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Originally Posted by Matt10 |
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Will be streaming Set Y and trying to see what we can do about the wishlist requests tonight. I"m going out of town tomorrow, so I will be back Sunday. Tonight will be mic'd up and ready to look into some things as a team, please.
STREAMING NOW (10:45 PM CST)
http://www.twitch.tv/matt10l
1. START & STOP - @Matt10 - more standing with the ball, trying to find a pass, not just mindlessly racing up the pitch and making perfect passes.
2. FOULS - @Valisen - Fouls. I know its hard because we play a 20-30m versus a real game being 90 but I want more fouls.
3. MORE TIME ON THE BALL - @Tonyafc23 - would be great, so i can be more creative with my passing and a little bit more space for a skill move, without feeling panicked to pass. (response: test tactical low pressure teams during slider testing to verify effectiveness)
4. LESS CPU MINDLESS POSSESSION - @Notron - Being less "helpless" when the CPU just wants to stay in possession.
I think everyone of us knows that, if the cpu-team only wants to maintain the score and is in possession you havenīt got a real chance to win the ball for like 10 virtual minutes sometimes.
5. MIDFIELD SPACE - @papinho81 - I want the space between the defensive and the midfield lines to be a war zone. I don't want to see the ST or the CAM waiting the ball free of marking or having WAY too much time to control walk and so on. Pressure should be insane in that part of the pitch and only good players should be able to feel comfortable and have more than 3 or 4 touches before passing or losing the ball.
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Just an FYI, we were able to accomplish 1,3,4 & 5 on the wish list.
The problem is we were not using Set Y as a way of finding it. We combined High Sprint with a version of Set M.
It was discovered that to lessen the ADD significantly was to lower FB and FT to ZERO on high sprint.
So we used 53/53 Sprint, 48/48 accel, and FB 0/0, FT 0/0 - there was virtually no ADD. This is very good news, and one that we can continue to build off for those that enjoyed the High Sprint benefits, myself included.
Basically you can apply the High Sprint values to any set that you enjoy, and still receive the benefits of a Higher Sprint set:
The advantages of Higher Sprint
- Better teammate AI
- Better reactions to loose ball
- Responsiveness increase
- Player's weight, inertia and momentum can be felt
- Better marking positioning
- Legacy players can shoulder barge with super-cancel
- User defenders are much more physical
- Air Ball physics are much more realistic
Now the issue, and one of the important ones to me, is the fouls.
It was discovered that lowering Height actually prevents more bursting.
Try it, use Height at 65, try to burst, you will be successful most of the time, because the defending player "gives up" after about 15-20 yards of running, sometimes less.
Now try Height at 50, try to burst, you will be somewhat successful, but the player who initially was marking your player, will follow you as far as possible.
This is the tough part we're in because at 65 height, the CPU meets your players at the defensive line. However, the lower height creates more physicality and definitely more room for appearing competitive from that perspective.
Some thoughts, and remaining transparent in our findings. Papinho worked like crazy this morning and found that 57 height seemed to display the right balance between physicality and competitive football. Of course we aren't going to isolate it, but it's just interesting findings - and some more rocks turned over to feed our sim minds