its not just about AI hitting the bowlers but the total randomness and lack of match situation awareness or quality of bowling assessment.
today me and
@funnyadit were playing a co op t10 the AI was chasing 140 in 10 overs it was going at a steady clip the kind of blazing start required, then suddenly after 6 overs decided it will not go for the target with all 10 wkts in hand, it was so bad that me and adit started doing this the game of trying to make the AI win, pulled all the field in like tests, bowled with mcculum and ross taylor, to take it further i even made sure that anything we caught in the out field was taken to the boundary(yup that is possible ).
Gave like 5 boundaries like that till we got bored, Try hard as we might noballs free hits we were not able to make the AI compete...it looses games with 9 wkts in hand. There is a huge disconnect [overide blocker's term of slotmachine comes to mind] between bowling and the AI batting that goes beyond attributes at times.
There is two disconnects here one is the global one of the whole match awareness of not going for target with wkts in hand.
The other lack of delivery awareness, at the start of innigns when the AI was in a
'go get it mood' it went after what i would consider pretty good to decent deliveries from southee and boult.
But once it went to ok lets just loose this game im not bothered mode at 6th over i think after that even mcculum's bowling was not taken on despite bowling a lot of poor deliveries with field up.
Its basically like a predetermination thing either running the show or overriding the AI.
This has to be addressed strongly in the sequel a weak vulnerable organic AI is better than a gamey im here for numbers solution.
this on reading matt's assurance im sure will be done just saw it posted above