00 28/09/2018 09:59

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.