Rugby League 26 - Megathread

I’d love the option for my backs to jump in and scoot from dummy half, or at least have the flexibility for a back to scoot whenever its needed. When I’m on my own 20 metre line and need to create space, running a quick set would be helpful.

At the moment I can scoot with my hooker and have a back to jump into the dummy half role which is nice, but when he’s tackled, its straight back to the hooker rather than having 3 or 4 backs scooting in a row.

Unless this is already an option and I’m missing something?

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This has been a bug since the rl4 game

When you sub off the the fullback, you can never quick select the incoming fullback (L1 R1, LB RB)

Surely this can be fixed ?? Very painful if you’re fullbacks stamina is low and needs to be subbed

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Let’s go big ant we need that gold number jersey added in Career mode :fire:

Bought the game and it came yesterday. Found myself really disappointed with this for various reasons. It feels remarkably similar to what Rugby25 was on release, from the defence to the massive difference between AI and the AI on the human-controlled teams, to the passes and offloads. It sadly feels rather like a chore to play these games, which should not be the case when I’ve paid around £50 for this and the other BA games only to be continually disappointed in how janky they all currently feel. But I’m pretty shocked that there’s still only 2 international teams in the game, and I’m guessing that’s it for the foreseeable? At the moment, I honestly fail to see how this is worth anything over £30 unless there’s a whole amount of things going to be added in the very near-future?

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Whenever I create a new career it says I have been selected to the team but it just auto-sims over the game day. I have tried everything to fix it, I deleted every download, I deleted all cloud saves and console saves, I deleted the game and redownloaded it but nothing has changed. Is this caused by an update or is my game just broken?

And is that better now ? If so, how long until it was perceived as acceptable by the community ? Seems that RL26 has a long way to go.

R25 has indeed improved a lot since release, but it started from very very very very far from a finished product. The Early Access and the Official Release were a mess. And the game still needs a lot of work to be imo considered as finished / more enjoyable.

It still has mixed feelings from the community. However, it seems that some people are enjoying it more than before, but still needs work as still some bugs / klanky things.
JNT is doing the best he can with the human resources he has for it…

Tbf, RL26 and RL titles seem more finished, but I didn’t play it in a while.

Regarding how long, well… Early Access was released Mid 2024, and a lot are still hoping for a lot of improvement. R25 Megathread on BA forum or videos from Mad Dragon will give you a good idea of the state of the game haha.

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My ideas for Defense

I posted these ideas before but added a new part which would make it better so here goes.

L2 Controlled Movement. Excellent feature but would be even better if the whole defensive line was controlled this way.

I think this idea could cross over to the Rugby game as well.

Controls:

Tap L2 = Select closest player to ball carrier (Auto select nearest player could also be a gameplay option. Not just auto select but maybe holding L2 and having the nearest player selected automatically and compressing and sliding adjusting accordingly. )

Hold L2 = Compress Defensive Line - Holding L2 makes your defenders draw in towards the highlighted defender.

Hold L2 + Left stick Down = Advance Defensive Line and compress at the same time.

Hold L2 + Left Stick Left = Slide Defensive Line Left

Hold L2 + Left Stick Right = Slide Defensive Line Right - Depending on how long L2 is held it will affect spacing to one side or the other and affect your ability to defend out wide.

Hold L2 + Up = Retreat Defensive Line - By holding L2 and having your line set in the controlled movement stance having the ability to manually control the spacing and positioning of your defensive line you have the ability to create space on defense for a more hold your line and compress style or a get up and at em quickly with the use of the Sprint Button.

Hold L2 + R2 + Left Stick = Run/Sprint From Held Position - This allows the player to make the team sprint together from the point the position was currently controlled movement controlled by using L2 + Left Stick.

This would allow for more flexibility of how you play, you can play more controlled waiting for the attack to come to you or you can play more aggressively and put more pressure on the opposition and try to force a mistake. This would obviously mean using faster aggressive defense more but it means fatigue will be a factor.

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This isn’t a criticism of the game. This is just me being amused at the inconsistency of some things.

Number 1) This was deemed not a try. Tackled short of the line. Apparently.

Number 2) Video Ref was called in to decide if this was a try or not. Multiple replays, each time showing the same thing in my eyes. I was resigned to it being denied … but nope, it was green-lighted. Apparently this is a try!

It’s a funny game this one..!

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Has anyone had a try replay were you had to look at the replay to see the outcome. Or 95% you already know the outcome? It seemed like in past games there was more reason to watch the replay, it was more exciting to see the outcome because there were more close calls, would be good if Big Ant team implemented more close calls on the ball being held up or knocked lose or dropped or not properly grounded. This could be implemented more into the annoying 1 on 1 struggle tackle while the rest of the close by defense stands around and watch try, at least to give the defense a chance at the 1 on 1 slow motion struggle tackle for the try. There should be more hold ups or the ball being knocked loose or the ball being dropped in the replay scenarios. More “no tries calls” on 1 on 1 struggle tackle if it is to difficult to have 2 or 3 defender join in. At least it wouldn’t make that particular type of try as annoying. Although, I will say playing around with the sliders seems to have helped some. But we need a better fix for the 1 on 1 struggle tackle over the try line, I don’t like the AI doing it to me, nor do I like scoring these type of trys.

95% you can see the outcome, no need for the replay at all. You can see the legs kicking up when you are held up.

As soon as there is more than one defender in the tackle, the attacker is flipped onto their back, so it’s clear to see that they’ve been held up.

So, as you see the comments above, Big Ant team, in order for the video judge to be somewhat entertaining, it would be nice to have some calls that actually need replays. If the timing is right the defense should be able to hold up , knock loose, or block the ball from being put down, particularly on the 1 on 1 struggle tackle, would make that try considerably more exciting on both sides, defense and while trying to score. Maybe a quick smash mini game to try to either prevent the put down or force the try on those odd particular plays that go to video judge? For me this the number one, complaint of the game, particularly when old games of the past had this. The rest of the game although needs some polish, and more sliders, it can be quite enjoyable. Look forward to future game improvements.

Yes, its somewhat repetitive going through the commentators saying “They cant see it” followed by the replay when it was so obvious it was held up or a try. That needs reduction, then add in some different outcomes. I was though very satisfied when I thought I had another easy try and the replay showed me dropping the ball an inch or so from the ground.

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Saw it mentioned earlier but with the season update. The shorts on the manly away kit are wrong and it would also be great if this years logo was used as well.

Still several Super League sides missing their new kits. Still no pitch markings or referee kits either.

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Players run meters doubling up still hasn’t been fixed.

I reported this issue months ago and still not fixed, makes the game unrealistic.

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Does ball stripping still work? Can’t seem to pull it off at all recently.

So I was playing around with the sliders and I stumbled across something that I hadn’t noticed before till now and it sparked the following idea that will change how defending works completely but in a good way. Def OVR influence slider would make a great compress defense control option. Looking at the below pics you can see the spacing on lowest setting and the spacing on highest setting. With that in mind you could…

  1. Add select nearest player to L2 controlled movement.

  2. Switch off player auto Def OVR influence line movement so player has full control of line movement. Keep auto retreat and spacing and Create code that allows Def OVR Influence to be controlled by how long you hold down the L2 button. From low to high.

This should then create a controlled defensive line compress by pressing and holding L2 to select nearest player and the longer L2 is held the more compressed your line gets, all using the defense ovr influence slider as the compress feature.

I honestly think it would work really well because it would give the game a more realistic feel and look and the benefits of it are good because the player has full control and you can compress too much and expose your edges thus it allows more scramble and more chances for overlaps and good open attack. Just a way more tactical approach with more decision making that would add a lot to the defensive side of the game.

Holding L2 and moving left stick controls compress and advance and controlled side to side movement. Holding L2 + R2 and moving left stick adds sprint to line speed which is useful for scrambling your line towards sideline if you over compress your line.

It also removes more AI assisted control. The only other thing that would make it even better is adding an auto nearest player select so you are forced to engage rather than being able to put the controller down and let the AI do it for you.

When retreated holding L2 could be allowed to ready up spacing or control goal line defense spacing. All that would need to added is sliding left and right to Left stick and near full line control is here. Another option could be holding the tackle buttons to draw additional tacklers into the ball carrier to secure the tackle.

Maybe I’d add a slider to change how fast the low to high def OVR compress speed works and a slider for retreat speed but I reckon it will work great.

Once this is added all that needs to be done is adjusting attack so attacking players are hitting the ball more aggressively at speed and are less flat footed when passing along the line which may mean spreading them a bit deeper so support players can run onto the ball at top speed wider out.

Then you speed up play the balls a bit more and up passing speed a bit then we have a ball game.


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Those are really interesting pictures. I find attack too hard on most difficulties, so when making a custom difficulty I wanted the defence to not be as hard to get around, so I moved Def OVR influence lower and then lower until it eventually got down to 0.0. The defensive abilities of the AI did not really change that much at all. I found they were still everywhere from one side of the field to the other and always making tackles anyway. These pictures explain why they were always “everywhere”, because with them evenly spaced all across the field they just need to close in on either side of the attacker and make their nearly always successful tackles.

I’m guessing I probably need Def OVR influence up high to make them bunch up a lot more, but would it make any real difference? Would I have a chance of exploiting any wide gaps anyway, would the AI not just very quickly shuffle across and shut it all down anyway?

By the way I tried to make an easier difficulty for me and my friends who don’t play it all the time like the big fans of League do, but even making the changes based off Amateur and making side-steps, fends, hit-up all require less balance and less cooldowns for off-loads and literally doing all I could to make an easier difficulty, it started playing harder than Amateur. So I did the same basing it off Rookie and it’s still as hard as Amateur.

I just want to make a slightly easier than Amateur difficulty that makes for a good open game, but it doesn’t matter what I do. Even playing local multiplayer we get a LOT of 10-6, 6-0, 12-6, etc games, because the AI defenders on a human players team are like magnets to the ball carrier on Broadcast! We can’t have a game that’s something like 30-18 or 40-26 or something like that, because the AI does so much defending.

I once tried while playing a mate to let him have a try (by changing to defenders and moving them away) and it took about 35mins of a half for a try to happen because other defenders raced in to cover for the gap over and over again. The defences are far too automated.

I’d like to like the game, but it almost plays itself on defence.