00 03/10/2018 08:22
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.