Hey @JNT_BA and team, just jumping in to share some updated thoughts after more time with the game. I’ve seen some promising improvements, but there are still quite a few areas that need attention. I’ve broken it down into what’s working and what still needs love, with suggestions sprinkled in for the devs in case they’re watching 
Platform: [PC]
Build Version: [3420]
Difficulty: [Hardest]
What’s Working Well
1. AI Attack Logic (Solid Foundation)
The AI is starting to show some actual structure in its attacking phases. A common play is spreading wide, drawing in tacklers, then cutting back inside. It’s repetitive, sure—but effective and logical.
Dev Suggestion: Build on this by introducing more varied attack patterns (e.g., switch moves, wraparounds, inside crashes) to make AI attacks feel dynamic and less scripted.
2. Offload System (More Realistic Now)
I’m really liking that offloads now occasionally go to ground. This small change prevents every offload from becoming a guaranteed line break and adds realism to second-phase play.
Keep this direction going! Possibly add more contextual awareness (player fatigue, support proximity, etc.) to drive offload outcomes.
What Still Needs Work
1. Knock-On Advantage Not Respected
Right now, when a knock-on advantage is called and the team gains nothing, the game just plays on.
Fix Needed: Ensure that if no tangible benefit is gained (field position, clean ball, etc.), play reverts to the original infringement.
2. Lineout Mechanics Unbalanced
Stealing lineouts as the user feels nearly impossible—even with perfect timing and jump alignment. Meanwhile, the AI consistently steals with ease.
Fix Suggestion: Re-tune lineout win/loss calculations to reflect player input and fair chance rather than scripted results. Add clearer feedback cues for timing success/failure.
3. Held-Up Try Mechanic = No Agency
Getting tackled in-goal always results in a “held up” call without any chance to fight for the grounding.
Add a Mechanic: Introduce an interactive element for grounding the ball—e.g., timed button mashing, rhythm input, or strength bar—to give players a say.
4. Maul Logic & Repetitive Commentary
The AI frequently gets stuck in mauls with no forward progress, and every time it triggers the same commentary: “He’s brought that maul down, but illegally so.”
Fixes: Improve AI logic for exiting/stopping mauls, and update commentary triggers to check context more intelligently.
5. Defensive Player Switching is Backwards
When defending, the player it switches you to is almost never the one closest to the ball or in the best position.
Expected Behaviour: Prioritize the nearest or most tactically relevant defender to the ball or ruck zone. Consider adding a toggle option for manual/auto preference too.
6. AI Pulls Off Unrealistic 50/22s Too Often
The AI can launch inch-perfect 50/22 kicks repeatedly, even from weird angles or situations where it shouldn’t be likely.
Balancing Suggestion: Reduce accuracy/frequency of AI 50/22 kicks. Factor in pressure, angle, wind, and player stats more heavily.
7. Box Kick Bug (Critical Gameplay Blocker)
Inside the opposition 22, I tried a box kick—reticle appeared, but once I released the input, nothing happened. Target stayed on screen, and I eventually turned it over for “not using it.”
Dev Fix: Ensure the kick triggers properly upon input release. Consider adding a timeout or reset for failed actions to avoid turnover penalties.
8. Goal-Kicking Exploit (Clearly Broken)
I’ve figured out a method that gives a 100% success rate: after setting power, I flick the RS up, then immediately push it back up again and hold it. Works every time.
Fix Required: Refine input detection to prevent unintentional double input acceptance. The mechanic needs to be tightened and possibly reworked.
9. AI Defenders Crowding Attacking Line
Too many AI players loiter within the attacking line instead of retreating, leading to unrealistic intercepts and clogged play.
Fix: Improve offside logic and ensure defenders retreat behind the last foot during phase play. Apply stricter positioning AI to mirror real-world defensive structure.
10. Back 3 Are Slow to React to Line Breaks
Wingers and fullbacks are not reading line breaks or reacting in time to provide cover, which leaves big, unrealistic gaps.
Fix: Enhance their situational awareness and sprint triggers based on line-break detection.
11. Support Runners Too Deep
After set plays, support runners often lag way behind, and in open play, the attacking line can feel too deep.
Feature Request: Add a tactical toggle for “Flat” vs “Deep” attacking lines. This would let players adjust their shape based on play style or situation.
Final Thoughts
There is progress here. The AI showing actual attacking structure and offload realism are strong steps forward. But the core mechanics—defence, set pieces, and kicking—are still shaky or overly simplified.
The community has shared detailed feedback and potential solutions over time. Hopefully this breakdown helps clarify/reenforce where some of the pain points are, and how they might be addressed. There’s a great rugby sim hiding in here—just needs a bit more polish, depth and balance to get to a great foundation for an ongoing rugby franchise. 
Thanks and Quand Mega Patch 
Edit: Kicking fix worked for 1 match (roughly 6 kicks). Very next match I am 0 from 3
I will remove that one if it doesn’t work anymore after a few more games.