticed now?
Have we never been able to add a team downloaded from community to a custom tournament? I tried creating my own Currie Cup last night and when I choose my teams and toggle to Custom Teams, itâs empty.
As shown above they suggest to move the left stick to choose the direction of the kick (correct) BUT they suggest you pull down the right stick to increase the power, NO WHERE does it state you canât have it at max (incorrect) it then proceeds to tell you to FLICK (suggesting to basically as it says flick it up (push it up for a brief second) and then let go)) it doesnât NOT tell you to hold donât the right stick upwards and wait for the ball to go through the posts.
This is not a dig at you at all, I appreciate you sharing this information, but itâs the bad communication from big ants and that it is either a mistake on there end or bad communication
It had seem to have worked like how it states in the picture when they first changed the kicking mechanics, however in one update it had seemed to had change it and made it no work like it states in the picture.
From what youâve just shown it does appear that they havenât put up best description. I guess this could be the problem a lot of people are having and all they are doing is following the instructions as they were shown. A flick in common gaming understanding is a short brief flick of the thumb stick in whatever direction is described. They need the word hold in there and also to say not to release until the ball is in the air.
Glad I was able to help with this and I agree Big Ant need to get some more helpful instructions and perhaps even some tips for the core game itself in some part of the training menu.