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FIFA 19 - Sliders

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    li4m
    Post: 14,107
    Registered in: 7/19/2003
    Location: ROMA
    Age: 38



    00 9/24/2018 10:18 AM

    FIFA 19 OS Sliders - Set V1B2 by MATT10

    Difficoltà: Esperto, Campione, Leggenda, Ultimate
    Tempo: 10 minuti a tempo
    Velocità: Lenta
    Controlli: Semi


    ►Sprint Speed: 51/50
    - Dare all'utente un piccolo vantaggio in modo che i giocatori non vengano ripresi a causa del catch-up bug.

    ►Acceleration: 50/50; Leggenda/Ultimate usare 50/49
    - Ho scoperto che per competere a livello Leggenda e Ultimate, l'accelerazione della CPU doveva essere ridotta. Troppo vantaggio a suo favore e non era molto realistico giocare con la CPU che conquista ogni palla vagante, ogni passaggio e gol a volontà. Ancora una bella sfida qui.

    ►Shot Error: 51/51
    - Alzato leggermente per i troppi tiri nello specchio, il risultato è di 10 o più parate a partita. Buona varietà nei tiri.

    ►Pass Error: 55/55
    - Alzato anche questo per creare un senso di incertezza con la palla, ma anche per liberarlo il più possibile, soprattutto sotto pressione.

    ►Shot Speed: 48/48
    - Abbassato questo valore perché i tiri erano troppo potenti nell' impostazione predefinita. Sarebbe una cosa giusta nel caso di un tiro potente, ma il portiere non sembra proprio realistico nelle parate quando questo accade. A 48 continuano a tirare velenosamente, e le modifiche al portiere sono fatte proprio per adattarsi a questo cambiamento.

    ►Pass Speed: 46/46
    - Ancora un grande cambiamento, ma questa volta ha lo scopo di modificare semplicemente la velocità. Alla velocità del passaggio guidato, la palla sembra essere a posto, ma con le regolazioni del controllo di palla, il passaggio di prima non sarà l'unico modo in cui attaccherà la CPU.

    ►Injury Frequency: 70/70
    - Un aumento significativo per vedere se riceviamo più infortuni durante il gioco. Sarebbe bello se fosse così facile

    ►Injury Severity: 60/60
    - Come la frequenza degli infortuni, viene aggiunta un po 'di profondità nella modalità carriera quando i giocatori importanti si infortunano.

    ►GK Ability: 48/48
    - Come accennato in precedenza, questa regolazione aiuta la velocità di tiro a 48 ad apparire più realistica, e il portiere può ancora fare delle parate eccellenti.

    ►Marking: da 40/40 a 48/48
    - V1B2: Continuando con i valori sotto il 50, questo funziona bene a 48 dove non è così frequente che il difensore sia su un certo giocatore per tutto il tempo, marcando di più a zona. 40 era un po 'troppo basso, ed è chiaro perchè quando si effettua una finta su un giocatore, quel giocatore in difesa rimane semplicemente congelato. A 48 è molto meglio, il difensore non rimane fermo, ma cerca di recuperare.

    ►Run Frequency: 1/1
    - Un valore che ogni volta diciamo che non avremmo modificato, ma è un problema centrale del gioco stesso per cui è troppo facile mandare i giocatori in avanti.

    ►Height: 65/60
    - Una discrepanza come avevamo fatto in FIFA 16, questo permette che ci sia più di un centrocampista che si inserisce in attacco.

    ►Length: 45/50
    - Questo ha ulteriormente migliorato la lunghezza del campo da comprimere poiché la linea difensiva di entrambe le squadre fungeva da mura esterne. Il centrocampo è tornato con questo setup.

    ►Width: 52/52
    - Regolazione per la larghezza della squadra che diminuisce man mano che ne aumenta la lunghezza.

    ►FB Positioning: 100/100
    - Questo valore aiuta le transizioni e consente anche al terzino di arrivare il più lontano possibile dalle linee laterali.

    ►FT Control: 65/65
    - Deve esserci un senso di lotta per la palla, non ogni tocco sarà perfetto. Non tutti gli stop devono essere perfetti.


    [Edited by li4m 9/24/2018 12:06 PM]







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    li4m
    Post: 14,123
    Registered in: 7/19/2003
    Location: ROMA
    Age: 38



    00 9/27/2018 2:09 PM

    Campione 1.00 by Sorcio


    Difficulty level: esperto o campione
    Gameplay speed: Slow (le slides vanno provate in competizione dove il gioco è piu veloce e le ho testate con squadroni che sono quelli piu skizzati; se fosse lento in amcihevole potreste anche provare a normale o a lasciare a default sprint speed e acceleration)
    Halves: 6 minutes
    Controller settings: Manual CON TIRI IN Semi

    Gameplay sliders:

    USER/CPU
    47/47 Sprint Speed sembra reggere bene senza snaturare il gioco
    49/49 Acceleration se si abbassa troppo sono un po fermi
    50/50 Shot Error vedi discorso per il pass error
    50/50 Pass Error non li abbasso, preferisco abbassare altri valori; cosi la cpu sbaglia comunque
    46/46 Shot Speed abbassando questo valore abbiamo meno goal assurdi di testa, inoltre i tiri sono piu reali; vanno abbassatii portieri
    50/35 Pass Speed l'utente in manuale passa lentamente, la cpu fa tiki taka a velocità supersonica; cosi è equilibrato
    50/50 Injury Frequency va alzato, per ora non ho provato a cambairle ma a default zero infortuni
    50/50 Injury Severity
    35/35 GK Ability vedi spiegazione per i tir
    50/45 Marking la cpu pressa troppo; cosi si equilibra
    30/30 Run Frequency molto meno frenetico così
    50/50 Line Height
    50/50 Line Length
    50/50 Line Width
    30/30 FB Positioning vedi run frequency
    70/75 FT Control rallenta l'azione della cpu e l'utente trova piu difficile stoppare e prendere il tempo per scorribande sulle fasce

    CONTROLLER:
    IO GIOCO CON LA DIFESA CLASSICA
    PASS BLOCK ASSISTANCE: ON l'ho lasciato così, non so neanche che fa non so se poi lo toglierò
    AUTO SWITCHING: AIR BALLS
    AUTO SWITCHING ASSISTANCE: NESSUNA (se avete difficoltà a far tornare indietro il ricevitore della palla mettte su auto o semi; ma con meno pressing cpu è meglio su nessuna)
    PASS: MANUALE
    FILTRANTI: MANUALE
    TIRI: Semi
    CROSS: MANUALE
    ANALOG: 0N (mai capita bene la differenza)









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    li4m
    Post: 14,125
    Registered in: 7/19/2003
    Location: ROMA
    Age: 38



    00 9/28/2018 9:59 AM

    FIFA 19 OS Sliders - Set V1B3 by Matt10

    Difficulty: Pro, World Class, Legendary, Ultimate
    Time: 10 minute halves
    Speed: Slow
    Controls: Semi


    ►Sprint Speed: from 51/50 to 45/46
    - V1B3: CPU gets the advantage this time and that is to help the collision and momentum against a user. Lowering the Sprint, in general, allows the physicality to be there, but then creating the discrepancy means that the CPU will stay in the fight longer (not give up and let you run past them) and also when they barrel through you, it could be a good chance for the ref to call a foul - or advantage.

    ►Acceleration: 50/50; Legendary/Ultimate use 50/49
    - Found that in order to compete on Legendary and Ultimate team, that the CPU's acceleration just had to be lowered. Too much cheating and it wasn't very realistic to play where the CPU wins every loose ball, every pass and scores at will. Still a good challenge here.

    ►Shot Error: from 51/51 to 52/52
    - V1B3: Raised a bit more, and has more room to go up, but for now it is good here. The CPU can definitely strike the ball well, sometimes too well. I personally like 53, but that may change as I get more matches in.

    ►Pass Error: from 55/55 to 60/60
    - V1B3: This goes up a bit more because we've increased pass speed. Simple as that. No issues with crosses.

    ►Shot Speed: 48/48
    - Lowered this value because the shots were way too powerful on default. It'd be one thing if it were a powerful shot, but the keeper also doesn't look quite right in their saves when this happens. At 48, they still shoot with venom, and adjustments to the goalkeeper are made to accommodate this change.

    ►Pass Speed: from 45/45 to 57/57
    - V1B3 FIFA 19 needs more "pop!" in the ball. It's a bit lethargic and I always say it's like a waterlogged pitch. Raising the pass speed helps a bit, so that's what we did. Cannot go too high here as that creates an immediate outlet for the CPU to go into "bypass the user's midfield" mode.

    ►Injury Frequency: 70/70
    - Just a bump of significance to see if we get more injuries during the game. Would be nice if it were this easy [​IMG] .

    ►Injury Severity: 60/60
    - Same as Injury frequency, some depth the CM would be added when star players get injured.

    ►GK Ability: 48/48
    - As mentioned above, this adjustment helps the 48 shot speed look more realistic, and the keeper can still make some blinding saves.

    ►Marking: from 40/40 to 55/55
    - V1B3: For the first time, we were able to modify the marking value to be above 50. This is a welcomed change because while the under 50 values was good in concept (under 50 = more zonal), it struggled in execution, with lack of pressure defensively and not marking players in the box. This increase is marking is only possible with the line adjustments to follow below.

    ►Run Frequency: 1/1
    - Always a value that we say we aren't going to drop, but each time it is just a core issue of the game itself where it is acceptable to bombard players forward.

    ►Height: from 65/60 to 75/75
    - V1B3: Significant increase here because the defensive line was quite disconnected to the midfielders. Once the midfield was bypassed, the forwards were able to turn and face the defensive line. While not as bad as past FIFA's, it's still some legacy coding going on.

    ►Length: from 45/50 to 35/35
    - V1B3: The goal to lower length here is to get that compactness back, which introduces the midfield again. All the other values came afterwards to further enhance it. The thing I like about this length is that it feels more like a 45 because it's not as spread out as you would think. The real test here was to try it with different teams and formations, each 4-3-3, 4-5-1, 3-5-2 and 4-4-2 passed the test. From there it was more about determining the look of aggressive to passive team tactics defensively, which also passed the test. Note: the aggressive teams are aggressive for a reason, they will leave gaps, but they will also recover well.

    ►Width: from 52/52 to 75/75
    - V1B3: Significant bump again, but led to the set really shining now. First off, FIFA 19's width of 50 (default) is more like a 30. The outside backs tuck in far too much, and get sucked out of position as a result. Even bumping it to 75, without adjusting marking to 55, they would try to tuck in too close to the CB. With this adjustment, paired with the length and height + marking, it now allows the outside backs to not only stay wide in the attack, but also stay goal-side in defense. In some scenarios using a 4-3-3, you may see the outside midfielder mark the FB a bit tighter, but that is because of length + marking. The good thing is they will stay goal-side defending, and also get wide in the midfield, then buckle down into the box as the attack goes deeper.

    ►FB Positioning: from 100/100 to 50/50
    - V1B3: I learned a lot about this value over the last couple of days, and realized that it's best to leave this at 50. The reason being is the tactics/instructions will take over, there's no point in fiddling with it. I did test it, with these line settings, at different values and each time it just causes chaos. Whether it be from the CPU's attacking directly, or the transition, it didn't matter. Safe to keep it at 50 then.

    ►FT Control: from 65/65 to 55/55
    - V1B3: Bump this down because we increased pass speed. The touches will naturally be a bit more deflections versus subtle touches. Exceptional players will still have great touches on the ball regardless.









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    Pupita
    Post: 1,287
    Registered in: 4/18/2003
    Location: MANTOVA
    Age: 49

    Gaming XP User

    00 10/1/2018 5:35 PM
    Quali sono quelle piu' reali?
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    li4m
    Post: 14,163
    Registered in: 7/19/2003
    Location: ROMA
    Age: 38



    00 10/3/2018 8:22 AM
    Re:
    Pupita, 01/10/2018 17.35:

    Quali sono quelle piu' reali?




    dipende come giochi, sono uscite le nuove di matt10, magari prova queste e poi modifichi tu qualcosa se vedi che non ti ci trovi usandole come base





    FIFA 19 OS Sliders - Set V1B4

    Difficulty: Pro, World Class, Legendary, Ultimate
    Time: 10-15 minute halves
    Speed: Slow
    Controls: Any


    ►Sprint Speed: from 45/46 to 25/25*
    - V1B4: This value is left to 25 because it is the best feeling value out of all of them. Probably the most physical feeling, without being too hyper. So this is a recommendation. HOWEVER, you may absolutely use any value you would like here. I have tested every range possible, and there is no problem in using any value of your choosing. If you do provide feedback, please provide what Sprint value you choose. Obviously, it would be best to develop a final set from the listed values, but it is by no means frowned upon to use your own Sprint settings. If it gets more fouls - we're all for it .

    ►Acceleration: 50/50; Legendary/Ultimate you can use 50/49
    - Found that in order to compete on Legendary and Ultimate team, that the CPU's acceleration just had to be lowered. Too much cheating and it wasn't very realistic to play where the CPU wins every loose ball, every pass and scores at will. Still a good challenge here.

    ►Shot Error: 52/52
    - Raised a bit more, and has more room to go up, but for now it is good here. The CPU can definitely strike the ball well, sometimes too well. I personally like 53, but that may change as I get more matches in.

    ►Pass Error: from 60/60 to 55/55
    - V1B4: The reason we're coming back to 55 here is because the pass speed is lowered just slightly, and with the lines the way they are, it will be necessary to have more precise passing.

    ►Shot Speed: from 48/48 to 50/50
    - V1B4: Raised this because I got a bit tired of seeing a lot of shots caught when a deflection would have been more realistic. Also some really nice slight deflections by the keepers.

    ►Pass Speed: from 57/57 to 55/55
    - V1B4 Again, because of the lines being adjusted here, the pass speed had to be lowered. just slightly, but not so much that the ball physics are laboring. The ball is no longer seeming to be on a waterlogged pitch, but has some true slickness applied to it - especially in those winter night matches or UEFA competitions.

    ►Injury Frequency: 70/70
    - Just a bump of significance to see if we get more injuries during the game. Would be nice if it were this easy .

    ►Injury Severity: 60/60
    - Same as Injury frequency, some depth the CM would be added when star players get injured.

    ►GK Ability: 48/48
    - As mentioned above, this adjustment helps the 48 shot speed look more realistic, and the keeper can still make some blinding saves.

    ►Marking: from 55/55 to 50/50
    - V1B4: Again, we've kept it simple here. Let the tactics take over. High press teams will high press accordingly, but it is the line settings that will allow their aggression to be rewarded properly versus being held to poor programming logic. Instead of touching marking to make more aggression, we've just ensured that the coverage of the field, relative to the tactics chosen, are responsive enough to be a challenge.

    ►Run Frequency: 1/1
    - Always a value that we say we aren't going to drop, but each time it is just a core issue of the game itself where it is acceptable to bombard players forward.

    ►Height: from 75/75 to 55/55
    - V1B4: We've scrapped the lines from VB3 overall. I personally tried to make it work, but what I realized was that each match started to feel similar, regardless of opponents or tactics. One of those values was with line height. The only reason this is increased is to get the defensive line to put pressure on the most advanced player sooner. Even just a helpful nudge backwards can make all the difference in the world, and I feel this was a significant value in the set.

    ►Length: from 35/35 to 50/50
    - V1B4: Compactness was achieved in V1B3, but it was too much. It became defensive third to defensive third, with no resistance from box to your own defensive third. Teams that are set to high pressure would not start pressuring until you crossed the halfway line. It just wasn't realistic, and I think we tried too hard to manufacture pressure, without letting the tactics breathe as they should. This length allows full field coverage, and it is a thing of beauty with the combination of values. Note: the aggressive teams are aggressive for a reason, they will leave gaps, but they will also recover well.

    ►Width: from 75/75 to 50/60
    - V1B4: Lines are simpler now, and this one was simply about overcoming an issue where the outside backs were way too narrow, almost playing CDM role at times. Giving the CPU the option of more width here is to ensure they have full coverage of that width, versus being stuck to a certain limit, which would prevent the defensive line from getting wide enough in covering the flanks. As a result, it will not be as easy to just send the ball down the sidelines each time, without being challenged. The discrepancy allows the default marking value and team tactics to take over as well, so there is no need to change the user's width as we can easily take our players off rails, unlike the CPU.

    ►FB Positioning: 50/50
    - I learned a lot about this value over the last couple of days, and realized that it's best to leave this at 50. The reason being is the tactics/instructions will take over, there's no point in fiddling with it. I did test it, with these line settings, at different values and each time it just causes chaos. Whether it be from the CPU's attacking directly, or the transition, it didn't matter. Safe to keep it at 50 then.

    ►FT Control: from 55/55 to 65/65
    - V1B4: Another value that was brought back up, and the reason for this was to further enhance the pressure to perform. You will not see super ridiculous traps, but not everyone will have the softest of touches when a driven pass comes in hot at the players' shins. With the pass speed, this value truly stands out - and makes the unpredictable nature of the beautiful game truly have a chance of showing up.









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    buffon1975
    Post: 1,747
    Registered in: 7/22/2004
    Location: VERONA
    Age: 45

    Gaming XP User

    00 10/3/2018 3:05 PM
    LE MIE
    MODALITA CAMPIONE
    GIOCO SOLO CON SQUADRE DA 4 STELLE O CON ALTRI UTENTI UMANI









    FIFA 18 voto 9... per me è da 10... e precisiamo senza dover editare nulla
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    li4m
    Post: 14,210
    Registered in: 7/19/2003
    Location: ROMA
    Age: 38



    00 10/17/2018 10:41 AM

    TOMBA's FIFA19 PEZ STYLE SLIDER SET

    Game Length - 10 minutes
    Game Speed Slow
    Difficulty - Any Difficulty

    Camera - Broadcast
    height 0
    Zoom 20 (Mimics PEZ's Wide Cam)

    Only change what I have specified Human/CPU

    Sprint Speed - 26/3
    Acceleration 38/26
    Shot Error - 0/10
    Pass Error 50/100
    Shot Speed 60/30
    Pass Speed 46/29
    GoalKeeper Ability - 10/10
    Marking 100/0
    Run Frequency 30/26
    Positioning -Line Height 10/10
    Positioning - Line Length 10/10
    Positioning - Line Width 100/100
    FullBack Positioning 10/30
    power bar user 48
    First Touch Control Error 70/100


    [Edited by li4m 10/17/2018 10:42 AM]







  • OFFLINE
    li4m
    Post: 14,211
    Registered in: 7/19/2003
    Location: ROMA
    Age: 38



    00 10/17/2018 10:42 AM

    Focus59 Legendary sliders

    Difficulty: Legendary or World Class
    Half length: 7 minutes
    Game speed:Slow or Normal
    Controls: Manual or Semi assisted
    Move assistance: High
    Defending: Tactical or Legacy
    Analog sprint: On


    Sprint speed: 48/48
    Acceleration: 49/48
    Shot error: 48/60
    Pass error: 48/66
    Shot speed: 48/48
    Pass speed: 45/35
    Injury freq: 50/50(injury settings optional)
    Injury severity: 50/50
    Goalkeeper ab: 50/49
    Marking: 50/48
    Run freq: 1/1
    Line height:75/75
    Line length: 35/35
    Line width: 52/60
    Fullback pos:49/50
    First touch err:62/65
    Power bar(user):45









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    li4m
    Post: 14,212
    Registered in: 7/19/2003
    Location: ROMA
    Age: 38



    00 10/17/2018 10:44 AM

    Fifa 19 - new REALISTIC SLIDERS gameplay by Adrián Ff





    10 min. cada parte
    Dificultad: Leyenda
    Velocidad: Lenta
    Balón: Adidas Glider blanco/rojo
    Cámara: Clásica - 0 Altura - 10 Zoom
    Redes: Flojas
    Controles: FULL MANUAL USER/CPU

    ► Velocidad: 44/44
    ► Aceleración: 50/50
    ► Error de disparo: 50/61 (en auto subir error user)
    ► Error de pase: 51/66 (en auto subir error user)
    ► Velocidad de disparo: 49/49
    ► Velocidad de pase: 50/44 (en auto bajar vel. user)
    ► Frecuencia de lesión: 68/68
    ► Severidad de lesión: 50/50
    ► Habilidad portero: 50/46 (en auto subir habilidad cpu)
    ► Marcaje: 50/50
    ► Frecuencia carreras: 5/5
    ► Altura: 53/53
    ► Distancia: 37/37
    ► Ancho: 59/59
    ► Posicionamiento defensivo: 55/55
    ► Error control primer toque: 85/85









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    li4m
    Post: 14,213
    Registered in: 7/19/2003
    Location: ROMA
    Age: 38



    00 10/17/2018 10:47 AM

    FIFA 19 OS Sliders - Set V2B2 by Matt10





    Difficulty: Pro, World Class, Legendary, Ultimate
    Time: 10-15 minute halves
    Speed: Slow
    Controls: Any


    ►Sprint Speed: 44/45
    - The importance here is to find the most physical interactions, even if a foul is not called. In addition, the discrepancy is created so that the CPU does not give up when chasing the user down. By default, there is a bit of an advantage for the CPU, but the user also has an advantage in being able to run off the rails with super cancel, shifting from side to side, and knocking the ball ahead. The animations smooth out here as well, which is always welcomed in FIFA. While Beta 1's Sprint Speed at 51 was good in terms of reactions, we couldn't get on with it for too long as the players started to look like they were playing on ice.

    ►Acceleration: 50/50
    - No changes here, and to be honest, it most likely will not be lowered like in previous years. Reason being is the fatigue is always affected (unfortunately) and the feel of the game just becomes very sluggish and out of sync. The animation that starts is what I call "locomotion" as in the player is revving up in order to move in any direction. Looks strange. Keeping it at 50.

    ►Shot Error: 53/53
    - We tested this from 52 to 55. The value of 52 introduced a lot more post hits, and some unrealistic rocket goals, which was a bit unfortunate. The value of 55 seems to be the threshold, but paired up with the shot speed (below), the shooting became too tame and the GK was able to catch more than deflect.

    ►Pass Error: 55/55
    - There is a lot of love for 58, and that is understandable. This is definitely still in play. The main issue that I found with 58 was that the pass speed is also important. If you increase the pass error, the speed of the passes will naturally slow down. This makes for some very laboring and soft gameplay. In addition, the long balls are not of Pro quality. Regardless of stats, most players can kick the ball fairly far in the air. It's a bit unrealistic to see the ball sent up in the air, and knuckle downwards like a Ronaldo free kick.

    ○ Personal Preference: I am playing with it at 52. I like this value because it keeps a strong sense of quality passes on the ground and through the air. It also does not affect crossing as much. Had hesitations because I thought the tiki-taka would show up, but that's mainly to due with run frequency.

    ►Shot Speed: 49/49
    - This was a surprising value to be honest. Something felt off with the way the keeper interacted with the ball. They would dive underneath the flight of the ball when struck. So a medium height shot, and the keeper dives underneath it. In addition, the save animations were limiting with the high shot speed as you rarely see one handed saves. The main animation would be the two arms outstretched that you rarely see IRL. Now, with it at 49, goodness...what amazing save animations. The keeper reacts are so much better. There is a true sense of getting solid contact on the ball, and when you score those worldies, it feels extremely rewarding.

    ►Pass Speed: 50/50
    - No adjustments here as this is the best balance. As you increase pass error, you may want to look into increasing pass speed to compensate. Overall though, no issues with it being at 50.

    ►Injury Frequency: 65/65
    - Thanks to Aaron's suggestion on this one. Good balance of walk-offs and injuries needing to be subbed out right away.

    ►Injury Severity: 10/10
    - Thanks to Aaron's suggestion on this one. Good balance of walk-offs and injuries needing to be subbed out right away.

    ►GK Ability: 50/50
    - No need to be adjusted. It seems to mainly control the aggression of the keeper. I think FIFA 19's keepers are really solid this year, and any adjustments are personal preference.

    ►Marking: 50/50
    - Went down from 54 on this one because the lines are tighter, and in general, we found the man marking to be too much. While it made for some good aggression, it made it overall too "sticky". As in, the LB would follow a CDM as far back as possible, forcing the CB to cover the flanks higher up the pitch, etc. It's a great concept, but this is one of those values that needs to be left alone. CTTs also have to be considered here as there is an increase in aggression depending on the chosen tactic, and if paired up with an additional marking mechanic, it just becomes too much and chaotic. Note, there are definitely some teams (Chelsea, Dortmund, for example) that seem to be "hardcoded" and cause chaos on their own regardless of slider values. I would advise to accept that there are a select few CPU teams that are just geared that way, and it would be advised to not test sliders against these teams as that feedback can be pretty skewed. Part of my 3 hour stream was mainly playing against Chelsea (as Arsenal), and safe to say, it was frustratingly educational.

    ►Run Frequency: 25/25
    - We dropped this down from 45 to 25 to help with the runs off the ball. It's not only for that though, as we did try it at varying values including 50+, but it also affects the FB running, relative to the FB positioning value chosen (below). In hopes of not messing up a good thing (sidelines, FB not getting too tucked consistently), I've opted to leave this value at the happy medium of 25, which was well tested and received positive feedback. I would say this is a higher value than what the OS community usually prefers, but whenever we test below, or especially the usual 1/1, the gameplay became tiki-taka and direct. Since a marking value is too sensitive to compensate, it's better to leave it how it is at 25.

    ⦿ The Height, Length and Width (HLW) values are significant this year with the CTT's. We are still treading quite carefully here on veering too far away from default unless absolutely necessary.

    ►Height: 50/50
    - We tested this to the max. Balla will tell you that we had it as high as 85, and it just creates so many issues. The shape could look great one minute, then fall apart the next. You could have a super high line in CTTs, and in sliders, but your CB is following an attacker deep into the box. Too many compensations are needed when adjusting height. There is a specific animation that comes up as well where the players are seemingly playing an offside trap at random, and they speed ahead of a runner, making it very easy to sprint past. Safe to say, we're leaving this one alone.

    ►Length: 45/45
    - The reason we've gone away from the discrepancy here is because whenever a discrepancy is involved, it requires discrepancies in every other area of HLW and even marking + run frequency. Too many to count, and too many variables, that could happen, with it. There are enough rabbit holes (fouls!) to go down, and this one needs to be respected as is. In terms of lowering length to 45 is that it provides a solid midfield look where the CDM still gets in front of the attacker, and cuts off those passes to them. With the adjustment to width (below), the midfield is more packed, and passing the ball forward has more risk and reward, as it should be.

    ►Width: 48/48
    - Thankfully not as sensitive as a value, but still has a lot of power in establishing consistency. We stayed at 50, and got as high as 85 on this value. The idea finally came to me to just lower it under 50 and see what happens. Surprisingly, paired with the other line values and FB positioning, it allowed the middle of the pitch to be a midfield, and also gave enough coverage on the sides. Marking is lowered at 50, so there is not as high of a chance of the FB getting too tucked in consistently, and it also brings in those runs into the box to be more central versus constantly backpost or late. This was the value that completed the Beta 2 set.

    ►FB Positioning: 48/48
    - Honestly, we had to get the FB's under control. It's not necessarily that they were going too far up the pitch, it's more so that where they were on the attacks were then getting them stuck in transition to mark a forward or midfielder, resulting in being tucked in too much, and essentially transitioning as a CDM - who has to make up for their side of the field right away. With this very small adjustment, it now does not bring them in as quickly, which helps with a more patient attack, but also does not allow them to "lock on" to a player as soon as a transition happens. They still get up the pitch if your instructions allow it, and they still get up the pitch if you send them on a manual run. Really makes for some great sideline play, and respects the modern day of the importance of a good FB.

    ►FT Control: 50/50
    - Keeping this one simple. Technically, the higher you go in pass error, the more you want to go up in FT control, so it compliments the pass speed lowered. FIFA's big thing is the touch this year, and there is no surprise that we haven't quite determined the best value here. All sliders are relative, so a pass speed of 40 and FT control of 100, does not necessarily make sense. Keeping it simple, but feel free to provide feedback on it, relative to the set of course.


    Personal Preference/testing: You may have seen it on my streams, but I am currently testing a lower first touch control value. Currently it is at 40/40, but needs more exploration. The working theory here is that a 40/40 approach instills a sense of perfect on both User and CPU. This means that because both User and CPU are geared to be perfect, they do not back out of a 50/50 challenge. This creates incredible battle for the ball. I have seen some animations that I've never seen in FIFA before. From grabbing players by the sides, shoulders, hugging, clumsy tackles, rewarding dribbles to fouls, center backs chopping down attackers. So many great animations cannot be ignored. So, this is why I'm exploring it. Let me make one thing very clear:this is not a pursuit to get more FOULS. Fouls are a rabbit hole, and the power of suggestion, especially on this thread, rocks the boat right into the water. So, this is not a pursuit for fouls, but a pursuit for taking advantage of all the unseen animations. I've always been about animations, so when I see new ones, I'm going to fully discover as much as possible.


    [Edited by li4m 10/17/2018 10:48 AM]