Creating Momentum
This short clip demonstrates a few vital things to get your team AI going forward.
It also shows how far the game has come & changed from the previous edition.
Nb- Gameplay was played on End Far camera with Camera Switch On-Tackle & pass queuing disabled.
https://m.youtube.com/watch?v=Z0ulVKS2Wo4
So firstly, let's talk about that pick-up animation by Sosaia Feki!
In RLL2 kick returning was nothing but a real pain. Your players approach to the ball was heavily automated and the turning circle to get him on a decent path felt like a truck.
This is not the case with RLL3, where you can now choose how you want to handle the ball.
You can attack it, you can let it come to you, you can jockey it or you can deliberately Paul Cariage it. There's no restrictions.
Another thing to note is your oncoming players and the ease and importance to shimmy around them and make them available for the gain. Here I pulled up on my RT with Feki and made Chris Heighington my target to get through the first line of Defence, where he gains that crucial 6-7 meters to make the momentum possible.
Don't be discouraged to throw those short inside balls with a standard Rb or Lb tap.
Inside balls work this time and don't need the perfect running line to make it happen. In this clip I throw a little left ball and use the LS to jink back in-field with Heighington, which btw BigAnt looks superb.
The hit-up run with Heighnington could've easily being shifted back inside to Paul Gallen. I decided this time to just lock up the ball with R3 and actually got hit with a pretty decent shoulder by Coote.
But this didn't matter, as those few extra yards allowed Jeff Robson to steam forward onto the ball and catch it directly next to Ennis.
So if you're finding it tough to gain ground, just look for those little moments where you can create those little 4-8 yard extra gains. Use your double-tap passes from hooker to not only put it out in front, but queue your first receiver.
This short clip demonstrates a few vital things to get your team AI going forward.
It also shows how far the game has come & changed from the previous edition.
Nb- Gameplay was played on End Far camera with Camera Switch On-Tackle & pass queuing disabled.
https://m.youtube.com/watch?v=Z0ulVKS2Wo4
So firstly, let's talk about that pick-up animation by Sosaia Feki!
In RLL2 kick returning was nothing but a real pain. Your players approach to the ball was heavily automated and the turning circle to get him on a decent path felt like a truck.
This is not the case with RLL3, where you can now choose how you want to handle the ball.
You can attack it, you can let it come to you, you can jockey it or you can deliberately Paul Cariage it. There's no restrictions.
Another thing to note is your oncoming players and the ease and importance to shimmy around them and make them available for the gain. Here I pulled up on my RT with Feki and made Chris Heighington my target to get through the first line of Defence, where he gains that crucial 6-7 meters to make the momentum possible.
Don't be discouraged to throw those short inside balls with a standard Rb or Lb tap.
Inside balls work this time and don't need the perfect running line to make it happen. In this clip I throw a little left ball and use the LS to jink back in-field with Heighington, which btw BigAnt looks superb.
The hit-up run with Heighnington could've easily being shifted back inside to Paul Gallen. I decided this time to just lock up the ball with R3 and actually got hit with a pretty decent shoulder by Coote.
But this didn't matter, as those few extra yards allowed Jeff Robson to steam forward onto the ball and catch it directly next to Ennis.
So if you're finding it tough to gain ground, just look for those little moments where you can create those little 4-8 yard extra gains. Use your double-tap passes from hooker to not only put it out in front, but queue your first receiver.
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