EA SPORTS FC25 OS Community Sliders
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Re: EA SPORTS FC25 OS Community Sliders
purely personal preference but I believe Tele Broadcast (zoomed out) / Tele (zoomed out) / Co-op (zoomed in) to be the best camera angles for gameplay. Some people prefer closer to real life cameras as if you're watching it on TV and that's cool too, whatever gets you immersed. I think the cameras can change slightly depending on the stadium you're playing in anyways so just keep experimenting until you find one you like.Comment
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Re: EA SPORTS FC25 OS Community Sliders
hey matt/team,
i play ultimate and i actually use 50 acceleration for user and 55 for cpu. ur recent change from 55-50 cpu acceleration under world class has me wondering if i should do that myself to make the cpu more competitive?
i was under the impression a higher acceleration will make it more challenging for me but now im not sure after u mentioned the quicker time frames with a slower acceleration.Comment
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Re: EA SPORTS FC25 OS Community Sliders
Mate same question in 24h of difference. Let them work without pressure, it's not their job to make a new version every week. JeeezComment
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Re: EA SPORTS FC25 OS Community Sliders
Does anyone know whereas the titel update 3 concerning the low diving and heading stats will also aply on current career modes saves or do one have to start a new one? Thank you.Comment
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Re: EA SPORTS FC25 OS Community Sliders
Anyway, getting the thread back on track…
I saw someone mention that 55 Pass Error seems low in comparison to previous years. I’ve actually been testing 50/50 and am seeing some good results - less “no look” backwards passes from the CPU, and they still misplace/underhit a few that can then be intercepted.
Also still seeing good results using the Custom AI Behaviour sliders I mentioned previously. 65 Crossing Frequency is really nice as it’s still contextual, i.e. it doesn’t feel like the CPU crosses for the sake of it or where it’s not appropriate. Same with long shots on 60 Shot Frequency.
Very intrigued to see what Matt & the testers have decided in regard to Run Freq. for V3 following the Title Update changes. Matt will post as soon as it’s ready - for now, let’s keep testing different values and feeding back what feels good.Comment
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Re: EA SPORTS FC25 OS Community Sliders
Just wanted to give an update. Matt, myself and the other testers are testing values for V3. We’re playing pretty much every day and we don’t want to rush out something if it’s not been thoroughly tested. I’ve not been doing this long but I know Matt is meticulous, as are the other guys who have been doing it for years.
Please be patient with us. We all have full-time jobs, personal lives, some of the testers have young children and other commitments. We’re also doing this because we want to make the game better for ourselves and others. We’re not employees of EA and we’re not being paid to iron out the kinks in their games. We also appreciate the feedback provided on here and take it into consideration when testing. I can understand the frustration but we are testing to come up with a solution we hope you all will enjoy.Comment
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Re: EA SPORTS FC25 OS Community Sliders
Just wanted to give an update. Matt, myself and the other testers are testing values for V3. We’re playing pretty much every day and we don’t want to rush out something if it’s not been thoroughly tested. I’ve not been doing this long but I know Matt is meticulous, as are the other guys who have been doing it for years.
Please be patient with us. We all have full-time jobs, personal lives, some of the testers have young children and other commitments. We’re also doing this because we want to make the game better for ourselves and others. We’re not employees of EA and we’re not being paid to iron out the kinks in their games. We also appreciate the feedback provided on here and take it into consideration when testing. I can understand the frustration but we are testing to come up with a solution we hope you all will enjoy.
Take your time troops. Nothing worse than feeling rushed.Comment
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Re: EA SPORTS FC25 OS Community Sliders
Anyway, getting the thread back on track…
I saw someone mention that 55 Pass Error seems low in comparison to previous years. I’ve actually been testing 50/50 and am seeing some good results - less “no look” backwards passes from the CPU, and they still misplace/underhit a few that can then be intercepted.
Also still seeing good results using the Custom AI Behaviour sliders I mentioned previously. 65 Crossing Frequency is really nice as it’s still contextual, i.e. it doesn’t feel like the CPU crosses for the sake of it or where it’s not appropriate. Same with long shots on 60 Shot Frequency.
Very intrigued to see what Matt & the testers have decided in regard to Run Freq. for V3 following the Title Update changes. Matt will post as soon as it’s ready - for now, let’s keep testing different values and feeding back what feels good.
That’s interesting mate. I had pass error up at 58 and I AI controlled players - mine and CPU - trying harder to intercept ground passes going close by them. Will try the lower setting for a while [emoji1303]Comment
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Re: EA SPORTS FC25 OS Community Sliders
getting a good mix of 0-0 and high scoring games
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Re: EA SPORTS FC25 OS Community Sliders
I think speed 44 might be the most realistic
-(same amount of time to cross 2 and half stripe on field )
check this comparison out of Harry Kane
Last edited by cruelchamp; 10-23-2024, 05:45 PM.Comment
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Re: EA SPORTS FC25 OS Community Sliders
Defensive Approach
- Deep - A safety-first approach, with the defensive line dropping deeper to mark the opposition.
- Line Height values: 1 - 30
- Line Height default: 25
- Run Tracking: line will drop with runs
- Pressure: none
- Balanced - This approach gives the defense flexibility on how deep they drop and which runs to track.
- Line Height values: 31 - 60
- Line Height default: 50
- Run Tracking: line is flexible to track runs
- Pressure: none
- High - A riskier approach to defending, applying situational pressure, and adopting a high line that tends not to track opposition runs.
- Line Height values: 61 - 90
- Line Height default: 70
- Run Tracking: line rarely tracks runs
- Pressure: minimal
- Aggressive - The most front-footed defensive approach, adopting a high line that focuses on applying the press immediately after losing possession and setting offside traps.
- Line Height values: 91 - 100
- Line Height default: 95
- Run Tracking: line will never track runs; lines steps up to keep highest line possible
- Pressure on heavy touch
- Extra stamina drain
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- Deep - A safety-first approach, with the defensive line dropping deeper to mark the opposition.
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