Great that this thread is back on track. TRF Cymro and TRF Nickdnz were more than a little generous letting that some of it go, as the guys from HB are hardly going to answer questions in a thread full of bickering.
I'd call it destruction of a perfectly good thread opening question.
I've often wondered why the collapse scrum function is there. It's always only resulted in a penalty or a penalty try against me. It seems to me that HB just have made it totally illegal.
I think they should have done it differently. Made scrum controls (this for PS3):
X - Feed Scrum
Left Stick - Drive
Square - Hook
L2 (Held down)- Loosehead Prop pressure up or down (with right stick)
R2 (Held down)- Tighthead Prop pressure up or down (with right stick)
Only one of those can be held down and adjusted at one time.
Had it that after you feed you can hold down a prop control and click in R3
as well as push that right stick up or down (applying pressure up or down) for a defending scrum. If they hold it up too long, their prop pops up and it's a penalty against him. If they hold down too long, the prop collapses on that side of the scrum.
If you get it right and use subtle switches between Loosehead pressure (either up or down) and Tighthead pressure (either up or down), then you'll get a superior drive and possibly blow the opposition off the ball or even force
them to collapse!
Obviously in conjunction with moving the left stick to wheel the scrum (as they appear to have gotten right this time), you'd end up with extremely dynamic scrums with a real feel and contest, yet most often feeds would go the right way.
In real rugby tighthead (win against feed) scrums realistically only happen one in every 25 to thirty feeds. In video game rugby it should be set up and balanced so as that the defender would have an opportunity to win against the feed something more like 2 feeds from 10. This would be much for fun and competitive, yet still giving dominance to the attacking feed.