Hitting needs to be addressed
Its not very rewarding to hit when in most cases the guy jumps back to his feet and continues on with the puck before you recover from throwing the hit. Or often times the puck is stuck under him and he gets up and carries on as if nothing happens. Its understandable if its a poor hit, but has a defensemen its just poor defense to hit in most cases in this game. Big hits is as fun or more than scoring goals but not nearly as rewarding.
My suggestions
- Hit recovery needs to be toned down, and the puck needs to be more loose after someone is laid out.
- whenever you get hit you should lose extra stamina
My suggestions
- Hit recovery needs to be toned down, and the puck needs to be more loose after someone is laid out.
- whenever you get hit you should lose extra stamina
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Howdy, Stranger!
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You see bigger hits in real life than you do in the video game - shouldn't it be the other way around?
And the defects super human arms that can poke check the puck away from you when they aren't even close to you. I still can't hit a top corner slap shot on the higher levels.
Human AI is horrible. Someone loses a puck to their right, they skate left, ignoring the puck while the computer AI always picks up a lose puck no matter where it is. Defense? puck is right in front of them in the offensive zone but instead of getting it they skate backwards letting the other team pick up the puck.
What settings are you currently playing on? Did you set a default high level preset? And/or, if custom, What game style slider position and what difficulty? Any custom sliders at all currently?
And lastly, what game mode?
Thanks.
And on pokes, they can hit the puck even though the stick is clearly a good 2 feet away , good programming there ...
Lol I had the same thing happen a couple times, where they bounce off the ice and getting puck back and keep skating. Both time where default settings playing draft kings, so it must have been some superstar.
If they could put in some sort of push on the puck (like a soft pass) whenever a puck carrier gets blown up, that'd be great. In the NHL when someone gets killed the puck usually goes flying off, but it doesn't in this game.
Especially when you hit a guy on the boards. If he's skating "down" the boards, I knock him down, the puck should keep going "down" the boards.
What mode are you playing? In eashl and vs, I don't have any issues laying out anyone when the player makes sense to give a hit.
You haven't played offline on Allstar or higher huh? The CPU force field isn't always on, but when it is (anytime the computer is trailing, all 3rd periods) they are unhittable. You can watch the replay and see your guy hit the bubble and be pushed away from the CPU player about 2 (in game) feet before making contact. It's absurd.
I'm not trying to be rude to you here, but his settings don't matter. At all settings vs the CPU (I have tried tons of different sliders and strats) on all star or higher, the AI is 100% different for the player and CPU. Your friendly AI will skate away from loose pucks, not support the puck, never try to find open ice and take forever changing lines, while the CPU does the opposite. There are clearly 2 separate AI scripts. Why not make the CPU more aggressive in getting shots on offense, better at passing and moving forward (instead of playing keep away in the neutral zone and making constant 100% accurate blind backwards passes into their own end) then making them omniscient when it comes to loose pucks, and making friendly AI incompetent. Difficulty is wonderful, a challenge is wonderful. Artificial difficulty, created through the ineptitude of your teammates and the psychic abilities of your opponents is not. Maybe make the CPU not able to respond to your input until it starts to play out, instead of them reacting to your inputs before your players even begin to execute them. Or you know, give both sides the same AI script, or at least the option to do so.
I find the forcefield bubbles are actually worse this year, IMO
I have seen each of your theories in quite a few threads now so I understand that you have come to this conclusion. It isn't fact though.
On All Star the AI for both teams is exactly the same. On Superstar, the AI team has an advantage so that there is always somewhere for people to go if they find All Star too easy. In that case, your AI isn't tuned down or anything, it the same as it is on All Star but your opponent has a further increase in reaction time, awareness, etc. to minimize mistakes.
Keep in mind, this is also only in modes where you are able to switch to all players. For any player locked mode, on Superstar, the AI on both sides is the exact same as well, otherwise with that many AI players involved, there would always be an advantage to one side. We have the increase on Superstar in non player locked modes to make up for a human player that may just be really good at the game and is making all the actions with and against the puck themselves.
The difference between your AI opponents and the CPU when it comes to loose pucks that you are seeing could be your involvement in the play. There may be times when your teammates think you are the best player to get the puck so they don't react to go to get it as fast as they would if they thought it should be them. On the AI team, all players have that same chance since there is no human player. That means there will always be someone on that team that sees themselves as the player that should get that loose puck. You may see an opponent AI player that you thought should have got the puck ignore it and another one come in. That could be a mistake but in that case an AI teammate still went and got the puck. On your team, it could be that the person they thought should get it is you. Again, could be a bad judgement call on the AI and there is definitely room for improvement there but it isn't something artificially done for one team and not the other.
Are you playing as all players or are you playing player locked?
Agreed.
And I was agreeing with you on the other thread that got closed (regarding progressive attributes for EASHL).
I know this isn't why you're commenting here, but it's peripherally related: how does the logic work for player selection? When I'm playing versus or HUT, and I pull the right trigger (xbox) to switch players, I do not always get a logical choice. For example, if the opposing player is closing in on my net and I have one defender between him and the net, but my defender is (say) 10 feet away (down a bit and far to the right), and I have two back checking forwards 5' and 6' away, but both are behind the opposing player and unable to make a play, I can just be cycled between them repeatedly until the opposing player just snipes my goalie because I couldn't get control of the defender.
In short, I was unable to get control of the only player able to make a play because he was farther away from the puck carrier than my other players, neither of whom were in a position to have any possibility of making a play.
Blame that on bmh because he prefers closest man to the puck, he cried and ea listened to him. So that's exactly what you got now. NHL 16 always gave you closest defensive side player.
Try using last man back if you have troubles with closest man