Kidneykid95
Senior List
- May 10, 2023
- 201
- 207
- AFL Club
- Port Adelaide
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I’m 90% sure it goes in the direction you are pointing the analog stick when you release powering up your disposal.
Your direction wouldn't be locked unless you choose it to be that way. If the option is there to lock direction and aim somewhere else great, if you choose not to use it, that's great to. But having the option there would be a bonus if not just to be able to do 1-2 handballs without moving.I tracked it today in the 2 games I played. It's a bit of both - you have to time the release perfectly otherwise there's a late turn into traffic. If you couldn't change direction while powering up the game would be broken, so you can. But if you want to change your kick direction last minute you need to time it perfectly.
Tbh I don't mind this. In my mind it kind of replicates pressure - you're about to be tackled, so your kick can't go exactly where you want. I know it's not how AFL works in reality, but we're never gonna get that level of AI, so this as a stop gap solution works ok. The example for me that happened 3-4 times was streaming off half back, being chased, try to get my kick along boundary but due to pressure from behind I didn't nail the redirect and it went out on the full. I like that as a mechanic rather than always nailing the kick which makes gameplay repetitive.
Your direction wouldn't be locked unless you choose it to be that way. If the option is there to lock direction and aim somewhere else great, if you choose not to use it, that's great to. But having the option there would be a bonus if not just to be able to do 1-2 handballs without moving.
How often during real footy do players run towards the boundary near the forward 50 while avoiding opposition and then kick to the hot spot at the top of the goal square? You can't replicate that as easily currently
Just won 84-10 v Doggies. Was 84-2 at 3qtr time and then the difficulty swing thing kicked in and I couldn't get a run on. Won the hitouts 43-1 lol, this is the gamebreaker atm, way too much power when you win hitouts.
Along with the ruck dominance, its also very AFL Live 2004-esque how you can just tap to a mid, clearance kick always goes to FF and take an easy grab and goal. Needs to be tuned a fair bit.
Tbh I haven't really done that, do you mean just a regularly powered kick or the actual clearance kick button combo? But yeah I did notice this earlier, that after getting first possession from a hitout you're basically immune from being tackled for 2 seconds - defs needs tuning, and like I said earlier hitouts should miss the target long/short/sideways to add some variance to gameplay.
I mean the actual clearance kick button combo (L2 + X on PS5) and yeah there’s a small time lapse when winning the ruck tap to execute this easily every single time. Yeah I dont think the footy is actually ‘alive’ enough in a lot of instances. Always hits a target or contest…should be far more live ground contests or kicks to space.
Due 23rd April according to the roadmapHave we got the full lists yet? Was meant to be 3-4 weeks after the last big update.
lets just hope next update they will fix managment mode, because i remember i used to get a few trade offers each year now i get none.After many run throughs of management mode, I finally got a trade offer from another club.
Deep into 2028 as the trade period was about to shut and I’d completed all my trades, I got this.
View attachment 1961617
Port offering pick 28 for a key defender I’d drafted with Pick 3 a season earlier with a potential of 99. Standard low ball that I could either accept, reject or counter but was just honestly surprised I finally got an offer after all this time.
View attachment 1961619
Load up Evo 2, play for a few minutes then set marking, tackle distance and chance of umpire decision to extremely low. If there is a fumbles slider (I can't remember) then jack that up.Not sure why people get so excited over sliders. Never seen a game fixed with sliders ever. What ends up happening is a never ending adjustment that people think gives them the perfect experience only to realise that it isn’t and the cycle continues.
Yeah fingers crossed. I have no idea how it's supposed to work - you'd expect 3-5 offers a season would be decent. I think since release, I've probably played a combined 20 seasons throughout my saves and never once received an offer until the one pictured.lets just hope next update they will fix managment mode, because i remember i used to get a few trade offers each year now i get none.
Yeah this feels like a bug. It wasn't there before the March Update... it used to be impossible to get a clearance... but now it's swung the opposite way.the 'lag' before you can get tackled after winning a hitout is so long. Can literally turn around, not get tackled, run 10 metres forward and kick it pretty much every time.
Yeah this feels like a bug. It wasn't there before the March Update... it used to be impossible to get a clearance... but now it's swung the opposite way.
Agree that we need a happy medium between the two.... not always a clear possession... but not always another stoppage.
For me, Right Stick timing to evade/fend, or Clearance Kicks/Handballs (with randomness) plus the chance to dispose while being tackled.... that'd hopefully bring some balance.
Yeah agreed, the clearance kick/handballs are a good way of letting the ball come out without too much control.
As someone else mentioned, I hadn't really used it until they did but the L1 kick modifier to pinpoint a target does seem a bit OP. Using regular kick to pass is the right solution, the 'precision pass' should remain but require perfect power, too much and it sprays left or right, too little and it falls short. Higher risk and higher reward. As in real footy, if you kick to a general space with some flight you'll hit your target more often than if you spear it in, but the spear option reduces defender ability to spoil if executed well. At the moment we only have the second part of that, not the first.
Agree but I have had a fair few forward entries get cut off with an L1 pass. The problem is it only happens when you rush it, when you take your time the difficulty barrier evaporates.
I commend BA for not using any sneaky tricks, or at least hiding them very well, but this could be a bit of a challenge. You don't want the AI running faster than you can, and you don't want to slow the game down. I think you're right, BA need to make the disposal itself harder.