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Old 10-24-2024, 10:27 AM   #577
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Re: EA SPORTS FC25 OS Community Sliders

For all of you who think that the game is too easy: I pretty much bumped up all AI behavior sliders over 65. I'm not a tester by any means but especially build-up speed seems to be doing wonders for me. I have it at 85 and playing is finally a challenge again.

I know that the goal of this thread is to make the game more realistic. I highly doubt that my setting can be considered as realistic but if I win every game easily I will get bored and stop playing.
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Old 10-24-2024, 10:46 AM   #578
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Re: EA SPORTS FC25 OS Community Sliders

Quote:
Originally Posted by jmz108jmz
What are the best silders to change if you want to make the game harder?

Because its a bit to easy for me at the moment. I’m always dominating the games in possesion and shots even when im the worst team in the league.

Im playing on V2 legendary sliders with dynamic AI behaviour.
Manual Through Balls is the single biggest difficulty setting IMO.
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Old 10-24-2024, 12:43 PM   #579
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Re: EA SPORTS FC25 OS Community Sliders

looks like Tackle Aggression CPU Behavior being increased leads to an increase in injuries, something to keep in mind when giving feedback on injury sliders.


I was previously testing with Tackle Aggression 50 / Injury Frequency 91 / Injury Severity 20


after increasing Tackle Aggression to above 65 I'm seeing a good amount of injuries, including 5 day / 3 month injuries
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Old 10-24-2024, 02:28 PM   #580
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Re: EA SPORTS FC25 OS Community Sliders

made a set of CPU Behavior sliders to combine with Matt's gameplay sliders

thanks to everyone that contributed to the poll already, this feels better than custom 50s. still early in my testing so this is by no means final but wanted to share.

Tackle Aggression - 70
Buildup Speed - 50
Shot Frequency - 67
First Touch Pass Frequency - 55
Crossing Frequency - 53
Dribble Frequency - 49
Skill Move Frequency - 49

here is a game vs Leeds United, a team sitting in first place unopposed and on a tremendous hot streak. They already beat me once this season, this should be even tougher as it is an away game for Norwich.

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Old 10-24-2024, 06:56 PM   #581
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Re: EA SPORTS FC25 OS Community Sliders

I tried the default Sim sliders and copied the into the custom - it feels different.

Do you guys think there is something under the hood?
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Old 10-24-2024, 06:59 PM   #582
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Re: EA SPORTS FC25 OS Community Sliders

Quote:
Originally Posted by cruelchamp
I tried the default Sim sliders and copied the into the custom - it feels different.



Do you guys think there is something under the hood?


How do you mean different? The Sim sliders were actually quite good on release but after last update they play way, way to fast to enjoy.


Sent from my iPhone using Operation Sports
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Old 10-24-2024, 10:15 PM   #583
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Re: EA SPORTS FC25 OS Community Sliders

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Changelog & Updates:

Timestamp: 10/24/24 - As mentioned earlier, here is the mini-website that we will share, so please save the link:

https://ea-fc25-community-slider-zt8hywd.gamma.site/

We had to acknowledge that the game's default settings have shifted somewhat. This involved revisiting prior values and re-evaluating matchups to ensure they remain balanced. The main thing is World Class started to reintroduce some bursting capabilities for the User, so we had to make adjustments there with acceleration, marking and a length discrepancy.

The concept of "FCIQ" needed a closer examination in relation to how teams are set up tactically and if their on-field actions are logical. Roles play a crucial catalyst in determining player positioning on the pitch, so we had to re-evaluate some values to ensure they are accurate or require adjustments.

Our testing team conducted trials using Tactical, Dynamic, and "Custom 50's" settings (selecting Custom and leaving all values at 50). The assumption is that Custom 50's serves as a neutral starting point, still affected by Preset Tactics, FCIQ, and Roles. Dynamic does what it's designed to do, offering a range of CPU Behavior sliders for each match, while Tactical utilizes preset values for each team.
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Sprint Speed - 30/30 (WC, Leg)
  • We decided to modify this value to be lower as we have increased other areas such as pass speed. This value allows there to be a difference felt between players, both in sprinting, and in general movement on the pitch.
Acceleration - 51/52 (WC), 52/52 (Leg)
  • Post-update we found that it was too easy to burst through the lines on World Class when the CPU value was at 50. The values were evened up all around to provide equal ability to reach the ball. Drop this value for the User or raise for the CPU to make more difficult. We do not recommend going under 50 as this will impact stamina depletion (under 50 more stamina, over 50 less stamina).
Shot Error - 70/68 (WC), 70/70 (Leg)
  • We have increased the shot error to make shots more human-like, which are not always going to be perfect on the laces strikes. This allows players to stand out based on their ratings, but also ensures plenty of variety when both the User and CPU strike the ball.
Pass Error - 58/58 (WC, Leg)
  • With an increase in pass speed, we had to adjust the pass error so that there is not only variety in the ball contact, but also the pass variety. We still want the CPU to be competent in their attack, but not to the point that every pass is the same to accomplish that.
Shot Speed - 50/50 (WC, Leg)
  • This value has not changed as it impacts the goalkeeper animations, which is a delicate area as it is.
Pass Speed - 45/45 (WC, Leg)
  • The biggest change is an increase to pass speed. The finding here is that this brings the ball itself to be more lively. More passes into space and thus an emphasis for ball mastery rather than the ball just sticking to players' feet. In addition, this increase also results in more pace on crosses with regular crosses rather than needing to use button combinations such as R1+L1.
Injury Frequency - 90/90 (WC, Leg)
  • The value is lower here as it seems best to provide more variety of injuries that can range from broken toes to torn ligaments.
Injury Severity - 20/20 (WC, Leg)
  • Good amount of injuries that paired up with Injury Frequency 90 results in variety of injury types (no cure for the broken toe) and duration (leaving the game, able to come back on, etc).
GK Ability - 50/50 (WC, Leg)
  • No adjustments from default or previous versions as the animations relative to the shot speed are intact.
Marking - 52/52 (WC), 50/50 (Leg)
  • This value has been dropped from before (70) as defending players had a tendency to follow their assignments too far out of position. The slight adjusted value from default allows the tactics to stay intact, while still providing some needed aggression in defending.
Run Frequency - 30/30 (WC, Leg)
  • Previously this value was at 70, so the adjustment to 30 has been one that allows the game to stay within tactics and less full-on streaking runs up the pitch, but also bring the crossing positions to be better from the intended targets. At higher values, the forwards, for example, would run well past the defensive line, resulting in not being an option to be crossed into.
Line Height - 58/58 (WC, Leg)
  • This value has been lowered from previous of 75 to bring in the depth of the midfield when paired up with multiple defensive line Tactics. If a team is high line, such as 95, and the gameplay slider is above 60, the midfield can be easily bypassed (bursting on World Class) which introduces the defensive line sooner. If the value goes lower than 55, the low defensive line tactics, such as 30, result in too big of a gap between the midfield and defensive line.
Line Length - 42/40 (WC), 42/42 (Leg)
  • There is a discrepancy for World Class as the goal is to prevent bursting through the midfield. Putting the CPU value lower allows the CPU to face-up sooner and get into a defensive position. The length value at 40-42 compliments the Line Height of 58 and Width of 48 in a good fashion to bring in the midfield length to compress and decompress relative to the ball's position.
Line Width - 48/48 (WC, Leg)
  • The value has been increased slightly to balance the height and length to keep players goal-side defensively, but not so wide across the defensive line to the point spaces can be exposed. The narrow width allows for defensive shape to shift rather than stay stagnant, which reduces exposed spaces that should happen naturally in the flow of the match.
FB Positioning - 85/85 (WC, Leg)
  • This value was raised to help the fullbacks in transition so that they are not immediately retreating on 50/50 balls or clearances. The value is not made higher either as we do not want to expose the same spaces in every attack, or counter-attack.
FT Control Error - 60/55 (WC), 65/65 (Leg)
  • There is a discrepancy on World Class to help the CPU's ball retention as it can be easy to tackle the ball carrier at times. These values work well with the pass speed of 45 as there is still error in the touches, but players will have potential to stand out accordingly.
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Thanks to discord testers: bman, laxing_ , Hapa90, jrn, TopSide, atsmash, Aaron458f, goblue8118, QB,Urkaun
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FC 25 OS Community Sliders website: https://ea-fc25-community-slider-zt8hywd.gamma.site/

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Last edited by Matt10; 10-24-2024 at 10:17 PM.
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Old 10-24-2024, 10:29 PM   #584
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Re: EA SPORTS FC25 OS Community Sliders

Quote:
Originally Posted by Ranx86
I mentioned the CPU pass error a few posts up. Maybe on world class 50-55 is OK but on legendary when teams like Bournemouth and Brentford are having 85-90% pass completion stats it’s just not feasible.

I’ve been testing 60 and upwards, anything over 62 and they give the ball away for no reason. So far 62 seems playable, for me at least.
There was a match against Sparta Prague, in the 1/8 of the Europa League, with a pass error of 55 they had a percentage of accurate passes of 90. With an error of 60 - 80%. But at the same time, during the entire match, I noticed at least 3 strange actions: either the goalkeeper would kick the ball into nowhere, or a player on the very flank would suddenly make a pass into the out-of-bounds.
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