(10-09-2015, 08:19 PM)ET1980 Wrote: Had a couple of Online games in Beta online Fullback still hanging back or running up to the line having a look then running after try scorer
I think I know what you mean with this.
This seems to be an issue when switching to a player controlled fullback.
The tuning of the AI fullback when playing an AI team is quite good (other than what I mentioned here
https://forum.bigant.com/thread-4282-pos...l#pid62828 ), however when selecting your own fullback he will sometimes run up, then watch the attacker run past him and turn around. Hard to describe but happens when transitioning from fullback being AI controlled to Player controlled.
I have noticed that when there is 30ish or less seconds left on the clock (before half-time or full-time) the AI will go from its now more intelligent passing to a more hot-potatoe style. I love this idea of freeing up the passing by the AI with not much time on the clock, however they aren't too good at it.
Pretty much every time the AI will throw a long, loopy 3 man cut-out pass that I intercept almost every time. The idea of attacking passing with little time on the clock by the AI is great, but the passing shouldn't be
that aggressive/over the top. Maybe just more forced short passes and offloads, even a chip kick or something along those lines.
All in all I am enjoying the game and the challenge
a lot more on the beta branch. The game has gone from being a walk over on Legend, to an actual challenge where the AI plays realistic rugby league, encouraging me to as well. The main issue I have is that I can easily stop the AI from gaining over 10 metres in an entire set by just jumping on them from marker (they keep running from dummy-half). Please tune down the AIs frequent desire to move out of dummy half instead of passing, either that or make them harder to tackle coming out of dummy half.
Thanks Big Ant, keep it up