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OK Mario - how we shaping?
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<blockquote data-quote="Mario" data-source="post: 28512"><p>Please note my answers refer to the default settings of the game. The user will have control over the frequency of some things as well as being able to switch game rules on and off, so the user will be able to fine tune RL2 to their own preferences in a number of key gameplay areas.</p><p></p><p></p><p></p><p></p><p></p><p>Improvements have been made to the flight of the ball.</p><p></p><p></p><p></p><p></p><p>This is pretty much the case, excepting of course where players are offloading to support which has stopped besides them (which of course happens in real life).</p><p></p><p></p><p></p><p></p><p>The aggressive tackle button always was contreversial. Sidhe maintains that the aggressive tackle is meant to be used as a last ditch effort, and should not be used constantly. If you aren't constantly using the aggressive tackle button, then your players aren't constantly getting sent off.</p><p></p><p>Sidhe has fine tuned the numbers around this, but essentially it remains the same.</p><p></p><p></p><p></p><p></p><p>Advantage is included in RL2.</p><p></p><p></p><p></p><p></p><p>Support players run onto the ball more often, can accelerate more quickly when they receive the ball if they are stood still, and dummy half runners can scoot out.</p><p></p><p></p><p></p><p></p><p></p><p>Stepping is the same as RL1 although the animation and ramifications of a step have been improved.</p><p></p><p></p><p></p><p></p><p>I believe so.</p><p></p><p></p><p></p><p></p><p>See dangerous tackles above.</p><p></p><p></p><p></p><p></p><p>The game in general is harder as the AI is much better at defending and exploiting gaps, overlaps, and other situations (of course, the AI also finds it harder to score as your AI teammates are smarter too).</p><p></p><p>The AI is therefore much less reliant on offloads and fundamental speed advantage to win. Games should feel more 'fair'.</p><p></p><p></p><p></p><p></p><p>Catching from kickoffs (and kicking itself) has been improved.</p><p></p><p></p><p></p><p></p><p>Code around forward passes has been improved.</p><p></p><p></p><p></p><p></p><p>You can skip replays and cutscenes.</p><p></p><p></p><p></p><p></p><p>There are multiple ways of setting the ball down depending on where you are in the ingoal.</p><p></p><p></p><p></p><p></p><p>The central change player button remains the same. However, you can now also shuffle your selection left and right using the shoulder buttons.</p></blockquote><p></p>
[QUOTE="Mario, post: 28512"] Please note my answers refer to the default settings of the game. The user will have control over the frequency of some things as well as being able to switch game rules on and off, so the user will be able to fine tune RL2 to their own preferences in a number of key gameplay areas. Improvements have been made to the flight of the ball. This is pretty much the case, excepting of course where players are offloading to support which has stopped besides them (which of course happens in real life). The aggressive tackle button always was contreversial. Sidhe maintains that the aggressive tackle is meant to be used as a last ditch effort, and should not be used constantly. If you aren't constantly using the aggressive tackle button, then your players aren't constantly getting sent off. Sidhe has fine tuned the numbers around this, but essentially it remains the same. Advantage is included in RL2. Support players run onto the ball more often, can accelerate more quickly when they receive the ball if they are stood still, and dummy half runners can scoot out. Stepping is the same as RL1 although the animation and ramifications of a step have been improved. I believe so. See dangerous tackles above. The game in general is harder as the AI is much better at defending and exploiting gaps, overlaps, and other situations (of course, the AI also finds it harder to score as your AI teammates are smarter too). The AI is therefore much less reliant on offloads and fundamental speed advantage to win. Games should feel more 'fair'. Catching from kickoffs (and kicking itself) has been improved. Code around forward passes has been improved. You can skip replays and cutscenes. There are multiple ways of setting the ball down depending on where you are in the ingoal. The central change player button remains the same. However, you can now also shuffle your selection left and right using the shoulder buttons. [/QUOTE]
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