That sounds great for you, but I think we’re talking about two different things. I have a wife and kids, so can’t sit around playing a full 80min for a single game. I play 7 min halves and on amateur. Responsibility and all that.
If I wait around to only throw riskless passes, then the game will probably end up about 0-0 or 6-0 at full time, almost every time.
In a shorter game of 5-7-10min halves on the lower levels (note lower is supposed to be easier and I’m not talking about ruining any of the top 3 difficulties), there could be a few more opportunities to score without it being individual breaks, sidesteps, fends, chips or grubbers all the way. A chain of passes (inside and out) is a thing?
It’s far to limited compared to real league in the ability to throw inside balls in particular. Most passing is to the outside from most people nearly all the time, including those I play online. That’s because on the inside there’s nearly always an intercept waiting.
Really love the game guys! With each update it gets better, incredible effort to fix a lot of stuff.
BUG LIST
SUPER LEAGUE NUMBERS - The alternate numbers get lost in play now - it defaults to 1-17
HOME STADIUM – Home stadium on play now seems to be whatever has been selected last, and doesn’t default to the home team playing (although in the box it shows that stadium)
AUTO INTERCHANGES - they’re still not using everyone off the bench.
SHORT PASS ON EDGES - still too many knock-ons with the little pass near the edges - it’s a default set play too.
WISH LIST
CLASSIC TEAMS, MATCHES, PLAYERS, KITS ETC. – Seeing some of the past champion teams from SL & NRL – officially from you guys would be awesome! DLC perhaps?
ACADEMY CREATION TOOL – Like Cricket 22 had.
Be cool to be able to put player faces and it generate them.
Also being able to upload logos etc – and a few more features making kits.
TRANSFERS – There’s been a few moves in super league / championship, be good to be able to move people around.
Must admit I’ve noticed the interchanges not being utilised correctly. Only 2 get used through the entirety of the game. I’m not sure but I believe someone else said that it’s certain ones line subs 1 and 4 only.
There are far too many forward passes straight from the kick off for my liking. I’m almost expecting it to happen every kick off. It definitely happens at least once in each game I play.
Sometimes the kick after the 4th/5th tackle can be a bit janky at times. Not sure if anyone else has noticed this?
Certain Championship teams still don’t have their home stadium in game. Those being Toulouse Olympique, Featherstone Rovers to name just two. It seems to default these teams to the MKM Stadium. Hopefully these teams will have their stadiums patched in a future update perhaps?
Like @revluke92 has mentioned, it would be nice to be able to update the teams with their current squads. Allowing us to edit the teams means we can keep up with IRL transfers.
Also enabling full editing and use of logos we would be able to create lower Divisions in the League Pyramid systems of both UK and AUS/NZ leagues.
Although I’m not sure how likely, if at all, that would be possible in the future.
The game overall though is coming along nicely, well done to Big Ant on the continual updates to this.
Feel the drop goal would be great attached to L2 aiming like the punt & bomb kicks.
Drop goal just looks strange and outdated now how it is currently, with the player running forward due to aiming with the Left Stick and poor ball physics.
If drop goal was attached to L2 + triangle or L2 + square, we could set our kicker at a standstill while aiming and see better/more realistic animations and ball flights.
Attaching grubbers to L2 too would be great, see a couple of spare face buttons there with L2, BA please consider.
I’m finding those extreme short passes and short inside balls with an unders line working best using hold L1 or R1 + face button. Normal Tap passes too strong in close proximities sometimes and usually result in a knock on or a lucky fumble-regather.
L1/R1 + X or circle working great when timed correctly.
Feel this way of passing has improved since RLL4 with less floaty passes.
Float passes still there but usually as a result of poor/early timing I feel.
Some plays end up calling for square or triangle with tight runners around the ruck I’ve noticed.
It might be because they insist on the game having a permanent internet connection even to just get to a menu screen. Can’t even play single player. Pathetic.
In the era of more and more portable devices this is a thing. They are screwing over a small, but growing customer base
Bit more fun in the jersey creator now. Big shout out to those putting up the sponsors and such. Just wish we could use the game logos but Valhalla has done some fun ones. Just need them to give us a custom comp tab so we can use them. My NSWRL comp is itching to start😀
Please update player career prices for upgrades. It’s incredibly difficult to upgrade the player and the best I’m getting is 78-80 overall. Maybe even bonus money for winning the league or an award at the end of the season. I’ve won a daily m award at 72 rated and can’t upgrade anything from it which is a bit disappointing given the time I put in to get it.
That Broadcast passing bug though actually reared its ugly head for me for the first time in a game I played last night, Val haha 10-6 up, trapped in the right corner with five left on the clock, L1 pass goes directly back-right to the corner flag for a line dropout lol found targeted pass the best way around this in the corners but a bit annoying
I’m kinda learning to just embrace the randomness with Broadcast Cam now with Right Stick skills and RS player switch, finding just R1 tap player switch on defence with wide long passes seems to select the correct defender more often than not.
I have to be careful trying to RS drive with wingers when running near the sideline, amount of times I’ve sidestepped into touch is starting to increase still the best camera to play though
Short balls working so good with targeted passing, getting the pass button held in a bit earlier is always good, just need to really study the plays now!
For those that play end to end camera or whatever it’s called I have found it 1000 times easier to change it to switch on tackle. Means when receiving a bomb or a punt you can run straight away and not get turned around by the revolving camera and it switches after you’re tackled the first time.
Still can’t work out how to not make my player take it dead when it’s near the sidelines and they automatically pick it up and run out. Any tips on this would be appreciated I have tried pulling the right stick back away from the touchlines but no luck
You’re kinda at the mercy of the game close to the sidelines on kick returns, if you’re locked in with no control/freedom of movement on the Left Stick and the loose ball is extremely close to the sideline your best bet would be to toe kick back in-field (X on ps5) or quickly loose pass the ball back in-field . A metre or two to work with usually letting go of R2 sprint will let you pull up and turn quickly enough. You can always do the R3 leave ball alone if the play calls for it. Hope this area of the game for both user and AI continues to improve by BA
Big Ant enjoying the game but can you please increase grubber distance particularly when kicking with a good play kicker, this is the one area I think Rugby 25 does it better. Also a play to set up the grubber in the corners. Some of the most exciting tries when your wing puts a diving put down in the corner of a long grubber.
Has anyone been able to pull this of , but on purpose, not by accident? Short ones maybe, but a long one, impossible , they kick grubbers like 7 year olds. Or maybe I am missing something?
Not uncommon to see a team try a last tackle shift 30 or 40 out from the line for the centre to be left with nothing else but no room and a long grubber up the sideline to the inside of the corner flag.
Breaks in back field with no support runners close by tend to see longer grubbers aimed diagonally towards the wingers/centres path.
Cleary has kicked some angled pearlers this year towards the posts that spin away that have quite a bit of roll and length to them.
I posted this short video earlier in the thread, second clip that starts at 0:21 a grubber in the back field after a break, would’ve been lovely to be able to hit the grubber a little straighter and have it pull up around the tryline 25-30 metres, feel this was the more natural and realistic option.
You’re right though, shorter grubbers in nature closer to the tryline are more common in league. They’re an attacking weapon and a way to try for a repeat set.
I think with this game though there is just no risk in overhitting a grubber, something that is very common irl leading to plenty of 20 metre restarts to the other team.
With no real variance in the games ball physics at all with grubbers they’re just a cheap, cheese play imo. I stay far away from them when they should be a source of fun.
The grubber should be L2 + square imo attached with the aiming mechanism, with a risk/reward nature that takes player skill/length of button press to weight correctly. Just my 2c mate
Wouldn’t be against your idea of both options, that’s for sure😀 great points, mate.
Very nice though just to enjoy and sit on the latest version 1.0.1969 for a couple of nights without an update/change, having a lot of fun with it, been a successful week for the game and BA imo, RL26 ticking a lot of boxes.