Timestamp: 4/23/2020 | 5:52 PM CST --- Over a month ago, and things are quite different for a lot of us. For one, Ultimate Difficulty is completely worthless - to the point that I've removed it from this update (it's in the archives). I believe most, if not all, are working from home - or at least spending a lot more time at home. This means more career mode, right? Personally, I've actually been able to get going a lot on my own career mode, which is something I haven't been able to do for a number of FIFA iterations.
So, this update is one that I have been wanting to do for quite a while. I mentioned it in the thread, but I receive about 3-5 messages a day asking about different suggestions on playing with our sliders. The top two questions are "What do I need to do if playing on [] minutes?" and "How can I make the game more challenging/harder?" I've given a bit of my insight individually, but now it is time to offer it in a more structured form. No matter what suggestions you can make, it is human nature to want an itemized list of "exactly" what is being used. Of course we always recommend personal preferences, but the goal here is to create that baseline - then adjust as you see fit (as always!).
With that said, here are 3 versions of the OS Sliders. Each version addresses a possible solution to those who are looking for the current set, a harder set and a set that is customized for those who play on under 10 minutes. If you look through the values, you will see that the base of the OS slider set is still there, and the values presented have been suggested throughout the thread by others and myself in various outlets (this thread, social media, youtube videos, reddit, etc).
FIFA 20 Operation Sports Sliders |||Version 3, Harder Legendary and Shorter Halves Set||
Controls: Manual/Semi/Assisted, Handball On (including PKs)
► Note that there has been good reception in turning off "Pass Block Assistance", which has helped keep the user's defensive line in-sync, making things less chaotic.
Explanation of each value listed in Spoilers:
Version 3 - Work in Progress Set
Spoiler
Goal: This is the set that anchors the other ones. It is the base of what we have had for a number of months now. Some subtle adjustments to make for even better gameplay than before are in place now. The goal is to get a good balance of build up and necessary tactical adjustments when called upon.
Sprint - 48/52
► The adjustment of Sprint to be in favor of the CPU is primarily based on their tendency to jockey at random when faced in 1v1 situations down the sidelines or when facing an opposing center-back. This has been a [reported] bug for a while to EA, but still has not been fixed. As a result, we have to keep the CPU in the game, and as a result, Sprint and Acceleration go in favor of the CPU.
Acceleration - 50/51 | 50/52 for Pro and World Class difficulty - or for harder Legendary
► As mentioned in the Sprint section, we have to keep the CPU in the game due to the jockey bug that seems to occur in 1v1 situations. In addition, the slight acceleration discrepancy in the CPU's favor makes it a bit more challenging overall. As the user we will always have the advantage due to the ability to get off the rails of programming (super-cancel for a lot of us), which the CPU does not have.
Shot Error - 70/70
► This value was reviewed and kept the same as it has been. Really good teams will have variety with their shots on target, but the odd scuffed shot will not be left for just poor quality players - as we want to humanize the CPU here. The combination of shot speed adjusted and GK ability makes for some incredible shooting interactions.
Pass Error - 55/55
► No reason to change this value as it has brought the best balance on the ball between scuffed passes and gorgeous balls over the top. Truly a good way to separate the exceptional players for the rest of the pack.
Shot Speed - 50/50
► This value got a one point increase because it was starting to become noticeable of how often the GK could catch the ball and how shots started to feel softer and softer - especially with such a high shot error at 70. With this return to normal value of 50, the shot variety can stand out.
Pass Speed - 50/50
► No need to change this value as 50 remains a strong one when relative to the entire movement of the pitch and the significance in passing error. Driven passes this year are tame compared to previous years, and when paired up with the pass error - it definitely makes passing forward more of a risk/reward situation - as it should be.
Injury Freq - 90/90
► Still brings enough variety as before.
Injury Sev - 40/40
► Again, enough variety and nothing so consistent between multiple users at this point.
GK Ability - 40/40
► A more significant drop here from 49, however because the shot speed has increased, we need a more reactive look to the keeper versus a psychic look that higher values had caused. FIFA's programming is cause and effect, the GK animations are programmed based on the shot animation. We do not want the keeper to start moving as soon as the foot makes contact without even seeing the direction, so this adjustment brings in that sense of just a slight hesitation (and often times reflex) to make some amazing saves - but also more rewarding scoring.
Marking - 72/72
► This value is so important to the set. It's been tried at 71, 70 and below, and with the structure of how defensive resistance is built in FIFA (man marking vs zonal), the value of 72 has to be kept. If we think about all previous FIFA versions and how we had begged for the defenders to meet the attackers, or the midfielders to follow the players into the box, we'd be foolish to ignore the benefits of this value set. It's not to say 72 is absolute, but it is the safest value without needing to raise too much else. Note: I have changed this value for the other two sets, in particular the Harder Legendary Sliders because, frankly, if you try them - you will want some type of defensive relief as the resistance is quite strong).
Run Frequency - 5/5
► A slight bump, but a significant result. This brings in the runs off the ball, especially in crossing positions, so it will make the CPU cross and it will also bring in those players to get on the end of the crosses.
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. In the past, we could adjust these values to achieve a lot of the shape we are looking for. However, this year of FIFA 20 in particular is in favor of referring to the team tactics to dominate the HLW more than anything. With that said, this version of the sliders has an aim to get more midfield play and adhere properly to different formations/tactics available.
Height - 51/51
► Have played around with this value as well, but there is no need to change from the 51 that has been in place for a while.
Length - 46/45
► A very slight change is creating a discrepancy in favor of the user. This allows the the user's defensive positioning of the midfield to sit just a bit higher to block the forward passing lanes that often resulted in the CPU moving the ball from side-to-side and easily passing to their forward. With this change, they will now to use proper outlets such as pushing all the way to the opposite midfielder or sending a ball over the top - or even playing backwards.
Width - 48/48
► Another value that does not get any change because of the strength in narrowing the pitch defensively. It keeps every player goal-side as best as possible, with the exception being FBs in a 5-back formation, who stay too wide in that instance. Unfortunately, adjusting for that value can ruin the composition of the set, so it's better to leave as is until FIFA's tactical programming can improve their defending logic.
FB Pos - 5/5
► Another slight bump here to allow the fullbacks up the pitch just a bit more, but not so high that they are in constant exposure for counter-attacks and switches over the top. Remember, their positioning is also based highly on team tactics and individual instructions. For example, set your FBs to overlap if you want them to get further up the pitch in the attack.
FT Control - 70/70
► With the increase in run frequency, it was clear that the CPU started to get into tiki-taka passing. This needed to be addressed through the first touch control so they can take just a bit more time to settle the ball before moving on. Of course, exceptional players will stand out more with this value raised - but again, humanizing the players is the goal, so no player is exempt.
Harder Legendary Set
Spoiler
Goal: This set is aimed for those better players who can punish the CPU and absorb punishment all the same. It allows the user to hone in on their stick skills, but still have a requirement to adjust tactics accordingly.
Sprint - 48/52
► Similar to the Version 3 set, the intent is to have the CPU at an advantage, and ensure they can stay in the game as much as possible.
Acceleration - 50/52
► Similar to the Version 3 set as well, the CPU has the advantage, but we as users can jump off the rails anytime. Still does not mean that one will be dominated eitherway though.
Shot Error - 60/55
► The shot error is in favor of the CPU because we want them to punish us in the positions they should. Lowered the same value for the user because this still needs to be realistic, and not completely lopsided.
Pass Error - 55/50
► CPU's value at 50 allows the attack to be a bit more fine-tuned, but just because a lower value is placed, it does not mean that there will be perfect passing throughout. In certain instances, the lower the value, sometimes the less innovation they will exhibit. The crispness of passing is there though, so there will be less scuffed passes compared to higher values. In addition, the crossing capability of the CPU is at a higher level.
Shot Speed - 50/50
► Same concept as the Version 3 set in which a higher shot speed will result in more slight deflections, and frankly, a higher chance for goals. With the shot error value though, of course it can create the wild shot as well.
Pass Speed - 50/50
► Just a simple value that doesn't need to be touched because adjusting it one way or another can impact the gameplay overall.
Injury Freq - 90/90
► Still brings enough variety as before.
Injury Sev - 40/40
► Again, enough variety and nothing so consistent between multiple users at this point.
GK Ability - 40/40
► The keeper has to react to shots and have more reflexes compared to over-anticipating them as it would be on higher levels. Keepers in this scenario are always under pressure to perform. Did not feel there needed to be a discrepancy on either case because of how the flow of the match should reward good attacks or scoring opportunities.
Marking - 70/70
► Because there is more time defending the CPU's attacks, it would be beneficial to balance both sides out when attacking. There is still a sense of risk/reward in passing forward, but there is also that risk of moving players out of positions defensively.
Run Frequency - 20/20
► A big bump for the run frequency to create more runs off the ball in a more immediate sense compared to a lower value in which players will check to the ball more often.
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. In the past, we could adjust these values to achieve a lot of the shape we are looking for. However, this year of FIFA 20 in particular is in favor of referring to the team tactics to dominate the HLW more than anything. With that said, this version of the sliders has an aim to get more midfield play and adhere properly to different formations/tactics available.
Height - 51/51
► Have played around with this value as well, but there is no need to change from the 51 that has been in place for a while.
Length - 46/48
► Following the theme at play, the CPU gets the advantage up the pitch, but not so much that the user doesn't have midfield positioning to block off the lanes. It is the run frequency that will anchor the chances as a result, and this is what creates that necessity for a higher level stick skill capability.
Width - 48/48
► No need to adjust this, but as mentioned 5-back formations do not result in the fullback to stay tucked in as much as they could, or should.
FB Pos - 5/5
► Allows the fullbacks up the pitch just a bit more, but not so high that they are in constant exposure for counter-attacks and switches over the top. Remember, their positioning is also based highly on team tactics and individual instructions. For example, set your FBs to overlap if you want them to get further up the pitch in the attack.
FT Control - 60/50
► A lower FT Control may result in the CPU to pass the ball about much more, and at pace, so again, the user has to be concerned with their positioning overall - and ensure they aren't over-committing players one way or the other.
Shorter Halves Set
Spoiler
Goal: The focus here is to pack in as much realism as possible, but still ensuring those who prefer less minutes (4-8) can get the base experience of the OS sliders set. Granted, the balance of realism, challenge and convenience, is a tough task - but I think the base of the set is strong that only a couple values should need to be addressed.
Sprint - 50/50
► Leaving this value at default to ensure there is a fine balance between difficulties. The key point to balance it out will be the acceleration discrepancy in favor of the CPU.
Acceleration - 50/52
►A common theme to making the CPU engaged and forcing them to stay there. With time so much lower, it's important that there is still a challenge, but not so overbearing that it doesn't feel realistic per the sides chosen.
Shot Error - 55/55
► More shots on target is the goal here, but shot error is a fairly sensitive value this year that the odd poor strike can still be present.
Pass Error - 52/52
► Ensuring that there remains a crispness to the passing because time constraints mean we need more movement overall.
Shot Speed - 50/50
► Same as the other sets, it has the chance to be quite powerful, but shot error can be the modifier - although the shot error in the 50's is not as impactful compared to higher values.
Pass Speed - 50/50
► No need to change this value either because the error value is not significant enough that it will make that much of a difference to player passing capabilities.
Injury Freq - 90/90
► Still brings enough variety as before.
Injury Sev - 40/40
► Again, enough variety and nothing so consistent between multiple users at this point.
GK Ability - 40/40
► The keeper has to react to shots and have more reflexes compared to over-anticipating them as it would be on higher levels. Keepers in this scenario are always under pressure to perform. Did not feel there needed to be a discrepancy on either case because of how the flow of the match should reward good attacks or scoring opportunities.
Marking - 62/62
► A jump down in the marking to allow just tad less resistance. The kicker here though is that the higher run frequency will push players into those marking positions as is, so there is no need to move the defending players out of position by raising marking to such a significant value.
Run Frequency - 40/40
► As mentioned, the run frequency is raised because we're at a time constraint, but at the same time the marking is lower - so defending players aren't pulled out of position as much from those runs off the ball.
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. In the past, we could adjust these values to achieve a lot of the shape we are looking for. However, this year of FIFA 20 in particular is in favor of referring to the team tactics to dominate the HLW more than anything. With that said, this version of the sliders has an aim to get more midfield play and adhere properly to different formations/tactics available.
Height - 51/51
► Have played around with this value as well, but there is no need to change from the 51 that has been in place for a while.
Length - 46/45
► A very slight change is creating a discrepancy in favor of the user. This allows the the user's defensive positioning of the midfield to sit just a bit higher to block the forward passing lanes that often resulted in the CPU moving the ball from side-to-side and easily passing to their forward. With this change, they will now to use proper outlets such as pushing all the way to the opposite midfielder or sending a ball over the top - or even playing backwards.
Width - 48/48
► Another value that does not get any change because of the strength in narrowing the pitch defensively. It keeps every player goal-side as best as possible, with the exception being FBs in a 5-back formation, who stay too wide in that instance. Unfortunately, adjusting for that value can ruin the composition of the set, so it's better to leave as is until FIFA's tactical programming can improve their defending logic.
FB Pos - 10/10
► A good raise for the fullbacks as we need them a bit higher up the pitch. This does create a bit more of a counter-attack approach, but the defensive line should remain intact - not to mention the higher acceleration in favor of the CPU will place defending players in good spots to challenge.
FT Control - 55/55
► Just a bit on the low side here for both as it's enough to balance out the attacks, and ensure 50/50 balls can go to either User or CPU.
Thanks for all your hard and putting up with the endless questions from myself and others.
Really loving the game atm on all slider sets but V3 are in my humble opinion the best.
Harder legendary feels a little like Ultimate. I consider myself a good player, but playing at home against a small relegation battler and seeing them with 65% possession week in week out is really disappointing. V3 is my fav by a mile. LOVE IT.
Ofc there is room for improvement however. Cant wait to see v3 become even better. I know ppl DM you asking for different sets, but I personally believe you should stick to just one set. You have always prided yourself with one amazing set.
First time caller long time fan. I was on V2 for a long time and loved it. I usually play a difficulty with a team until I win title, UCL, and all cups. I got there in 2026. I came back here and saw I missed out on the V3 and V3 harder. I changed to V3 and thought it was too easy. At some point during testing, I decided to change from normal to slow, and thus far like that change. So, I went for the Harder setting. I was happy to see I am not alone in thinking Ultimate is useless. Well, after my first game on the new harder settings in legendary, I won 6-3 v Man City with 54% possession and 13 shots, of which 11 were on target. Any tips on making this just a bit harder? Maybe me changing from normal to slow also aided in making it too easy? Thanks
First time caller long time fan. I was on V2 for a long time and loved it. I usually play a difficulty with a team until I win title, UCL, and all cups. I got there in 2026. I came back here and saw I missed out on the V3 and V3 harder. I changed to V3 and thought it was too easy. At some point during testing, I decided to change from normal to slow, and thus far like that change. So, I went for the Harder setting. I was happy to see I am not alone in thinking Ultimate is useless. Well, after my first game on the new harder settings in legendary, I won 6-3 v Man City with 54% possession and 13 shots, of which 11 were on target. Any tips on making this just a bit harder? Maybe me changing from normal to slow also aided in making it too easy? Thanks
I've been testing it as well and I think the run frequency is too high relative to the marking. I'm going to suggest going to a 5/10 change. Initially the Harder Legendary sliders were built to not only make things harder, but also take care of those who wanted to play shorter halves. Unfortunately, it will not work as is with the set up because players are going to be pulled out of position due to the run frequency.
I'll update the OP, but so far that 5/10 RF change is doing the trick.
Harder legendary feels a little like Ultimate. I consider myself a good player, but playing at home against a small relegation battler and seeing them with 65% possession week in week out is really disappointing. V3 is my fav by a mile. LOVE IT.
Ofc there is room for improvement however. Cant wait to see v3 become even better. I know ppl DM you asking for different sets, but I personally believe you should stick to just one set. You have always prided yourself with one amazing set.
I haven't seen too much to change for V3 if I'm being honest. At first I thought maybe the RF could go up, but realized it's timing to runs into the box is spot on as I'm seeing so many crosses and goals from crosses as a result.
I'm personally playing V3, but it's good to have the others as well to basically prepare for types of customizations that are requested. I can't tell you how many times I've said an exact suggested number, only for someone to ask me to put it in a whole set form. It's just easier this way, and I think for FIFA 21 it may be a good format to follow.
Anyone else getting high scoring games one after the other? Last 6 results for me, 0-4, 4-1, 2-2, 3-2, 2-5, 3-3.
Yeah Im having a lot of high scoring games. Ive never had a 0-0 in about 17 games.
One issue im having is finding it very easy to sprint past opponents. Witih Son from Spurs, i run past most players with ease. Just feels cheesy and not fun.