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Old 12-06-2024, 04:01 PM   #1697
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Re: EA SPORTS FC25 OS Community Sliders

That comment was from TU5 but still holds strong. I am quite simply disgusted that the set settled on the marking and pass error values it has. Both artificially change the entire game and just POOF...there it is everyone. Sorry. it's just reckless imo

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Old 12-06-2024, 04:38 PM   #1698
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Re: EA SPORTS FC25 OS Community Sliders

Quote:
Originally Posted by toneloc129
I have also found the marking to be too high post TU6. I played several games with the Version 5 sliders post patch on Legendary and neither team, could create many chances.

I lowered marking slightly to 69/69 and upped run frequency to 30/30 and it opened up the attack a bit for both sides.

I don't think the values need to be drastically changed. The game is playing wonderfully.

One value I am looking at closely is GK ability. I have seen some poor goalkeeping, especially from the HUM GK at 45. Thinking of raising it to 48 to match shot speed and evaluate again.

Great job with the sliders fellas.
Love this slight change !! Just tried it and like you said games are really competitive with both teams fighting to create chances
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Old 12-06-2024, 04:47 PM   #1699
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Re: EA SPORTS FC25 OS Community Sliders

Quote:
Originally Posted by BrewCrew16
That comment was from TU5 but still holds strong. I am quite simply disgusted that the set settled on the marking and pass error values it has. Both artificially change the entire game and just POOF...there it is everyone. Sorry. it's just reckless imo

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Instead of being offended, why not just be curious and ask questions?

If you were to ask - why marking at 72? Curious of the thinking there, I'd answer and say:

Marking is what will determine the soonest interaction to mark the nearest player, so the higher it goes, the higher chance of engagement sooner.

Since we are working with a lowered length, under 40, we had to raise marking, since we also raised run frequency, the higher we have to raise marking, since we lowered acceleration, the higher we had to go with marking. We had to test this primarily against passive low-block teams with 3 ATB, 4 ATB and 5 ATB, which can have holes in the central midfield in their own way. Paired that up with the lower width, it allowed the wingers to track back as much as they could, but the width + marking would then pull them more narrow to act as another bank. This is more likely why scores have gone down a bit because a lot of the banks had open outlets to the wingers before - mainly with the easy pass outside, then back inside as an attacking pattern the majority of the time.

What is being forgotten here is understanding the very basics of gameplay sliders, in that they are relative to one another. A marking value of 70 plays a lot different paired with an acceleration value at 55 or 50. Much like a pass speed with a 45 value plays a lot different when paired with an error value in the 65-75 range. The understanding of CPU Sliders is not used in the same respect as gameplay sliders because those CPU sliders have no basis or relativity towards gameplay sliders - they are geared towards their tactical FCIQ.

With that said, with the reduction in width post-patch, mainly to the CBs, we have to review marking again to ensure it covers all bases. Not just from a balanced tactical perspective, but low-block and high aggression teams to boot, along with different tactical matchups (formation mismatches, etc). We also want to raise RF to get more from both attacks, so we need to make sure marking is the value to look at from there.

Just know that we choose the values we choose because animations support it, then we take those animations and ensure they go further into the variables that the game offers, from team matchups, difficulty, tactics, FCIQ and CPU Sliders. That's what I do, that's what the "testers" do.
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Old 12-06-2024, 05:02 PM   #1700
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Re: EA SPORTS FC25 OS Community Sliders

Quote:
Originally Posted by Dantheman99
Love this slight change !! Just tried it and like you said games are really competitive with both teams fighting to create chances


30 run frequency works really well if you play shorter halves, eg: under 8mins.


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Old 12-06-2024, 09:41 PM   #1701
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Re: EA SPORTS FC25 OS Community Sliders

for those that play ultimate with competitor mode on, what is your cpu shot, dribble, and skill frequency values at?

the cpu seems to dribble more and take less shots so i was curious for those values.

any help would be much appreciated!
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Old 12-07-2024, 12:35 AM   #1702
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Re: EA SPORTS FC25 OS Community Sliders

Non TU6 question. I play on xbox, leg. Does anyone know the game parameters that result in a cpu opponent that plays well beyond the legendary skill level and the error rate on anything I do spikes? It seems to happen in cup games, maybe in derbys played at the cpu stadium. I assume this is knows/and observed by this community. Just started noticing this in 25. Thanks.
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Old 12-07-2024, 02:50 AM   #1703
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Re: EA SPORTS FC25 OS Community Sliders

I've played a few more Southampton matches, still struggling but I should be so the realism feels possibly the best FIFA has EVER been.

Lost 3-2 to Liverpool in the Carabao Cup Quarter Finals but then managed to beat Fulham 2-0 in the league. I've begun changing formation and tactics against different sides.

The only thing I'm unsure of is the injury sliders. I now keep picking up injuries quite quickly. As Onuachu returned from his real life injury I lost Archer for 3 months. Then in my last match I've lost both Stewart and Onuachu again for 2 months each to the same broken toe injury again (it hath returned) so I've got 3 strikers out and the previous 2 both went down to the exact same injury in the exact same match (Onuachu replaced Stewart as a sub!)

Now it can happen, and I'm glad to have to rotate my squad due to injuries for realism again but just wondering if the sweet spot is somewhere away from 70/40? I'm not sure yet.

I wonder if the game is trying to keep a similar amount of injuries running because as my players that were injured by default at the start point return I then seem to lose a couple more right after.

I wouldn't want to change it much and it may not need to change at all, but just documenting my experiences.

The keepers are also making excellent saves on 45 but there are a few howlers mixed in. Again I wonder if it could tweak up very slightly but am not sure if it would break anything and it's not a major deal at all if not.

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Actually enjoying this start point Southampton career way more than I've enjoyed a game in years because of the challenge. Still bottom but level on points with the 2 teams above me.

Last edited by CR1978; 12-07-2024 at 02:52 AM.
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Old 12-07-2024, 10:06 AM   #1704
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Re: EA SPORTS FC25 OS Community Sliders

I'm finding when the ai play 4231 with 2 cdms, it's almost impossible to break them down. Even dropped to legendary from Ultimate and it's still the same. They never leave their defensive shape and only really use the attacking players to attack. So forget trying a counter.

The rigidity, lack of space between cdms and def, lack of intelligence from your ai controlled players to move into space or even make a run at all instead of stood there like a trianing cone and magnet effect of defenders warping to take the ball off you is making me really frustrated.

I don't need people jumping on telling me I'm wrong. It's just my experience and it hasn't been like this up untill TU6.

I don't know what it is, but I don't like how the games playing at all. I hope you can come up with something Matt.
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