Rugby 25 Megathread

I loaded up after the last patch.

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.

Turned it off.

4 Likes

@Bapean @Callum_4 wishful thinking guys.

Far too many gameplay issues require fixing and/or reimplementing into the game.

For all the licences, teams, stadiums, competitions etc I’m afraid it’s let down badly by poorly implemented gameplay.

I don’t know if Big Ant’s :ant: hands are tied by higher ups but I am surprised at this title being in a poor state at this point in time.

Especially as their previous titles such as Cricket 24, Tie-Break etc have turned out to be good…eventually.

I can’t remember them taking this long to correct everything with those games compared to this.

I still take a look every Wednesday in the hopes that there may be a solid update.

However, maybe that’s me wishful thinking.

6 Likes

Shocker.

This was not a turnover.

This kick went 5m

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.

Lasted 2 and a half games before quiting.

6 Likes

I’m interested in buying it because it’s on sale for PS5. Is it playable enough to buy it now or is it better to wait for another time?

As a wise man said: “Doof” ! #ImissAntHead

1 Like

Hi Big Ant.

I work with an IA (I don’t 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:

  1. 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
  1. Active Block Selection:
  • The player cycles between blocks using a button (e.g. R1 on controller): A → B → C → A…
  • The currently selected block is visually highlighted.
  1. 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.
  1. 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.
  1. 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 players’ “lineout” stats vs opponent “defense” stats.
  1. 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
  1. 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 → B → C → 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-making—faithful to professional rugby dynamics.

5 Likes

Please can be place kicking one of the main priorities to fix. It’s frustrating that most place kicks don’t travel further than 5m. Please fix it, makes scoring tries really underwhelming

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Thought i would just chime in on the AI beating the first defender everytime. If you hold ‘Y’ on the tackle (instead of ‘B’) it prevents this 95% of the time. This is PC Steam on Hardest.

1 Like

Try to hold up for a bit the stick after flipping it ! Had the same problem and somehow it worked for me!

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Try doing this:

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, DON’T LET GO OF THAT STICK UNTIL THE BALL IS IN THE AIR AND IS HALF WAY TO THE POSTS.

6 Likes

You have to stop the power meter before it reaches the maximum, otherwise you’ll do the ridiculous kick.
I can’t 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 haven’t 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.

4 Likes

Agree, I kick like 25% :rofl: 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 shouldn’t 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 they’ll never get those either :sweat_smile:.

2 Likes

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 !

Why to all the conversions have to arc. AI’s go straight.

I’ve 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, it’s empty.

After a crash, my career disappeared…

1 Like

Don’t worry, today is Improved Stability day :stuck_out_tongue:

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Thanks your right this has helped, however that is not how they advertise/tell you to kick the ball:

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 can’t 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 doesn’t NOT tell you to hold don’t 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 it’s 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.

3 Likes

I for one enjoy the game having close high scoring games, just need to be able to swap players to update teams

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From what you’ve just shown it does appear that they haven’t 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.

2 Likes