10-08-2017, 07:22 PM
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#1014
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Hall Of Fame
OVR: 23
Join Date: Apr 2006
Location: Overland Park, KS
Posts: 16,273
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Re: FIFA 18 OS Community Sliders
OP Is updated:
Since most of the time we are testing the values of previous sets, you will see the same value twice if it is currently in beta testing status. This will be marked red in this format: "BetaV3" (Beta Version 3). There will be an explanation of the values as well as the credits when sets are finalized.
FIFA 18 Operation Sports Sliders | Version 2
10/8/17 -- A long week playing with the patch update(s). The version 2 set still played well, but issues with the user defenders meeting the CPU attackers was a bit troublesome. We went a bit too extreme with beta testing, and that backfired a bit. Most recent BetaV3 values are in a better direction. Please provide feedback on them.
9/26/17 -- We used the base and turned it inside out. Exploring multiple values, and coming up with some great stuff. I think our goal to have something solid out by Friday should be on track. Please check it out and leave your feedback!
World Class/Legendary, 10-15 Mins, Slow Speed
Sprint Speed - 51/51 - Needs more testing, but the attempt here is to increase more physicality, but also to balance the slower animations due to pass speed decrease.BetaV3 - 50/50 - Realized that 51/51 is too much to get discrepancy between players. Fast players were getting caught too easily, etc. Acceleration - 50/50
Shot Error - 50/50BetaV3 - 52/52 - I think it was Jhedges that found this shot error at 52 to be a nice balance of terrible misses, solid finishes and chances for the spectacular. Pass Error - 60/60 - We liked the decision making here from the CPU, without hurting the variety.BetaV3 - 55/55 - Think it was Jimmymeatball that suggested this value, and it seems to be solid so far. The key with this lowering of pass error is because the crosses by the CPU were just horrendous. Not as bad as years past with constantly going out of bounds, but more so that every cross went to the keeper, or just looped up in the air illogically. Shot Speed - 45/45 - Kudos to Josh here, fantastic find. Loving the shot animations and the power on the shots still. Really great.BetaV3 - 50/50 - It was getting a bit laboring with the low shot speed, especially since EA tuned the goalkeepers to save more easily. Needed a bit more of that "oomph" to the shots as well, and now, relative to the shot error, it looks good. Pass Speed - 35/35 - Probably the breakthrough here thanks to balla. It not only slows the pass speed (Driven pass), but also slows down the animation speeds of all players. Very nice find, and allows us to modify the other values accordingly.BetaV3 - 45/40 - I know there is a good reception for 35/35, but for me, I felt the ball just dragged on the surface. The CPU is lower here because they love driven passes. Injury Frequency - 50/50
Injury Severity - 50/50
GK Ability - 45/45 - Kudos to Josh here because the saves, relative to the shot speed, look much more in sync and less twitchy. Seeing some nice save animations and adequate, realistic, goals given up.BetaV3 - 42/42 - Lowered just a tad to make up for the GK saving everything under the sun. Still may need a look because they tend to catch every side footed shot that is headed for the top corner. Marking - 40/50 - The discrepancy is because the CPU defense is fine, so there is no need to adjust their values away from default anymore. The user's, however, is a bit more chaotic at default. The defenders tend to turn their back and follow the attackers deep into the box. With this lower marking approach, it allows more calmness defensively, and not have the users defenders running around aimlessly. More zonal look means less of chasing an attacker out of position, and more opportunities for offsides.BetaV3 - 40/51 - Started to see Defensive Angle Animation (DAA, when the defending CPU player takes a terrible angle to the ball, most of the time happens to high aggression teams). As a result, marking just got a bump in marking to 51. On the user side, 40 is still solid, and as Gnemi said, it allows the user to make the defensive decisions versus higher marking where the teammate AI just wants to follow players everywhere. Run Frequency - 50/50 - With the adjustment to pass speed, and the line values, there is no need to handicap the CPU with a lower run frequency. Thankfully the driven pass is lessened, so now the CPU has to find these players that are making their runs. In addition, it was found that the run frequency affects some physicality chances as well, since on a lower setting, there are not enough players up the pitch - thuse not enough opportunity for physicality.
Height - 50/50BetaV3 - 52/50 - Bumped up slightly for the user as the defensive line just could not reach the CPU's attacker. Now, they are at least much closer, and it is up to the user to make the next move. Yes, you may still have to manually move the CB, but there will also moments where they get there on their own. Length - 45/45 - Bit the bullet on this one, reluctantly, as we did not want to modify any line values. Enough was enough though as the length of the pitch was too far decompressed, and resulted in 15-30 yard passes with ease, and to feet. This change, relative to the set, has now allowed a bit more opportunity for physicality and more actual build up.BetaV3 - 45/44 - Very subtle change, but made a big difference in the CPU's attack. They are more calm, less direct, and actually pass the ball back if they don't have any options forward. It's not to say they won't use driven pass, but at least there will be times where the CPU attacker picks up the ball in the defensive third instead of top of the box constantly. Width - 48/48 - Lowered this just a bit to compliment the adjustments to length and pass speed. The driven pass tends to occur in more width in the midfield, so lessened the space has helped quite a bit. Have to pay attention to the FBs getting too cramped though, but this should be okay relative to the run frequency and marking settings.
FB Positioning - 50/50
FT Control - 55/55 Allows for a slight bad touch on occasion, and separates quality players form lower level. Our Number 1 RULE: PLEASE DO NOT POST YOUR OWN SLIDER SET. The base is posted here in the Original Post, please provide feedback and suggested tweaks (and why) from it directly. Thank you.
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