00 17/10/2018 10:47

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.


[Modificato da li4m 17/10/2018 10:48]