Try raising acceleration for the user and see how that plays. Acceleration can work as a reaction slider at times.
Good explanation of one of the main differences with pre and post patch. I'm a WC player as well and that was one of the sources of my frustrating, just the ease in turning the CPU. Sometimes it's DAA, sometimes it's just over-aggression. It's a tough slider spot as if we increase marking, they are way too aggressive, if we increase aggression, they miss even farther off the mark. This is one of the reasons I had Sprint at 30 because they were more "solid" or "heavier" which meant less frames to run over, or run past the user.
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Originally Posted by cruelchamp |
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Matt can you comment on my slider experimentation
The problem I see is very robotic like defending , very unrealistic
This creates awkward situations
https://youtu.be/IyVCV-LRmcE
I managed to fix it, to get that individual movement
Not this hivemind defending we are accustom to in default gameplay
This also slows down the gameplay where players have to think and movements become more dynamic
https://youtu.be/-W1pJrJFiqk
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I'm not sure what to comment on as there's no slider value you've provided? Unless I missed it. It looks better from Villa's side. Wolves are still standing around for the most part. The frustrating part is someone like Mario Lemina just standing with the ball so close to him. Then Villa there, who are known to have the highest line IRL, are dropping back like a 30 deep.
Turn off competitor mode for one, that turns them into FUT pro players and removes all realism. Player Based Skills is good for WC, but I understand Legendary tends to over-do it at times.
Don't be afraid to raise pass error (or any error value really) for Legendary as there is more room for error compared to WC.
Teammate AI is tough because yeah, the 1v1 is more enhanced post-patch for some reason. It's the stupid term the FUT crowd thought of called "AI defending", so they dumbed it down so as not to remove the skill gap.
I still recommend to play Legacy defending if the other two options isn't ideal. Legacy allows your secondary teammate AI to actually go into the ball carrier all the way through, rather than jockey into position. I personally don't use Legacy defending anymore as I've gotten too used to the other methods.
Probably one of the toughest tests. If you get an aggressive defending team, it's not bad, but as soon as you have a balanced one, they just back off and stand outside the six-yard box.
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Originally Posted by g98smith |
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The updates in V4 are excellent imo - reverting back to 35 Sprint, 50 Acc and 40 Pass Speed was necessary and is effective. I’m still playing around with the Line Height/Length as I do think there are still some issues with teams that use the “Deep” defensive line tactic.
There’s one final value I’d like to shill to you all at present, and that’s Shot Speed. Personally, I’ve found that dropping it down by just one point to 49/49 has led to much smoother, more realistic shots (and headers). Please give it a try and let me know what you think. Also open to suggestions on how this impacts GKs - I know the two sliders are very closely linked and even small adjustments can have a big effect. I’m still testing 49/50/51 GK Ability to see how the animations pair up but would appreciate wider feedback.
I’m also firmly in the “Custom” camp when it comes to CPU behaviour sliders. I also think these are completely down to individual preference and there should not be a “one size fits all” set that is shared; rather we should be helping each other to understand what changing these values does to the gameplay so we can all find our sweet spot.
One thing I would say on this - try not to let the tail wag the dog, i.e. don’t let stats dictate the sliders. We all want realistic gameplay, that’s why we’re here. But there are limitations - you’re not going to match real-life possession, xG, pass accuracy % etc. Last year with the introduction of xG as an in-game stat (which I thought was a great addition), I became fixated on trying to get it to be realistic according to real-life matches, constantly tweaking shot error etc. Eventually I realised it just wasn’t possible and I ended up making the gameplay feel worse just to try and get the numbers looking right. As long as the game feels good to play, don’t worry too much about the post-match stats.
Higher Tackle Aggression, Shot Freq and Crossing Freq seems to be the general consensus - however I think Buildup Speed and Pass/Dribble/Skill Freq are all down to the individual’s discretion. I’ve seen some people prefer Buildup/Skill Freq as low as 30 and others like yourself bumping them up to 60+. It’s interesting because personally I find 45-50 Buildup and 35-40 Skill Freq much more realistic, which just shows how much variation there’s going to be.
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The biggest issue I've seen with lowering shot speed is the GK can still "set" the ball to themselves after making a diving save. It's such a terrible animation, and happens even on shot speed 50. 50 also has some terrible shot animations though, where the ball just randomly speeds up on shots, etc.
It's difficult because some of the best save animations have happened on shot speed 51, while the best looking shot speeds have happened on 48-49 range.
I think less frames (Sprint 30) is always better in theory, but application we saw what the feedback was referring to about players not sprinting. These are the sacrifices of course. Pre-patch 30,31,32 were perfect for me. I get that we wanted players to sprint but in the FIFA world, sprinting off the ball is just as fast as sprinting with the ball, and everyone can perfectly control the ball when sprinting somehow. On lower Sprints at least you can feel the difference from a dribbler and non-dribbler.
I'll take a look. We know we need to have this as the 4th option (tactical, dynamic, custom-50s, custom) at some point. Of course some of those values are going to play completely different on difficulty, tactics and roles, not to mention leagues.