CPU RB Ballcarrier Logic Issues
Hello all, I have noticed that the CPU RB's are having some issues with their pathfinding leading to them not being efficient runners. For reference, I am on Heisman sliders with the CPU Run Blocking knocked all the way up to 97 to try and aid their efforts, but it's not enough.
Take a simple inside zone play. The RB can aim for the A and B gaps. What is happening right now, even when facing a highly rated back like Love and his elite OL at Notre Dame, is that the blocking will be quality and Love simply needs to hit either gap full speed for a likely gain of 4-6 yards, which you'll easily take on an early down.
What ends up happening is typically 1 of 2 things. Love will immediately take the handoff and try to inexplicably bounce it outside, usually unsuccessfully, often running into either the back of the tackle or just straight into whoever has set the edge leading to a stuffed run. Or, he will take the handoff and make multiple hard cuts in a short period time which causes him to essentially gain 0 ground while allowing time for the defense to swarm him for another stuffed run.
I can only guess as to what is happening behind the scenes since I'm not personally looking at the logic. The first issue I think that is at play here is that the ballcarrier radius checks for threats is potentially too large. That could be what is causing the CPU RBs to "freakout" so much on runs between the tackles and is having them either dance behind the line too much or bounce it outside.
Take the inside zone run example from above. While we, the users, can tell that the play is blocked well and the RB can hit the hole for a nice chunk of yards, I think the distance checks are causing the RB to interpret the 2nd level defenders near the gap as larger threats than they are. They're unblocked and they are within the radius of the check, so the logic tells them to avoid those players. The only option they have to avoid those players is bouncing it outside.
This is also why the CPU seems to run better on perimeter runs by default. When blocked to the same quality as the inside zone example above, the CPU has a lot less issues navigating the field because they're already aiming outside, the blocks are meant for them to get outside, so any logic issues telling them to go outside only reinforce what they are already doing by design.
I don't know if the designed gap(s) on the play hold weight in the ballcarrier's pathfinding logic, but if so, I think that weight needs to be increased so that RBs are more willing to hit the designed holes more often to take the 3-5 yard gains that most offenses would gladly take. On top of that, I don't know if the radius checks that cause them to bounce outside also do the math to see if the RB would even beat the player to the edge or not. If not, that's something that would likely be beneficial. However, that's also not likely something that would make it into a patch. If there is that additional logic in place, then the higher rated backs, at least in terms of awareness and ballcarrier vision, need to rely on that math more often so that they are more intelligent in when they do and do not bounce the runs outside so that it happens in more proper situations. A RB like love is seasoned and knows not to bounce every run outside. When he does, he typically picks the right time to do it and wins the foot race. That needs to be represented in game.
One other issue that I have spotted consistently as well is that when RBs are making the right decisions and are trying to cut upfield or back into the cutback lane, they are often doing it a step or two late. On a stretch play, if they are reading the T's leverage and decide to cut up his backside like they are supposed to, they're doing it a step late causing them to physically collide with the tackle causing them to slowdown if not outright fall down or get wrapped up by the engaged defender. It's almost as if the ballcarrier logic and locomotion system aren't completely in sync and when the decision to cut is made, it's mid step cycle causing this delay, which seems to be happening at a high frequency.
I think if the ballcarrier logic could be cleaned up and improved on, the CPU's offense would become a lot more efficient and authentically challenging to play against. Right now, even when trying to max out the CPU's run game sliders on Heisman you can slow a team down like ND without much hassle simply due to the RB pathfinding issues. Their OL will open the holes you expect given their ratings, it's the RB play that is the issue.
I hope this feedback is helpful and does make it to the team. I do enjoy CFB26 and think the game has improved significantly over 25 in many areas. I even think the CPU's run game has improved over 25, so I don't want this post to come off too negatively. I'm coming from an angle where I enjoy the game and would like to see certain areas improve and this is an area that sticks out to me and I feel I have a decent read on what the issues are.