Looks good, but (and maybe it’s just me) have you ever had the AI kick to your 22? I only play v CPU and have never once had the chance to take a mark.
@IanOM it’s rare but yeah I have had them kick to my 22. They will occasionally kick up and under having made a break. It looks really bad and not what I’d expect a team to do. I’m hoping that with the changes that JNT and team have made this week that we may see more instances of the AI kicking in open play.
I prefer it to be based on timing, as you explained in your comment.
If we only consider statistics, this contributes greatly to the “no control” effect we’re currently experiencing.
In real life, good timing allows Ange Capuozzo to steal a ball from a South African ruck… ![]()
Older rugby games could be criticized for certain “coded” AI actions that made it predictable and sometimes invincible.
Today, we must be able to offer a game where key actions (rucks, mauls, throw-ins) are the result of a combination of commands correctly executed by the gamer.
Yes, love the idea of timing being crucial, and also having to decide when the tacked attacker releases the ball.
No worries Jordan, is t possible to change the Custom League logo for the Custom league we create?
Coming back to the subject of contested catches brought up earlier, it would be nice if the catch meter could be incorporated at kick-offs. At the moment, it seems impossible to recover a kick-off, no matter how swiftly and accurately you get a player into position to do so.
@RicoXv so yes timing should be important but to the initial contact. It should influence the defending team getting into a position to jackal or the attacking team to counter a jackal or to bind and secure their ball quickly. After that skills should impact the outcome. As you say Ange Capuozzo can get into a position to jackal the ball as he is quick however 75% of the time I’d expect him to then be countered off the ball as ultimately he has a much lower rucking, strength, balance and jackal stats compared to say a Tom Curry.
I found a decent way to sort of enjoy the line outs.
Before you feed the ball into the line out, go and switch your scrum half with your fly half, the jumper will then trow the ball to the flyhalf giving you more time to pass or kick
@IanOM yeah I really want to see contested catches added to kick offs. Would add an extra element to them. I think overall the catching mechanics could be improved. Below are some suggestions on how catching could be improved. I’ve tried to show where on the field the different mechanics can work and the relevant button
Overall
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Switching the contested catch button from X to Square (PS5) so it’s the same no matter the situation and avoids the wrong button being pressed when the contested catch mechanic only displays last sec before the catch happens
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Handling errors when two players jump to catch the ball.
Attacking
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Very straight forward. Just add the option to jump and score when in the try area. Could also be when 5m from the try line to allow a winger to use his momentum to jump and catch a cross kick and go over in one movement.
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Allow for contested catch mechanics (jump catch and jump tap back) to work from kick off.
Defensive
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Add the option for a defensive player to jump and catch in their own try area and go to ground to dot down and get the drop out.
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Pressing and holding square (PS5) in the 22 or try area calls a mark (think it is already that)
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Make sure the lift, catch and form maul is always available as a catching option (clearly mapped and displayed) when the ball is kicked to the forwards standing between the 10m and the 22m.
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If going for a maul this must be pressed with timing (similar to the contested catch mechanic). If mistimed, introduce that the player being lifted can drop the ball or miss it completely
This may be an issue thats already raised.
But im not able to get any custom logos on my kits in career mode.
Its a bit gutting tonspend time on creating a kit for your team and then not be able tobuse itnin a career.
They seem to load fine on quick play matches and tournaments, but not in the career mode.
Kelvin striked again
Looking forward for the patch ![]()
The players are still running toward the ball when you put them in drop/kick position. They sould stay static so they have more time to kick before the defense arrive. Would also be nice to have the opportunity to charge down when you close enough to the kicker.
@edsup yeah hopefully that can be resolved in one of the upcoming updates cause as you say it really kills the kicking game as there is no time to kick
Happy Patch Day to those who celebrate !
@JNT_BA are you confident in the incoming patch note ?
As every three weeks, my popcorn is ready ![]()
Am I confident that the notes are very small, and I’m trying to find some quick updates we can do? Sure am.
I’m hoping it’s a tiny box of popcorn.
We are doomed !
Maybe ask Kelvin if he has a quick bug ready for you? ![]()
I didn’t choose yet haha
As a side note as a side camera hater, I am enjoying the new camera though.
Don’t know how many of these count as ‘small’ but would be great
- Increase punt kick power
- Switch contested catch button from x to square (PS5)
- Assign put down try to X and Dive try to square (PS5). Triangle just doesn’t feel intuitive and would make diving for a try the same as diving for a loose ball.
- Correct rule for kicking out on the full after taking the ball back into the 22. This should reset if the kicking team takes more than one phase within the 22 before kicking.
I did say “quick”
None of those are quick.
