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jcmonroe2004's avatar
jcmonroe2004
New Traveler
5 days ago

Unreal AI defense behavior post latest update.

Post-Update Defensive Recovery and Catch Animations Are Negating Receiver Separation

I want to provide specific gameplay feedback because the passing game has felt noticeably different and significantly more frustrating since the most recent update.

My issue is not simply that CPU pass defense is difficult. I actually want the CPU to adjust to what I’m doing offensively. If I cannot establish a running game and I’m throwing frequently, I expect linebackers and safeties to cheat toward passing lanes, play more aggressively, and force me to make better reads.

The problem is what happens after a receiver has already created legitimate separation.

For example, I have a slot receiver with 99 Speed and 97 Acceleration. On slants and other crossing routes, I can have approximately a body-and-a-half or more of clear separation from a linebacker when I begin my throw. I lead the receiver into the open space, but once the ball approaches, the receiver frequently slows or transitions into a catch animation while the beaten defender accelerates dramatically toward the catch point. The result is a linebacker who was clearly beaten when the ball was released arriving at exactly the same time as the football and triggering a breakup or contact animation.

It creates the appearance that defenders are being pulled or “warped” toward the catch point after the pass is thrown rather than recovering through their actual speed, acceleration, positioning, and pursuit angle.

That distinction matters.

If a linebacker anticipates the slant, takes away the throwing lane, undercuts the route, or disguises coverage and causes me to make the wrong read, that’s good defense. I got beat.

If a corner stays with my receiver because his ratings and positioning allow him to, that’s good defense.

But if a 99-speed receiver has already created meaningful separation from a linebacker, that separation should matter. The defender should not suddenly regain the advantage because the receiver decelerates into a catch animation while the defender receives an extremely aggressive closing/PBU animation.

The catching behavior compounds the issue. I currently have User WR Catching set to 100 and CPU pass defense reduced to 38 while testing this, yet receivers still routinely fail to secure passes when there is even moderate contact around the catch point. At those settings, continuing to adjust sliders clearly isn’t addressing the underlying behavior.

The running game also feels considerably less effective since the update, which makes this combination especially frustrating in Road to Glory. If the CPU defense successfully makes an offense one-dimensional, I have no issue with the defense adjusting accordingly. But ratings, leverage, separation, and correct reads still need to matter.

Please have the gameplay team review:

  • Defender acceleration/recovery after the ball is released
    • Whether PBU/interception animations are allowing defenders to cover unrealistic distances
    • Receiver deceleration when transitioning into catch animations
    • Whether catch-point animations are overriding established separation
    • Contact/knockout frequency and how it interacts with the WR Catching slider
    • Whether recent tuning changed any of these interactions

I’m not asking for easier pass defense. I’m asking for outcomes that respect what happened before the ball was thrown.

If a defender wins the route, reward the defender.

If the receiver wins the route and the quarterback makes the correct read and throw, that separation should matter too.

Right now, particularly since the latest update, it often feels like the game decides that a pass needs to become contested after the ball is already in the air, regardless of the separation that existed when it was thrown. That makes successful passing feel less dependent on reading the defense and more dependent on which catch/PBU animation gets triggered.

Please review this behavior.

1 Reply

  • I definitely agree with you on this one it’s very more apparent when you’re playing User Vs CPU or in this case RTG it feels as though you get punished for reading the defense and making the right play by causing unnecessary catch point animations or slingshotting defenders I also feel like we need better possession catch point animations or better possession catch animations because for some reason the AI Receivers don’t do it.