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Multiplat AFL 23 - Part 2 with added Pro Team

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Seems like patch notes are out already .. not sure how to feel about it.. thoughts?? đź‘€

ITS GONE LIVE ALSO! Just got it on PS5 = 1.7GB

So we can conclude Training mode, along with single player mode just never existed and they’ve taken us for a ride since day 1 🤣 I swear this mob never fails to deliver on failing to deliver.
 

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BigAntStudios Noticed a week or so ago the "Set Roles" option in lineup selector isn't available any more, even in the Academy. Is that something that needs reporting to support or is it something temporarily removed for stability?

Getting tired of seeing my bonehead CHB at the coin toss when I'm the big cheese.
 
BigAntStudios Noticed a week or so ago the "Set Roles" option in lineup selector isn't available any more, even in the Academy. Is that something that needs reporting to support or is it something temporarily removed for stability?

Getting tired of seeing my bonehead CHB at the coin toss when I'm the big cheese.

I find it quite often disappears if you’re the away team. Never had an issue if I’m the home team.
 

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A few comments on the latest PS5 Patch 22, particularly with goal kicking:

Pro = set shots. Why? Well, there is now a solid risk reward. If you are farther out you need to head into that red zone in order to make the distance, however that makes the timing indicator much smaller and risks a shank. I would love to see the moving line stop when you click it so you actually know how you did, but anyway at least it's a fun mechanic now. The wind is also rather exaggerated but fun.

Con = on the run shots. Well at least there is a game mechanic there now but IMO it is very poorly thought out. If you don't hold down long enough you miss to the left, if you hold down too long, to the right. This means that you need a certain amount of holding just to have a chance of a shot. It's now even more impossible to get a quick snap on goal. it was already hard to even get the kick out, but now we have to worry about holding it even longer? Also what if you are running into an open goal? i had two goals in a recent game where I simply didn't have time to hold down the kick button as the player would have run over the line with the ball. I did a quick tap and kicked it out on the full from 1 metre out....

Pro = it's a sort of fun game. It's still a hot mess, with lots of bugs (including the new one where your defenders get stuck in a marking contest loop) but at least there is some flow to it. To increase the flow I sense some of the animations are played more loosely, with more ball teleportation, but okay at least it's playable.

Con = when the opposition scores, I don't always feel like I had control. The ruck -> centre -> wing -> CHF occurrence is still very frequent. The fact that marking and spoiling are almost complete guessworks doesn't help either. Also often controlling a player after losing a contest is awful. The player won't follow your commands. if I lose a contest I want that player to sprint back on defence but rarely do I find myself able to control that.

Con = no holding the ball against the opposition. Little detail required here...
 
A few comments on the latest PS5 Patch 22, particularly with goal kicking:

Con = on the run shots. Well at least there is a game mechanic there now but IMO it is very poorly thought out. If you don't hold down long enough you miss to the left, if you hold down too long, to the right. This means that you need a certain amount of holding just to have a chance of a shot. It's now even more impossible to get a quick snap on goal. it was already hard to even get the kick out, but now we have to worry about holding it even longer? Also what if you are running into an open goal? i had two goals in a recent game where I simply didn't have time to hold down the kick button as the player would have run over the line with the ball. I did a quick tap and kicked it out on the full from 1 metre out....

I think the obvious solution here is to change the speed based on distance out. The closer you are the faster it should speed up. Then you don't have to wait so long when you're at the top of the goal square to kick an easy goal. I don't mind needing to power it up from 45m out, I think a quick kick here would be a bit OP and reward luck too much. Trying to find space to wind up a kick is a good challenge and adds to the immersion.
 
Ross, mate can we please get an option for AI v AI in both season and management modes? Couldn't imagine it would be hard to put in.
 

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Also what if you are running into an open goal? i had two goals in a recent game where I simply didn't have time to hold down the kick button as the player would have run over the line with the ball. I did a quick tap and kicked it out on the full from 1 metre out....
In this situation is it possible to use the standard kick button rather than shoot button?
 
Compared to release the game is miles ahead. Pretty fun now, but still a bunch of frustrating issues.

Auto-interchange is still cooked. Every game Draper is swapped for Harry Jones, and with how important the ruck is against the AI, I'll just get pummelled in the centre bounce. Easy way to have momentum shit on you. Player roles are not moving with the player, but staying with the position it's set to.

In the centre bounces I'm guessing the auto-contested movement drags the player to the ball, but they don't drag them to the ball drop, it'll drag them to the place where the ball last was (where it was bounced) leaving a nice clear path for the AI.

Still impossible to take quick shots at goal. The on the run meter is pretty good now and no issues with that, but by the time you collect the ball, your player actually registers they have the ball, and you power up a shot, you've been tackled 30 seconds ago. Either the meter needs to move faster, or the target needs to be wider when closer to goal.

The AI does not have a freekick ever called against them. The old get tackled, everyone pauses, they grab the ball and **** off for a goal is still happening.
 
Ok the protected area is a major issue now. It seems to extend 10 metres behind the mark now, not just in front. And behind and to the side. Completely restricts player movement anywhere near the mark.

I said last night ruck contests maybe fixed but will see vs a proper ruckman. Playing against draper now and the ruck pattern us back so definitely not fixed.
 
Compared to release the game is miles ahead. Pretty fun now, but still a bunch of frustrating issues.

Auto-interchange is still cooked. Every game Draper is swapped for Harry Jones, and with how important the ruck is against the AI, I'll just get pummelled in the centre bounce. Easy way to have momentum s**t on you. Player roles are not moving with the player, but staying with the position it's set to.

In the centre bounces I'm guessing the auto-contested movement drags the player to the ball, but they don't drag them to the ball drop, it'll drag them to the place where the ball last was (where it was bounced) leaving a nice clear path for the AI.

Still impossible to take quick shots at goal. The on the run meter is pretty good now and no issues with that, but by the time you collect the ball, your player actually registers they have the ball, and you power up a shot, you've been tackled 30 seconds ago. Either the meter needs to move faster, or the target needs to be wider when closer to goal.

The AI does not have a freekick ever called against them. The old get tackled, everyone pauses, they grab the ball and * off for a goal is still happening.
yeah the auto interchange still needs a lot of work. was playing as the saints and it threw dougal howard into the ruck and zak jones to centre half back while jack hayes (my designated back up ruck) was on a half forward flank. the sub also doesn't work properly still (at least with auto interchanges) as the game subbed rowan marshall for a bit then brought him back on later
 

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The AI does not have a freekick ever called against them. The old get tackled, everyone pauses, they grab the ball and * off for a goal is still happening.

I generally see incorrect disposal (when I've tackled them). Had one last night where both the AI and I traded 4 incorrect disposal free kicks in a row, it was highly amusing as the ball ping ponged back and forth for a bit.

I'm liking the smother/ball strip from a few weeks ago has come back in vogue again. I hope the ability isn't stripped back as it's a pretty good leveler for when the AI goes into beast/unstoppable mode.
 
Wtf has happened to goal kicking both on the run and set shots
No player can kick over 40 on a set shot
You can run into the goal square and miss easily
gotta use skill now instead of just kicking everything from all angles, much better!

Player stats also play a part too, e.g Cotch kicking from 45m struggles more than Lynch kicking from 45m.
 
Player stats also play a part too, e.g Cotch kicking from 45m struggles more than Lynch kicking from 45m.

Is there some sort of on-screen indicator or something to help with this? Like if you hit the sweet spot with both players I'd expect a goal, so if I manage that and it still drops short or something, I'm going to be annoyed and confused because the on-screen indicator (hitting the sweet spot) doesn't match what happens (ball falls short).
 
Is there some sort of on-screen indicator or something to help with this? Like if you hit the sweet spot with both players I'd expect a goal, so if I manage that and it still drops short or something, I'm going to be annoyed and confused because the on-screen indicator (hitting the sweet spot) doesn't match what happens (ball falls short).


I used the same power and same timing on both set shots and 1 made the distance and 1 fell short, because Tom Lynch has better kicking attributes (including power) than Cotchin, so I'm fine with the variance of the ball falling short based on that.

There isn't a on screen indicator to flag this and is probably more about knowing the players you are using as it stands now.

Would be interesting to see what some kind of indicator would look like though.
 
Finally got to play my first game in a week with the updates I missed and for the most part its way better than the last game I played. There’s still some room for improvement but the top 3 things I think need to be addressed are:

CPU Midfield Dominance - I have no idea why but there’s massive rubberbanding in sequences when you can’t even get a touch in centre bounces. User controlled players seem to run out of the contests while the CPU swarm.

Handballing/Player Control - This is becoming a bit of a fun killer for me. The lack of control regardless the type of handball used (modified or normal) is really doing my head in. Some real basic things like handballing on a 45 degree angle won’t work yet the CPU can somehow lace up and link up as if it was a training drill.

Teleporting - Still. So very annoying. Being in a 2 v 1 advantage on the wing, handballing to space where a player is solo on the wing and still getting chased down from 40-50 metres is beyond frustrating. This also applies to the back half too, CPU players somehow arrive to the contest late and win it every single time.
 

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Multiplat AFL 23 - Part 2 with added Pro Team

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