Re: [Gameplay] AI play calling logic issues
Ive tested this extensively for the past 3 days. All teams, live playbooks or not, all types of game situations even when the cpu was gashing me on the ground the previous 3 quarters. . it can't be fixed via sliders or roster edits or even custom playbooks.
When the cpu is down by 2 points, or 20 points at any time in the 4th quarter, they pass EXCLUSIVELY until they reach the redzone.
They will also run if they are within their own 5 yard line or if its 2nd and short. But on first second third and medium/long pass pass pass.
the cpu will treat a one point deficit the same as a 20 point defiicit and will call passes nearly exclusively regardless if they had walter payton/jim brown 1-2 punch and only down 2 points.
This is a huge problem, because it's completely unrealistic the user knows their strategy and will severely handicap cpu teams with average and below average QB ratings ( washington, NYG, and/or teams with great/ good running rating ( titans, , NYG, Philly, minnesota,etc).
If the cpu is down by 17 points in the 4th quarter 8 mins left, fine, it makes sense. But down 3 points, when their running game has been great the whole game with a an average at best QB with the whole 4th quarter remaining?? Very very bad .
Unacceptable for offline gaming. Because cpu behavior is tied to the playbook gameplan, it could be fixed if they added these scenarios instead of treating all cpu deficits the same.
Easy fix: If down by one score and more than 4-5 mins in the 4th, cpu should stick to gameplan from beginning of 2nd half