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FIFA 16 OS Community Sliders
This is a discussion on FIFA 16 OS Community Sliders within the EA Sports FIFA Sliders forums.
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12-02-2015, 01:47 AM | #3209 |
Rookie
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Re: FIFA 16 OS Community Sliders
Thanks for the updates to the sliders after the patch. I just logged on and the new patch downloaded. At this point, new patches have me thinking "here we go, again..." instead of having me excited for potential fixes. It's not easy being perfectionists like we are here on OS... lol.
I will give these sliders a whirl a bit later, as I'm currently enthralled in Madden 16 again. When I do, I will be sure to stream on Twitch so that others may view/contribute to the testing. Cheers
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12-02-2015, 01:52 AM | #3210 |
Rookie
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Re: FIFA 16 OS Community Sliders
1.04 will go down in history as one of the more perplexing and, yes, disappointing updates in FIFA history for me.
Regardless of the results, stats, sliders, doesn't matter - I always ask myself at the end of a game, win or lose - "Was that fun?" With 1.03, about 85% of the time, I was answering, "Yes!" With 1.04, that ratio is maybe 25%. Seriously. That's going to be tough to fix with sliders. 1.04 was a major gameplay update and I can't help but say what we all might be thinking, fellas: this patch was NOT for us. They may have changed gameplay for UT or for online matches, but they sure as hell didn't do this for our benefit. I was extremely happy with FIFA 16, now I'm just...happyish. It's still better than FIFA 15, by orders of magnitude, but 1.04 has really been a step back IMO.
JimmyDeicide and PittPens1787 like this.
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12-02-2015, 02:20 AM | #3211 | ||||||||||||||||||||||||
Rookie
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Re: FIFA 16 OS Community Sliders
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12-02-2015, 02:28 AM | #3212 | ||||||||||||||||||||||||
Hall Of Fame
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Re: FIFA 16 OS Community Sliders
Accel: 49/47 (previous 49/48) *We gave the CPU 2 notches lower and wanted the speedsters to really stand out, but not to the point you can sprint through entire defense. Face up dribbling can be hit or miss, as it should be.* Pass Error: 40/40 (previous 55/55) *Yes, the weird one that stands out. However, at higher values it had seemed like the CPU didn't really care who they passed to or in what manner. Basically it seemed that they were not focused on keeping possession - but only on how to attack the quickest way possible. Along with the line setting adjustments, the lower pass error of 40 really brings in a purposeful attack by the CPU. They will take their time, they will use the width of the pitch, and they be less about direct attacking - and more about building up to the attack. You must be disciplined in your defending here.* Height: 52/52 (previous 50/50) *An increase in height always is necessary because the defensive line just sits too far back as it is. Slight increase for now, we will see how it looks further in testing.* Length: 51/50 (previous 45/45) *A discrepancy in length because adjusting marking can be an ADD-fest unfortunately. So creating a slight line increase for the user pushes the players slightly closer together - but not so close that the positions are compromised.* Width: 50/50 (previous 55/55) *The issue found on 55/55 is the FB was pushed up to the sidelines on attacks when the ball is deep at the top of the box. On defense, the outside midfielders were running into their FB, and not tucked in enough goal-side, resulting in some very open play at the top of the box.* FB: 40/40 (previous 50/50) *On default the FBs really get up the pitch. This results in some very easy counters running back, but also makes attack more direct - resulting in an end to end match.* FT: 70/70 (previous 50/50) *Thank goodness we can raise this up. The pressure to perform is still there (despite the pass error value) and you can still put proper pressure on the CPU to make things happen. Matches now come down to your skill and not being cheated by the CPU* ------------------- So there you go, the update that may spark some controversy. Put it this way, if you were on Reaper's stream last night, he was going into full on REAPER mode with Set F - then eventually made the adjustments, and the man was QUIET - not even sure if he complained to the ref at all, lol.
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12-02-2015, 02:48 AM | #3213 | ||||||||||||||||||||||||
Hall Of Fame
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Re: FIFA 16 OS Community Sliders
SET F - with 12/2/15 adjustments in RED. World Class/Legendary, 10-15 Mins, Semi/Manual Slow/Normal (User Preference), Legacy or Tactical Defending 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- 49/47 (previous 49/48) *We gave the CPU 2 notches lower and wanted the speedsters to really stand out, but not to the point you can sprint through entire defense. Face up dribbling can be hit or miss, as it should be.* 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: 40/40 (previous 55/55) *Yes, the weird one that stands out. However, at higher values it had seemed like the CPU didn't really care who they passed to or in what manner. Basically it seemed that they were not focused on keeping possession - but only on how to attack the quickest way possible. Along with the line setting adjustments, the lower pass error of 40 really brings in a purposeful attack by the CPU. They will take their time, they will use the width of the pitch, and they be less about direct attacking - and more about building up to the attack. You must be disciplined in your defending here.* 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. Height: 52/52 (previous 50/50) *An increase in height always is necessary because the defensive line just sits too far back as it is. Slight increase for now, we will see how it looks further in testing.* Length: 51/50 (previous 45/45) *A discrepancy in length because adjusting marking can be an ADD-fest unfortunately. So creating a slight line increase for the user pushes the players slightly closer together - but not so close that the positions are compromised.* Width: 50/50 (previous 55/55) *The issue found on 55/55 is the FB was pushed up to the sidelines on attacks when the ball is deep at the top of the box. On defense, the outside midfielders were running into their FB, and not tucked in enough goal-side, resulting in some very open play at the top of the box.* FB: 40/40 (previous 50/50) *On default the FBs really get up the pitch. This results in some very easy counters running back, but also makes attack more direct - resulting in an end to end match.* FT: 70/70 (previous 50/50) *Thank goodness we can raise this up. The pressure to perform is still there (despite the pass error value) and you can still put proper pressure on the CPU to make things happen. Matches now come down to your skill and not being cheated by the CPU* *PowerBar is personal preference*
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12-02-2015, 04:19 AM | #3214 |
Rookie
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Re: FIFA 16 OS Community Sliders
What are the obvious sliders to tweak if you're finding that you're not getting enough chances on goal?
Am I right in saying that lowering Line Height so the CPU defense doesn't meet your attack so quickly and also lowering Marking might create a bit more space? |
12-02-2015, 04:26 AM | #3215 |
Rookie
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Re: FIFA 16 OS Community Sliders
Hi Matt,
"Pass Error: 40/40 (previous 55/55) *Yes, the weird one that stands out. However, at higher values it had seemed like the CPU didn't really care who they passed to or in what manner. Basically it seemed that they were not focused on keeping possession - but only on how to attack the quickest way possible. Along with the line setting adjustments, the lower pass error of 40 really brings in a purposeful attack by the CPU. They will take their time, they will use the width of the pitch, and they be less about direct attacking - and more about building up to the attack. You must be disciplined in your defending here.*" i totally agree with this point, cpu passes are more fluid, the dynamic of their build play looks more flexible, more human, 5 stars teams are playing like 5 stars team, anyway, i must quote you regarding defence in this case, cpu is more creative now, not more dangerous but more creative. also, sprint should be 45, imo |
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12-02-2015, 04:35 AM | #3216 |
MVP
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Re: FIFA 16 OS Community Sliders
Played 2 games with the current set on new patch and it was actually pretty good. I actually enjoy the directness of the cpu. Attack and shot variety for cpu still seems good, I kind of like the seemingly increased error in all around play. Balls actually getting kicked out of bounds and whatnot.
My biggest concern right now is the cpu having a combined 3 fouls in 2 games, one of which was a derby game. Really hope we aren't back to no fouls again. Also not sure the cpu will be able to hold me scoreless with the current set. |
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