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Old 11-17-2018, 05:41 PM   #1977
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Re: FIFA 19 OS Community Sliders

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Old 11-17-2018, 06:01 PM   #1978
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Re: FIFA 19 OS Community Sliders

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Old 11-17-2018, 06:09 PM   #1979
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Re: FIFA 19 OS Community Sliders

Timestamp: 11/17/2018 --- 4:57 PM CST
11/17/2018: Set Version 4, Beta 1 (V4B1) created and posted.

√ Really solid feedback the last couple of pages regarding post patch and using V3B1. Overall, the set still plays good, but just needed some subtle tweaks to solidify it.

So, here are the areas we are focusing on for Version 3 Beta 1.

►Tad bit more resistance in the midfield, especially on the sidelines and center.

►With more resistance, the pace of play has some more variety.

Please read through my explanations, and do not forget to read the RULES before posting feedback.

FIFA 19 OS Sliders - Set V4B1
Difficulty
: Pro, World Class, Legendary, Ultimate
Time: 10-15 minute halves
Speed: Slow
Controls: Any

Sprint Speed: 40/45
- Kudos to Balla here for determining a good value that creates a sense of the CPU not giving up on chasing, and also just enough of a low value that ensures the user is more "solid", which should then result in the CPU's momentum to cause more physicality.

Acceleration: 50/50
- No changes here.

Shot Error: 55/55
- No changes. Shot error here to help with more contextual shooting animations and still maintain separation between elite and mediocre players.

Pass Error: 55/55
- No changes. Goal to just slightly to improve the ball physics. On 55 the ball does not dip as quickly in the air like it does on 58.

Shot Speed: 51/51
- No changes. Shot error is higher. Seeing some great animations for saves, but also the deflections are no longer "cushioned" deflections off hard shots - the ball is truly alive when deflected.

Pass Speed: 52/52
- No change. As mentioned above regarding Pass Error. This value has to be raised a bit to compensate for the pass error. As it stands, the passing in the game does not have any risk/reward to it, especially as pass error is increased. The thought of underpowering a pass should not be a concern, rather a pass that is inaccurate due to the pressure of pace would be more believable. Any real match we watch, the pressure to perform is a product of the ball bouncing and attempting to control it. If the pass speed remained at 50, with a pass error of 58, there is not difficulty in controlling a "soft" ball versus one that is alive. This is why the pass speed of 52 is recommended. If you really have issues with it, feel free to adjust, but also lower pass error to compensate.

Injury Frequency: 70/70
- Thanks to Aaron and jrn suggestion on this one. Good balance of walk-offs and injuries needing to be subbed out right away.

Injury Severity: 30/30
- No change. Thanks to Aaron and jrn suggestion on this one. Good balance of walk-offs and injuries needing to be subbed out right away. Some longer injuries as well.

GK Ability: 55/55
- No change. The big thing with keepers in this game is that they flail on shot attempts, especially headers. Need the keeper to stay firm and prepare for shots, versus instantly reacting and letting the goal in.

Marking: 50/50
- No change. Normalized value because higher marking of any kind was starting to hurt defensive assignments. Dropped down to 50 and it is much better, closer to a zonal look, and will help bring in the midfield.

Run Frequency: 1/1
- No change. Round and round we go, huh? Previously value was 50, and now we've dropped all the way down to 1. The reason for 1 is the same reason it always ends up being 1, which is too many runs off the ball = hectic. The players will still get up the pitch, and they will still honor the CTT chosen, but it will be more subtle than just letting a CAM have the ball, and 6-7 runs are made in full sprints off the ball.

⦿ The Height, Length and Width (HLW) values are significant this year with the CTT's. We are still treading quite carefully here on veering too far away from default unless absolutely necessary.

Height: 55/55
- Significantly improved the resistance in the midfield. Finally this is the patch we've been waiting for to allow a modification in height to create this effect. Lowering length was the initial thought, but turned out to cause more harm than good. With the slightly higher height, it pushes all the lines forward to meet - and result in better shape throughout.

Length: 50/50
- No change, these are notes from previous set. In hopes to get better shape, we had this previously under 50. While it looked great at 45, the problem was the theme of each match was User Defensive 3rd vs CPU's Defensive 3rd, all that midfield by the center circle became ignored. The reason is for every possession, the other team would drop back, no matter what CTT was used. You can see this by simply testing goal kicks for the CPU. The GK will not kick the ball past the halfway line, because they are preparing for a pass that does not require to reach the other side of the pitch. This is why the comments about frustrating tiki-taka and the lack of variety from CPU would dominate the thread. It's true, because we limited the CPU, and User, on what was possible. Extending the length was one thing, but is another reason marking was used to "control" the length as well, so it is not constantly end to end. There is so much variety here, and another nod to EA for getting CTTs a priority this year.

Width: 49/49
- Able to adjust this to a good under 50 value so the middle of the pitch isn't 1-3 passes forward each time. Clogs the center a lot more, which means more passes to the side to break down teams. Good variety per CTT's as well.

FB Positioning: 45/45
- Able to adjust this value with the height increase. The value of 0 FB was good pre-patch, but it also resulted in a very rigid defensive line, and a reluctant movement by the FB to overlap unless instructed, or to get into the defensive third to cover. Hot topic this year remains them going for a walk about the pitch, but it's better than it was for sure. There is still that odd occasion though.

FT Control: 55/55
- A bit of a rabbit hole, but this looks to be the final resting place for the FT debacle. There are those that tried the 40 FT, and let me remind you that is a value not intended to address the first touch at all, but more so the behavior of 50/50 getting stuck in to tackles, etc. With that said, the idea behind 55 is pretty straight forward. Slows the game down just slightly, and creates a bit more random play, relative to the pass speed value.
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Old 11-17-2018, 06:15 PM   #1980
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Re: FIFA 19 OS Community Sliders

Going to try them out right now. First game is the Manchester Derby.
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Old 11-17-2018, 06:16 PM   #1981
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Re: FIFA 19 OS Community Sliders

Quote:
Originally Posted by Matt10
Timestamp: 11/17/2018 --- 4:57 PM CST
11/17/2018: Set Version 4, Beta 1 (V4B1) created and posted.

√ Really solid feedback the last couple of pages regarding post patch and using V3B1. Overall, the set still plays good, but just needed some subtle tweaks to solidify it.

So, here are the areas we are focusing on for Version 3 Beta 1.

►Tad bit more resistance in the midfield, especially on the sidelines and center.

►With more resistance, the pace of play has some more variety.

Please read through my explanations, and do not forget to read the RULES before posting feedback.

FIFA 19 OS Sliders - Set V4B1
Difficulty
: Pro, World Class, Legendary, Ultimate
Time: 10-15 minute halves
Speed: Slow
Controls: Any

Sprint Speed: 40/45
- Kudos to Balla here for determining a good value that creates a sense of the CPU not giving up on chasing, and also just enough of a low value that ensures the user is more "solid", which should then result in the CPU's momentum to cause more physicality.

Acceleration: 50/50
- No changes here.

Shot Error: 55/55
- No changes. Shot error here to help with more contextual shooting animations and still maintain separation between elite and mediocre players.

Pass Error: 55/55
- No changes. Goal to just slightly to improve the ball physics. On 55 the ball does not dip as quickly in the air like it does on 58.

Shot Speed: 51/51
- No changes. Shot error is higher. Seeing some great animations for saves, but also the deflections are no longer "cushioned" deflections off hard shots - the ball is truly alive when deflected.

Pass Speed: 52/52
- No change. As mentioned above regarding Pass Error. This value has to be raised a bit to compensate for the pass error. As it stands, the passing in the game does not have any risk/reward to it, especially as pass error is increased. The thought of underpowering a pass should not be a concern, rather a pass that is inaccurate due to the pressure of pace would be more believable. Any real match we watch, the pressure to perform is a product of the ball bouncing and attempting to control it. If the pass speed remained at 50, with a pass error of 58, there is not difficulty in controlling a "soft" ball versus one that is alive. This is why the pass speed of 52 is recommended. If you really have issues with it, feel free to adjust, but also lower pass error to compensate.

Injury Frequency: 70/70
- Thanks to Aaron and jrn suggestion on this one. Good balance of walk-offs and injuries needing to be subbed out right away.

Injury Severity: 30/30
- No change. Thanks to Aaron and jrn suggestion on this one. Good balance of walk-offs and injuries needing to be subbed out right away. Some longer injuries as well.

GK Ability: 55/55
- No change. The big thing with keepers in this game is that they flail on shot attempts, especially headers. Need the keeper to stay firm and prepare for shots, versus instantly reacting and letting the goal in.

Marking: 50/50
- No change. Normalized value because higher marking of any kind was starting to hurt defensive assignments. Dropped down to 50 and it is much better, closer to a zonal look, and will help bring in the midfield.

Run Frequency: 1/1
- No change. Round and round we go, huh? Previously value was 50, and now we've dropped all the way down to 1. The reason for 1 is the same reason it always ends up being 1, which is too many runs off the ball = hectic. The players will still get up the pitch, and they will still honor the CTT chosen, but it will be more subtle than just letting a CAM have the ball, and 6-7 runs are made in full sprints off the ball.

⦿ The Height, Length and Width (HLW) values are significant this year with the CTT's. We are still treading quite carefully here on veering too far away from default unless absolutely necessary.

Height: 55/55
- Significantly improved the resistance in the midfield. Finally this is the patch we've been waiting for to allow a modification in height to create this effect. Lowering length was the initial thought, but turned out to cause more harm than good. With the slightly higher height, it pushes all the lines forward to meet - and result in better shape throughout.

Length: 50/50
- No change, these are notes from previous set. In hopes to get better shape, we had this previously under 50. While it looked great at 45, the problem was the theme of each match was User Defensive 3rd vs CPU's Defensive 3rd, all that midfield by the center circle became ignored. The reason is for every possession, the other team would drop back, no matter what CTT was used. You can see this by simply testing goal kicks for the CPU. The GK will not kick the ball past the halfway line, because they are preparing for a pass that does not require to reach the other side of the pitch. This is why the comments about frustrating tiki-taka and the lack of variety from CPU would dominate the thread. It's true, because we limited the CPU, and User, on what was possible. Extending the length was one thing, but is another reason marking was used to "control" the length as well, so it is not constantly end to end. There is so much variety here, and another nod to EA for getting CTTs a priority this year.

Width: 49/49
- Able to adjust this to a good under 50 value so the middle of the pitch isn't 1-3 passes forward each time. Clogs the center a lot more, which means more passes to the side to break down teams. Good variety per CTT's as well.

FB Positioning: 45/45
- Able to adjust this value with the height increase. The value of 0 FB was good pre-patch, but it also resulted in a very rigid defensive line, and a reluctant movement by the FB to overlap unless instructed, or to get into the defensive third to cover. Hot topic this year remains them going for a walk about the pitch, but it's better than it was for sure. There is still that odd occasion though.

FT Control: 55/55
- A bit of a rabbit hole, but this looks to be the final resting place for the FT debacle. There are those that tried the 40 FT, and let me remind you that is a value not intended to address the first touch at all, but more so the behavior of 50/50 getting stuck in to tackles, etc. With that said, the idea behind 55 is pretty straight forward. Slows the game down just slightly, and creates a bit more random play, relative to the pass speed value.
Cheers mate
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Old 11-17-2018, 06:18 PM   #1982
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Re: FIFA 19 OS Community Sliders

Quote:
Originally Posted by Matt10
Timestamp: 11/17/2018 --- 4:57 PM CST
11/17/2018: Set Version 4, Beta 1 (V4B1) created and posted.

√ Really solid feedback the last couple of pages regarding post patch and using V3B1. Overall, the set still plays good, but just needed some subtle tweaks to solidify it.

So, here are the areas we are focusing on for Version 3 Beta 1.

►Tad bit more resistance in the midfield, especially on the sidelines and center.

►With more resistance, the pace of play has some more variety.

Please read through my explanations, and do not forget to read the RULES before posting feedback.

FIFA 19 OS Sliders - Set V4B1
Difficulty
: Pro, World Class, Legendary, Ultimate
Time: 10-15 minute halves
Speed: Slow
Controls: Any

Sprint Speed: 40/45
- Kudos to Balla here for determining a good value that creates a sense of the CPU not giving up on chasing, and also just enough of a low value that ensures the user is more "solid", which should then result in the CPU's momentum to cause more physicality.

Acceleration: 50/50
- No changes here.

Shot Error: 55/55
- No changes. Shot error here to help with more contextual shooting animations and still maintain separation between elite and mediocre players.

Pass Error: 55/55
- No changes. Goal to just slightly to improve the ball physics. On 55 the ball does not dip as quickly in the air like it does on 58.

Shot Speed: 51/51
- No changes. Shot error is higher. Seeing some great animations for saves, but also the deflections are no longer "cushioned" deflections off hard shots - the ball is truly alive when deflected.

Pass Speed: 52/52
- No change. As mentioned above regarding Pass Error. This value has to be raised a bit to compensate for the pass error. As it stands, the passing in the game does not have any risk/reward to it, especially as pass error is increased. The thought of underpowering a pass should not be a concern, rather a pass that is inaccurate due to the pressure of pace would be more believable. Any real match we watch, the pressure to perform is a product of the ball bouncing and attempting to control it. If the pass speed remained at 50, with a pass error of 58, there is not difficulty in controlling a "soft" ball versus one that is alive. This is why the pass speed of 52 is recommended. If you really have issues with it, feel free to adjust, but also lower pass error to compensate.

Injury Frequency: 70/70
- Thanks to Aaron and jrn suggestion on this one. Good balance of walk-offs and injuries needing to be subbed out right away.

Injury Severity: 30/30
- No change. Thanks to Aaron and jrn suggestion on this one. Good balance of walk-offs and injuries needing to be subbed out right away. Some longer injuries as well.

GK Ability: 55/55
- No change. The big thing with keepers in this game is that they flail on shot attempts, especially headers. Need the keeper to stay firm and prepare for shots, versus instantly reacting and letting the goal in.

Marking: 50/50
- No change. Normalized value because higher marking of any kind was starting to hurt defensive assignments. Dropped down to 50 and it is much better, closer to a zonal look, and will help bring in the midfield.

Run Frequency: 1/1
- No change. Round and round we go, huh? Previously value was 50, and now we've dropped all the way down to 1. The reason for 1 is the same reason it always ends up being 1, which is too many runs off the ball = hectic. The players will still get up the pitch, and they will still honor the CTT chosen, but it will be more subtle than just letting a CAM have the ball, and 6-7 runs are made in full sprints off the ball.

⦿ The Height, Length and Width (HLW) values are significant this year with the CTT's. We are still treading quite carefully here on veering too far away from default unless absolutely necessary.

Height: 55/55
- Significantly improved the resistance in the midfield. Finally this is the patch we've been waiting for to allow a modification in height to create this effect. Lowering length was the initial thought, but turned out to cause more harm than good. With the slightly higher height, it pushes all the lines forward to meet - and result in better shape throughout.

Length: 50/50
- No change, these are notes from previous set. In hopes to get better shape, we had this previously under 50. While it looked great at 45, the problem was the theme of each match was User Defensive 3rd vs CPU's Defensive 3rd, all that midfield by the center circle became ignored. The reason is for every possession, the other team would drop back, no matter what CTT was used. You can see this by simply testing goal kicks for the CPU. The GK will not kick the ball past the halfway line, because they are preparing for a pass that does not require to reach the other side of the pitch. This is why the comments about frustrating tiki-taka and the lack of variety from CPU would dominate the thread. It's true, because we limited the CPU, and User, on what was possible. Extending the length was one thing, but is another reason marking was used to "control" the length as well, so it is not constantly end to end. There is so much variety here, and another nod to EA for getting CTTs a priority this year.

Width: 49/49
- Able to adjust this to a good under 50 value so the middle of the pitch isn't 1-3 passes forward each time. Clogs the center a lot more, which means more passes to the side to break down teams. Good variety per CTT's as well.

FB Positioning: 45/45
- Able to adjust this value with the height increase. The value of 0 FB was good pre-patch, but it also resulted in a very rigid defensive line, and a reluctant movement by the FB to overlap unless instructed, or to get into the defensive third to cover. Hot topic this year remains them going for a walk about the pitch, but it's better than it was for sure. There is still that odd occasion though.

FT Control: 55/55
- A bit of a rabbit hole, but this looks to be the final resting place for the FT debacle. There are those that tried the 40 FT, and let me remind you that is a value not intended to address the first touch at all, but more so the behavior of 50/50 getting stuck in to tackles, etc. With that said, the idea behind 55 is pretty straight forward. Slows the game down just slightly, and creates a bit more random play, relative to the pass speed value.
I will be trying them out soon, once I have some extra time later.

Sent from my Galaxy S9 using Operation Sports mobile app.
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Old 11-17-2018, 06:40 PM   #1983
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Re: FIFA 19 OS Community Sliders

Quote:
Originally Posted by Matt10
Timestamp: 11/17/2018 --- 4:57 PM CST
11/17/2018: Set Version 4, Beta 1 (V4B1) created and posted.

√ Really solid feedback the last couple of pages regarding post patch and using V3B1. Overall, the set still plays good, but just needed some subtle tweaks to solidify it.

So, here are the areas we are focusing on for Version 3 Beta 1.

►Tad bit more resistance in the midfield, especially on the sidelines and center.

►With more resistance, the pace of play has some more variety.

Please read through my explanations, and do not forget to read the RULES before posting feedback.

FIFA 19 OS Sliders - Set V4B1
Difficulty
: Pro, World Class, Legendary, Ultimate
Time: 10-15 minute halves
Speed: Slow
Controls: Any

Sprint Speed: 40/45
- Kudos to Balla here for determining a good value that creates a sense of the CPU not giving up on chasing, and also just enough of a low value that ensures the user is more "solid", which should then result in the CPU's momentum to cause more physicality.

Acceleration: 50/50
- No changes here.

Shot Error: 55/55
- No changes. Shot error here to help with more contextual shooting animations and still maintain separation between elite and mediocre players.

Pass Error: 55/55
- No changes. Goal to just slightly to improve the ball physics. On 55 the ball does not dip as quickly in the air like it does on 58.

Shot Speed: 51/51
- No changes. Shot error is higher. Seeing some great animations for saves, but also the deflections are no longer "cushioned" deflections off hard shots - the ball is truly alive when deflected.

Pass Speed: 52/52
- No change. As mentioned above regarding Pass Error. This value has to be raised a bit to compensate for the pass error. As it stands, the passing in the game does not have any risk/reward to it, especially as pass error is increased. The thought of underpowering a pass should not be a concern, rather a pass that is inaccurate due to the pressure of pace would be more believable. Any real match we watch, the pressure to perform is a product of the ball bouncing and attempting to control it. If the pass speed remained at 50, with a pass error of 58, there is not difficulty in controlling a "soft" ball versus one that is alive. This is why the pass speed of 52 is recommended. If you really have issues with it, feel free to adjust, but also lower pass error to compensate.

Injury Frequency: 70/70
- Thanks to Aaron and jrn suggestion on this one. Good balance of walk-offs and injuries needing to be subbed out right away.

Injury Severity: 30/30
- No change. Thanks to Aaron and jrn suggestion on this one. Good balance of walk-offs and injuries needing to be subbed out right away. Some longer injuries as well.

GK Ability: 55/55
- No change. The big thing with keepers in this game is that they flail on shot attempts, especially headers. Need the keeper to stay firm and prepare for shots, versus instantly reacting and letting the goal in.

Marking: 50/50
- No change. Normalized value because higher marking of any kind was starting to hurt defensive assignments. Dropped down to 50 and it is much better, closer to a zonal look, and will help bring in the midfield.

Run Frequency: 1/1
- No change. Round and round we go, huh? Previously value was 50, and now we've dropped all the way down to 1. The reason for 1 is the same reason it always ends up being 1, which is too many runs off the ball = hectic. The players will still get up the pitch, and they will still honor the CTT chosen, but it will be more subtle than just letting a CAM have the ball, and 6-7 runs are made in full sprints off the ball.

⦿ The Height, Length and Width (HLW) values are significant this year with the CTT's. We are still treading quite carefully here on veering too far away from default unless absolutely necessary.

Height: 55/55
- Significantly improved the resistance in the midfield. Finally this is the patch we've been waiting for to allow a modification in height to create this effect. Lowering length was the initial thought, but turned out to cause more harm than good. With the slightly higher height, it pushes all the lines forward to meet - and result in better shape throughout.

Length: 50/50
- No change, these are notes from previous set. In hopes to get better shape, we had this previously under 50. While it looked great at 45, the problem was the theme of each match was User Defensive 3rd vs CPU's Defensive 3rd, all that midfield by the center circle became ignored. The reason is for every possession, the other team would drop back, no matter what CTT was used. You can see this by simply testing goal kicks for the CPU. The GK will not kick the ball past the halfway line, because they are preparing for a pass that does not require to reach the other side of the pitch. This is why the comments about frustrating tiki-taka and the lack of variety from CPU would dominate the thread. It's true, because we limited the CPU, and User, on what was possible. Extending the length was one thing, but is another reason marking was used to "control" the length as well, so it is not constantly end to end. There is so much variety here, and another nod to EA for getting CTTs a priority this year.

Width: 49/49
- Able to adjust this to a good under 50 value so the middle of the pitch isn't 1-3 passes forward each time. Clogs the center a lot more, which means more passes to the side to break down teams. Good variety per CTT's as well.

FB Positioning: 45/45
- Able to adjust this value with the height increase. The value of 0 FB was good pre-patch, but it also resulted in a very rigid defensive line, and a reluctant movement by the FB to overlap unless instructed, or to get into the defensive third to cover. Hot topic this year remains them going for a walk about the pitch, but it's better than it was for sure. There is still that odd occasion though.

FT Control: 55/55
- A bit of a rabbit hole, but this looks to be the final resting place for the FT debacle. There are those that tried the 40 FT, and let me remind you that is a value not intended to address the first touch at all, but more so the behavior of 50/50 getting stuck in to tackles, etc. With that said, the idea behind 55 is pretty straight forward. Slows the game down just slightly, and creates a bit more random play, relative to the pass speed value.
Will try them now. Will let you know soon. cheers mate!
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Old 11-17-2018, 07:09 PM   #1984
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Re: FIFA 19 OS Community Sliders

Quote:
Originally Posted by ~LiverpoolRed~
Going to try them out right now. First game is the Manchester Derby.
Bloody hell that was physical! Ashley Young never gave up chasing after Leroy Sane even when I burst away from him. He deflected so many crosses into the box. To be fair my full backs did as well. 12 corners in the match, wow! Even managed to miss a penalty, Bah!

The CPU was making cross field passes for the duration of the game which was nice to see. Not always ground passes. I assume that is the change in width?

Overall really solid first test match.
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