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Just wanted to ask, have you tried enabling "End-To-End For Frees/Marks" in the camera settings?
This setting is amazing. Best camera mode I've ever had in an AFL game. Gives you the best of both side camera and end to end allowing you to get handball chains going when running down the ground, but also hit up targets and play a kick to kick game too.
 
Waiting for a sale on the PS store to give this a shot!
If you’re in lockdown and bored, I’d recommend just buying it and having fun - I’m loving playing upcoming dees games before the real life ones, along with a few other games (for example, I’ve cranked the tops teams’ stats, so when I played as Adelaide vs Richmond, I found it a bloody tough match, which I lost by a few goals)

On another note wrt the sliders, im still experimenting and trying to find the happy medium balance between endurance, stamina and running speed (can’t remember the actual names).

My goal is to have matches where players aren’t supercharged runners in terms of ongoing speed, sprint is still rewarded but not unlimited, faster players are noticeably quicker than slower ones (this requires manual player stat tweaking), and overall, players don’t stay on each other as much as default.

Getting closer to what I’m hoping to achieve, but still not quite there. As another variable to all this, team strategy also plays a big part in the man on man matchups as far as I can tell.
While I want players to not “tag” each other as heavily as default, I also want players to run forward and get offensive when I have the ball.
After originally only setting every teams strategy to either Offensive or Balanced, I’m now finding Balanced or Defensive is actually working better.

I think this is keeping numbers behind the ball like real life, but they still do run forward when I intercept/take possession. I’ve also mentioned it before, but every team has now had their other strategy to “extra man in defence”, which again creates extra numbers behind the ball.

- Trying to work out which of your wingers will sprint back to defence is the hard part. I want Lever to be this player, so put him on a wing, but it sees to be absolute 50/50 whether he’s the guy who sprints back - you need to watch the wingman/men at the bounce, and try to see who takes off for defence.

Still hoping Wicked Witch add some more strategy options, including important things like setup for the switch/spread across the ground, flood back, ice the clock etc.
Another idea I had was maybe something like a “team lift” option, which you can use once a game for a set period, but it drains everyone’s stamina more after that period ends. That way you could try and gain some momentum, but at the cost of the longer timeframe (which is why things like ice the clock/flood back tactics would be great to recharge the batteries)

One thing that is entirely missing (and probably hard to model, but I’d even cop it if completely CPU controlled) is holding the man. Even if occasionally the umps plucked one out either way, it would make it much more realistic.
 
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If you’re in lockdown and bored, I’d recommend just buying it and having fun - I’m loving playing upcoming dees games before the real life ones, along with a few other games (for example, I’ve cranked the tops teams’ stats, so when I played as Adelaide vs Richmond, I found it a bloody tough match, which I lost by a few goals)

On another note wrt the sliders, im still experimenting and trying to find the happy medium balance between endurance, stamina and running speed (can’t remember the actual names).

My goal is to have matches where players aren’t supercharged runners in terms of ongoing speed, sprint is still rewarded but not unlimited, faster players are noticeably quicker than slower ones (this requires manual player stat tweaking), and overall, players don’t stay on each other as much as default.

Getting closer to what I’m hoping to achieve, but still not quite there. As another variable to all this, team strategy also plays a big part in the man on man matchups as far as I can tell.
While I want players to not “tag” each other as heavily as default, I also want players to run forward and get offensive when I have the ball.
After originally only setting every teams strategy to either Offensive or Balanced, I’m now finding Balanced or Defensive is actually working better.

I think this is keeping numbers behind the ball like real life, but they still do run forward when I intercept/take possession. I’ve also mentioned it before, but every team has now had their other strategy to “extra man in defence”, which again creates extra numbers behind the ball.

- Trying to work out which of your wingers will sprint back to defence is the hard part. I want Lever to be this player, so put him on a wing, but it sees to be absolute 50/50 whether he’s the guy who sprints back - you need to watch the wingman/men at the bounce, and try to see who takes off for defence.

Still hoping Wicked Witch add some more strategy options, including important things like setup for the switch/spread across the ground, flood back, ice the clock etc.
Another idea I had was maybe something like a “team lift” option, which you can use once a game for a set period, but it drains everyone’s stamina more after that period ends. That way you could try and gain some momentum, but at the cost of the longer timeframe (which is why things like ice the clock/flood back tactics would be great to recharge the batteries)

One thing that is entirely missing (and probably hard to model, but I’d even cop it if completely CPU controlled) is holding the man. Even if occasionally the umps plucked one out either way, it would make it much more realistic.

There already is almost a momentum style aspect of the game where there a moments when the CPU literally gets every clearance mark and goal and vice versa


On iPhone using BigFooty.com mobile app
 
If you’re in lockdown and bored, I’d recommend just buying it and having fun - I’m loving playing upcoming dees games before the real life ones, along with a few other games (for example, I’ve cranked the tops teams’ stats, so when I played as Adelaide vs Richmond, I found it a bloody tough match, which I lost by a few goals)

On another note wrt the sliders, im still experimenting and trying to find the happy medium balance between endurance, stamina and running speed (can’t remember the actual names).

My goal is to have matches where players aren’t supercharged runners in terms of ongoing speed, sprint is still rewarded but not unlimited, faster players are noticeably quicker than slower ones (this requires manual player stat tweaking), and overall, players don’t stay on each other as much as default.

Getting closer to what I’m hoping to achieve, but still not quite there. As another variable to all this, team strategy also plays a big part in the man on man matchups as far as I can tell.
While I want players to not “tag” each other as heavily as default, I also want players to run forward and get offensive when I have the ball.
After originally only setting every teams strategy to either Offensive or Balanced, I’m now finding Balanced or Defensive is actually working better.

I think this is keeping numbers behind the ball like real life, but they still do run forward when I intercept/take possession. I’ve also mentioned it before, but every team has now had their other strategy to “extra man in defence”, which again creates extra numbers behind the ball.

- Trying to work out which of your wingers will sprint back to defence is the hard part. I want Lever to be this player, so put him on a wing, but it sees to be absolute 50/50 whether he’s the guy who sprints back - you need to watch the wingman/men at the bounce, and try to see who takes off for defence.

Still hoping Wicked Witch add some more strategy options, including important things like setup for the switch/spread across the ground, flood back, ice the clock etc.
Another idea I had was maybe something like a “team lift” option, which you can use once a game for a set period, but it drains everyone’s stamina more after that period ends. That way you could try and gain some momentum, but at the cost of the longer timeframe (which is why things like ice the clock/flood back tactics would be great to recharge the batteries)

One thing that is entirely missing (and probably hard to model, but I’d even cop it if completely CPU controlled) is holding the man. Even if occasionally the umps plucked one out either way, it would make it much more realistic.
I don't understand - if you tackle a player without the ball it's htm - am I missing something?

The settings I'm enjoying most is to crank most of the offensive probabilities down. Marking, tackling, htm, and also to make punching more effective for good measure. It makes possession footy a lot harder which is a little unrealistic, and it's a bit unfair on the AI which seems to really struggle kicking out from a behind, but the upside is huge. Pack marks are now genuinely a rare occurrence, midfield tussles are often wild and chaotic, and depending on the spread it can be difficult getting a clear shot at goal despite sometimes having players everywhere. It's definitely the most entertaining way to play imo.

Although at times laughable, it does feel like there is an extra element to the AI going on that we haven't seen before. Players are manned up 90% of the time, but you will catch a forward pocket down back occasionally or a full forward standing my themself in the goal square that does intrigue. I'm inclined to think its a sequence of decisions being made by the AI players off the ball vs being a bug, I can't be arsed reviewing the replays to verify this but I kind of like it.

On SM-N986B using BigFooty.com mobile app
 
Anyone got ptrg's latest sliders?

Had to reinstall this game due to some weird random crashing.
I promise I’ll post them next time I turn the game on.
I stupidly made the fatal mistake of pressing X (on Xbox/pc controller), which instantly wiped out my Human slider settings.

Insane that it can happen that easily without any confirmation or anything - I instantly turned my PC power off in the hope it didn’t write/save to any files, and thankfully it didn’t.

But like I’ve mentioned earlier, my sliders are in conjunction with my individual player tweaks, which include setting every AFL teams’ rucks and big boys as slower runners (few exceptions like Naitanui), key forwards as stronger markers (so now they’re the only ones who can occasionally take pack marks), and I’ve also tweaked my entire team (Dees), lowering set shot ability for everyone but our known goal kickers, drastic speed/sprint differences, higher spoiling ability for our backs (so less easy to spoil short kicks around the ground).

Not sure how much this affects what my sliders do, but things like set shots and kicking distance definitely do, as I genuinely hunt for legit forwards, and also players like Spargo and Pickett aren’t ever scoring from on/outside 50.

What it has also allowed is for me to slightly lower the kick charge speed slider, which means most shots by known goal kickers score at least a point, but if I have a long shot from outside 50, or a defender taking a shot, they do more often go out on the full/don’t make the distance due to the crazy small sweet spot from anywhere except dead in front

All the subtleties of AFL that I love! :)
 

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Apparently it was unplayable due to frame rate issues, wonder if it improved.

Yes early on in the release the game was borderline unplayable because of the frame rate issues. After a few patches it's much improved, granted it's still at it's best when you play with minimal graphic settings (aka no crowd mode) but you can just pretend you are playing the "no crowd due to covid scenario" :p
 
Hoping this goes on sale on steam soon, still at $70.

It won't really go on sale man. I think you'll get like once a year and $10 off or something, Even on ebay it's hovering around $60 at best, we're a captive market. And don't forget the $15 for DLC once you've bought it ($10 on Steam).

I think it's an easy choice. If you're strapped for cash and you can't really buy games that often, it's a pass. Save your money for a AAA title.

if you do have money and can see yourself enjoying an average game because you love AFL, then pony up. It's the only way we'll get more games. Just don't expect to be blown out of your seat.

If you're not really strapped and you're just trying to save money it could be a fair wait. Maybe late this year people will start selling their discs.
 
Having a few games this week I feel like WW have dropped a tiny patch on PC. Changes I've noticed are:

- if you set interchange to manual it has no effect (new bug)
- player positions don't always match the team management screen when the CPU starts interchanging players (new bug)
- injured played are now greyed out and can't be played (fixing a bug - I was wondering when that was going to be looked at)
- the commentary is a tiny bit less repetitive - which I suspect I'm imagining, but there are things being said that I've rarely heard before.

Nothing on the Steam page though. A bit of a head scratcher. Maybe it's because I've started my first new season since the patch in May dropped? Who knows.
 
didn't sell mine in the end (Xbox) and bought the 2021 update

it's still a decent enough game to scratch the itch if you're sick of seeing the real thing

annoyed though, in career player mode you don't have any way of making changes to selection and position? thought I could do that beforehand
 

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Do you foresee the mid season draft players and AFLW changes being added to folks who purchased the DLC?

Hey guys, the mid-season draft players are now available in Evo Data if you have Season Pack 2021.

You can grab the updated Evo Data through the AFL Gameday screen in AFL Evolution 2 Season Pack 2021.

PLEASE NOTE: This data update is completely optional and updating your Evo Data will overwrite any customisations you have made to official players and team line-ups in AFL Evolution 2 Season Pack 2021. Existing career and competition saves will be unaffected however.
 
Hey guys, the mid-season draft players are now available in Evo Data if you have Season Pack 2021.

You can grab the updated Evo Data through the AFL Gameday screen in AFL Evolution 2 Season Pack 2021.

PLEASE NOTE: This data update is completely optional and updating your Evo Data will overwrite any customisations you have made to official players and team line-ups in AFL Evolution 2 Season Pack 2021. Existing career and competition saves will be unaffected however.

Thanks True Blu Games.

Can you please answer a question - when you set the Team of the Week as your default team in a single player season, the bench disables and you are stuck with the exact same line up for the rest of the season. Is this by design? (PC version).
 
Realised I hadn't actually got quite a few gettable achievements for the game on the xbox, so I'm forcing myself to play through it a lot more (much prefer it on pc these days). I've used the dribble kick heaps of times, never actually scored a goal from it until last night. Likewise I had not used every kick type during a set shot in a single match previously so I got that one done as well (funniest thing trying to snap a goal from different angles, then just taking the easy way out and doing it directly in front of goal).

I played AFL Evolution to death on console and pc, won many premierships in coach career and pro career.......... I've not won back to back premierships let alone a threepeat in Evolution 2 and that's my next goal. Doing it the cheat way by simulating matches until the finals. We'll see if simming games disables the achievement from popping (may get it done by tomorrow ?). First premiership was easy, finished in the top 4 in finals, played through those matches just in case and now half way through season 2.... will likely have to play a few matches just to stay inside the 8.

I forgot how I did the sliders, seems when I last touched it on console I went with a more "ground game" approach, can barely clunk marks (do it with ease on pc) so it's a lot of mark contests that end up on the ground and needing to run on to the ball.

**EDIT** Threepeat achieved woohoo
 
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Finally bit the bullet and purchased this on Xbox X this weekend and got the new DLC content. Have to admit I was very happy with it, graphically looked fine apart from the players eyes. Most players have the likeness , gameplay with smooth just got to find the right camera angle. Had a bit of fun playing multiplayer with my cousin so haven't dived into career or coaching mode just yet but with the patches and content its actually a pretty enjoyable game.
 
Finally bit the bullet and purchased this on Xbox X this weekend and got the new DLC content. Have to admit I was very happy with it, graphically looked fine apart from the players eyes. Most players have the likeness , gameplay with smooth just got to find the right camera angle. Had a bit of fun playing multiplayer with my cousin so haven't dived into career or coaching mode just yet but with the patches and content its actually a pretty enjoyable game.


I dunno... this really does not show up well on a 70" TV, particularly when played before or after pretty much any other game made in the past 10 years.
 
Thanks True Blu Games.

Can you please answer a question - when you set the Team of the Week as your default team in a single player season, the bench disables and you are stuck with the exact same line up for the rest of the season. Is this by design? (PC version).

Give it a shot now, no need to update the game or Evo Data.

The reserves should now be available for all teams in Match Centre, so saving the Match Centre teams to default will still give you access to all the players outside of Match Centre along with the up-to-date line-ups.
 

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