
Kidneykid95
Senior List
- May 10, 2023
- 208
- 214
- AFL Club
- Port Adelaide
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The kicking is really slick, I love it. Just trying to avoid turning my style into a super kick/mark/keepings off type gameKicking IMO is the best part of the game (aside from set shots)
Feels nice when you hit up a lead and again imo, that’s when it feels like you’re most in control
Haven’t held R1 (actually have never tried this) but it definitely feels like tackles work better when you let go of sprintPlayed a few single games on Hardest today with the new patch. Tactics are working well from what I played. Great work BA
With tackling, if you're near the ball carrier, hold R1 to home in + L2 to modify the tackle, and then tap or hold triangle. If I don't hold L2 it normally results in them getting the pass away when tackled. If I don't hold R1 It barely ever tackles. The downside is not being able to sprint while holding R1.
If anyone else knows a better way (on hardest) let me know.
Still some stuck in the mud animations and a few other quirks, but a good patch. Bring on the next!
This is what I fear in Pro Team unless they get handballing rightThe kicking is really slick, I love it. Just trying to avoid turning my style into a super kick/mark/keepings off type game
I haven’t played online with this game but I found in previous games playing online (still quite rarely) it became quite kick happy.This is what I fear in Pro Team unless they get handballing right
Swing for footedness is scaled on difficulty/timing/distance/attributes. Aim left post for lefties, right post for righties.
So given attributes are a factor for footedness swing, I guess you really need to learn your players to know how wide to put it when you're lining up.Swing for footedness is scaled on difficulty/timing/distance/attributes. Aim left post for lefties, right post for righties.
Give me some Duncan Kellaway set shot difficulty!I have to say people complaining about things being hard really pains me. We've had 25 years of AFL games where you end up winning every game by 100 points on the hardest difficulty. I understand the frustration of missing set shots, just like missing a penalty in Fifa or a free throw in NBA is frustrating, but I want this frustration.
Can't have good moments without bad moments, would much rather have Dylan Grimes very difficult to take a set shot with than have every player feel like Todd Marshall. I'm sure when Grimes has a set shot too he's thinking "Why the * did the ball swing so hard right like that?"
As a user, you want to feel in control though. Like, if you flush it on the meter, you'd like to know it's good....I have to say people complaining about things being hard really pains me. We've had 25 years of AFL games where you end up winning every game by 100 points on the hardest difficulty. I understand the frustration of missing set shots, just like missing a penalty in Fifa or a free throw in NBA is frustrating, but I want this frustration.
As a user, you want to feel in control though. Like, if you flush it on the meter, you'd like to know it's good....
The difficulty should be getting that precision in the meter.... And the randomness should be shown in the meter somehow.... Like using a smaller strike zone, quicker meter bar, maybe even a later, more-abrupt 'start' time of the meter...along with the suggestion from game_chromosome a while back with an accelerating meter (non-linear speed).
This could all make it more difficult, without making the outcome unknown with the shot.
I’ll be doing some trial and error to try and emulate Richmond’s chaos game.What are people's preferred tactics of choice, appreciating that everyone plays differently?
BigAntStudios Het Ross what is the preferred tactics set up in the office?
As a user, you want to feel in control though. Like, if you flush it on the meter, you'd like to know it's good....
The difficulty should be getting that precision in the meter.... And the randomness should be shown in the meter somehow.... Like using a smaller strike zone, quicker meter bar, maybe even a later, more-abrupt 'start' time of the meter...along with the suggestion from game_chromosome a while back with an accelerating meter (non-linear speed).
This could all make it more difficult, without making the outcome unknown with the shot.
Most of the enjoyable games I’ve played I’ve kicked 11.12 or 13.10 and struggled with accuracy to an extent.Yeah this is a fair call. But at the same time if I take a 3 with Dwight Howard (I'm very out of touch in the nba world) and time it perfectly I still expect it to miss most of the time. Wouldn't want to be able to work out the exact timing and have a world where Howard can be a 90% 3 point shooter if you're good enough at the game.
I think the AFL 23 mechanic is fair, but as mentioned could use better explaining. If you learn the swing and flush the timing, you can kick goals with anyone. I actually still think it's too easy and am getting scores like 16.4 most games so would rather see it become harder.
But would really like to see an incentive to NOT take shots as bad kicks for goal. Would like to see this with field kicking too tbh, incentive to handball from a ruckman to a running defender which I'm not sure I've really noticed yet.
Due to the Champion Data contract I doubt you’ll be getting attributes to be editable at any stage.So checking in this week
Handballs need major rework but the rest of the gameplay is passable?
Management mode still no roadmap?
No editing of players attributes allowed in offline modes yet?
No fantasy draft option in season mode?
Xbox user so unaware of the changes over the last week. Cheers.
Due to the Champion Data contract I doubt you’ll be getting attributes to be editable at any stage.
NBA 2K has actually had trouble balancing this at times, there have definitely been patches in game cycles where the best of the best can consistently make shots with any 3pt rating.Yeah this is a fair call. But at the same time if I take a 3 with Dwight Howard (I'm very out of touch in the nba world) and time it perfectly I still expect it to miss most of the time. Wouldn't want to be able to work out the exact timing and have a world where Howard can be a 90% 3 point shooter if you're good enough at the game.
I think the AFL 23 mechanic is fair, but as mentioned could use better explaining. If you learn the swing and flush the timing, you can kick goals with anyone. I actually still think it's too easy and am getting scores like 16.4 most games so would rather see it become harder.
But would really like to see an incentive to NOT take shots as bad kicks for goal. Would like to see this with field kicking too tbh, incentive to handball from a ruckman to a running defender which I'm not sure I've really noticed yet.
Not that I’m officially aware of but I would imagine they’ve signed a contract that would (I assume) has repercussions if breached.Did Ross ever confirm that the champion data clause is the reason this will never be addressed?
6 weeks post launch today and it’s still baffling now as it was then.
As a user, you want to feel in control though. Like, if you flush it on the meter, you'd like to know it's good....
The difficulty should be getting that precision in the meter.... And the randomness should be shown in the meter somehow.... Like using a smaller strike zone, quicker meter bar, maybe even a later, more-abrupt 'start' time of the meter...along with the suggestion from game_chromosome a while back with an accelerating meter (non-linear speed).
This could all make it more difficult, without making the outcome unknown with the shot.
Had one game I lost by 4 points and kicked 7.17. Was so entertaining!
I’d say:Essendon fans what tactics do I use to replicate there style?