12/1/15: SET D as a base will not work for this patch update. The patch update 1.04 has resulted in much more direct play by the CPU (like it did in FIFA 15 for legendary difficulty), which is going to take a bit of an overhaul.
Things to look out for, and adjust accordingly:
- CPU Directness (forward passing)
- User defense backing off/turning around
- Overall chaotic pace of play
- Defenders not meeting attackers at all.
SET F
Sprint Speed- 40/40 - Just following the consensus of the majority's enjoyment of lower Sprint speed, but not so low jogging animation dominates.
Acceleration- 49/48 - Early testing on this, but Reaper discovered that a discrepancy in favor of the User does not result in bursting, or dominating the CPU through dribbling. You will be able to get past the CPU with the proper players and their ratings - but no, do not take your CB and hope to shred the CPU's defense. The value of 50/49 works well as well. The only reason we are at 49/48 is simply for the fact testing is so early and it was noticeable that the user's players were more "within themselves" defensively. Meaning they were not over pursuing angles, and not over-committing positions throughout the match. The jury of course is still out.
Shot Error- 55/55 - Personal preference, but have not had many complaints. If I could sell this I would pay attention to the shot variety from the CPU and user. Before there was mention that the CPU doesn't use finesse shooting, well now you see it quite a bit - and some of the close chances are breath-taking to watch at times. No professional football player can strike the ball perfect, everytime. Look on youtube and find your favorite player, and you will find them with blooper reels a plenty.
Pass Error- 55/55 - Seems to be the majority's vote here as it still allows missed passes, but not so impactful on crosses. Does attribute, obviously, towards passing percentages being high - but it's tough call as without it the CPU does not seem to threaten the user.
Shot Speed- 51/51 - Relevant to the GK ability being lower, this allows a little bit more of a dynamic save mechanic with deflected balls versus just cushioned saves or even cushioned diving saves, etc. A hard shot should be met with a hard deflection, depending on shot location of course.
Pass Speed- 40/40 - Jury is still out on this, testing has not been done on higher levels for too long, so still wanting to explore a bit here. OP drilled passing is not as apparent this patch because the animation is much smoother than before (camera keeps up with pass), but the thought pattern is the lower pass speed may allows the CPU's direct attack to be contained slightly.
Injury Freq - 66/66 - No changes here, have not done any research/testing.
Injury Severity- 40/40 - No changes here, have not done any research/testing.
GK Ability- 10/10 - Found that 10 is right in the sweet spot of allowing shots to go in, but also allow the keeper to make reaction saves which are indicated by the animation of the ball not hitting their hands at times. In addition it makes the reactions look less predictable whereas on higher values before the keepers hands would come up the second the shooter made contact with the ball, before direction was even established.
Marking- 50/50 - Jury still out here. Trying to figure out what is the balance between proper pressure/coverage and the thresholds of ADD (Attention Deficit Defending, where the players are trying to mark those around them versus the ball carrier when needed).
Run Frequency- 45/45 - Still exploring here as well. Before the patch, the value did work towards the run amounts (frequency), but also the run types (check to the ball, runs away from the ball, streaks, diagonal runs, etc). This recent patch update, however, seems to only push towards the run amounts. This makes players looks more stagnant than before when the values are lowered. Again though, still researching - so these initial findings could be off the mark.
Line settings have to compliment several other values, from Sprint, Accel, Marking, Run Frequency and FB Positioning.
Line Height- 50/50 - Still researching here as well. The higher the height, the defensive line is still not meeting the attackers. This is public enemy #1 that creates a chain reaction of issues.
Line Length- 45/45 - Same here, still researching. Increasing the length has resulted in very large gaps that makes the matches heavily end-to-end based, without any proper build up. The CPU, for example, sends the ball up to the forward and the forward turns on a dime to face the defensive line that is still has 3-5 yards to make up to meet him. Lowering the value may be the answer, but there are some issues such as improper field coverage/pressure that can arise from there. It's all a matter of finding what is going to compliment these line values.
Line Width- 55/55 - Width is a tricky value as well because this patch update is bringing in the FBs to overlap even further than before. This is pushing the outside midfielders to the sidelines by default, and not tucking inside, or just slightly out, of the box properly. This creates a misleading amount of players defending inside the box - which just makes the whole experience slightly off because the midfielder seems to be oblivious to what is going on inside the attacking area.
FB Positioning- 50/50 - Still researching here as well. In the past we'd give a bump to FB, but with the way the patch is working - it may need to go lower. Of course, it's relative to run frequency and line settings, so it could be a sensitive value to adjust on its own.
FT Control- 50/50 - This patch update has created much more bad touches than before, even on 50. Increasing the value has always seemed to backfire as the CPU tends to play "hot potato" and the user end up having more Loose Ball ADD (where they continue running, despite the ball being an inch away). Jury is still out, but Reaper's finding to keep it at default has seemed to lessen the loose ball ADD. It was tested as well on values of 1/1 that seemed to have lessened the effect. Of course, this needs to be looked at as the patch has already, clearly, produced some forms of placebo effects
*PowerBar is personal preference*