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  • cruelchamp
    Rookie
    • Oct 2024
    • 73

    #571
    Re: EA SPORTS FC25 OS Community Sliders

    I tried the default Sim sliders and copied the into the custom - it feels different.

    Do you guys think there is something under the hood?

    Comment

    • adoptedscouse
      Pro
      • Oct 2013
      • 882

      #572
      Re: EA SPORTS FC25 OS Community Sliders

      Originally posted by cruelchamp
      I tried the default Sim sliders and copied the into the custom - it feels different.



      Do you guys think there is something under the hood?


      How do you mean different? The Sim sliders were actually quite good on release but after last update they play way, way to fast to enjoy.


      Sent from my iPhone using Operation Sports

      Comment

      • Matt10
        Hall Of Fame
        • Apr 2006
        • 16624

        #573
        Re: EA SPORTS FC25 OS Community Sliders

        --------------------
        --------------------

        Changelog & Updates:

        Timestamp: 10/24/24 - As mentioned earlier, here is the mini-website that we will share, so please save the link:

        We have been working on FIFA sliders since FIFA 15 as a community. The goal is always to achieve the closest realism the game gives us.


        We had to acknowledge that the game's default settings have shifted somewhat. This involved revisiting prior values and re-evaluating matchups to ensure they remain balanced. The main thing is World Class started to reintroduce some bursting capabilities for the User, so we had to make adjustments there with acceleration, marking and a length discrepancy.

        The concept of "FCIQ" needed a closer examination in relation to how teams are set up tactically and if their on-field actions are logical. Roles play a crucial catalyst in determining player positioning on the pitch, so we had to re-evaluate some values to ensure they are accurate or require adjustments.

        Our testing team conducted trials using Tactical, Dynamic, and "Custom 50's" settings (selecting Custom and leaving all values at 50). The assumption is that Custom 50's serves as a neutral starting point, still affected by Preset Tactics, FCIQ, and Roles. Dynamic does what it's designed to do, offering a range of CPU Behavior sliders for each match, while Tactical utilizes preset values for each team.
        -------

        Sprint Speed - 30/30 (WC, Leg)
        • We decided to modify this value to be lower as we have increased other areas such as pass speed. This value allows there to be a difference felt between players, both in sprinting, and in general movement on the pitch.

        Acceleration - 51/52 (WC), 52/52 (Leg)
        • Post-update we found that it was too easy to burst through the lines on World Class when the CPU value was at 50. The values were evened up all around to provide equal ability to reach the ball. Drop this value for the User or raise for the CPU to make more difficult. We do not recommend going under 50 as this will impact stamina depletion (under 50 more stamina, over 50 less stamina).

        Shot Error - 70/68 (WC), 70/70 (Leg)
        • We have increased the shot error to make shots more human-like, which are not always going to be perfect on the laces strikes. This allows players to stand out based on their ratings, but also ensures plenty of variety when both the User and CPU strike the ball.

        Pass Error - 58/58 (WC, Leg)
        • With an increase in pass speed, we had to adjust the pass error so that there is not only variety in the ball contact, but also the pass variety. We still want the CPU to be competent in their attack, but not to the point that every pass is the same to accomplish that.

        Shot Speed - 50/50 (WC, Leg)
        • This value has not changed as it impacts the goalkeeper animations, which is a delicate area as it is.

        Pass Speed - 45/45 (WC, Leg)
        • The biggest change is an increase to pass speed. The finding here is that this brings the ball itself to be more lively. More passes into space and thus an emphasis for ball mastery rather than the ball just sticking to players' feet. In addition, this increase also results in more pace on crosses with regular crosses rather than needing to use button combinations such as R1+L1.

        Injury Frequency - 90/90 (WC, Leg)
        • The value is lower here as it seems best to provide more variety of injuries that can range from broken toes to torn ligaments.

        Injury Severity - 20/20 (WC, Leg)
        • Good amount of injuries that paired up with Injury Frequency 90 results in variety of injury types (no cure for the broken toe) and duration (leaving the game, able to come back on, etc).

        GK Ability - 50/50 (WC, Leg)
        • No adjustments from default or previous versions as the animations relative to the shot speed are intact.

        Marking - 52/52 (WC), 50/50 (Leg)
        • This value has been dropped from before (70) as defending players had a tendency to follow their assignments too far out of position. The slight adjusted value from default allows the tactics to stay intact, while still providing some needed aggression in defending.

        Run Frequency - 30/30 (WC, Leg)
        • Previously this value was at 70, so the adjustment to 30 has been one that allows the game to stay within tactics and less full-on streaking runs up the pitch, but also bring the crossing positions to be better from the intended targets. At higher values, the forwards, for example, would run well past the defensive line, resulting in not being an option to be crossed into.

        Line Height - 58/58 (WC, Leg)
        • This value has been lowered from previous of 75 to bring in the depth of the midfield when paired up with multiple defensive line Tactics. If a team is high line, such as 95, and the gameplay slider is above 60, the midfield can be easily bypassed (bursting on World Class) which introduces the defensive line sooner. If the value goes lower than 55, the low defensive line tactics, such as 30, result in too big of a gap between the midfield and defensive line.

        Line Length - 42/40 (WC), 42/42 (Leg)
        • There is a discrepancy for World Class as the goal is to prevent bursting through the midfield. Putting the CPU value lower allows the CPU to face-up sooner and get into a defensive position. The length value at 40-42 compliments the Line Height of 58 and Width of 48 in a good fashion to bring in the midfield length to compress and decompress relative to the ball's position.

        Line Width - 48/48 (WC, Leg)
        • The value has been increased slightly to balance the height and length to keep players goal-side defensively, but not so wide across the defensive line to the point spaces can be exposed. The narrow width allows for defensive shape to shift rather than stay stagnant, which reduces exposed spaces that should happen naturally in the flow of the match.

        FB Positioning - 85/85 (WC, Leg)
        • This value was raised to help the fullbacks in transition so that they are not immediately retreating on 50/50 balls or clearances. The value is not made higher either as we do not want to expose the same spaces in every attack, or counter-attack.

        FT Control Error - 60/55 (WC), 65/65 (Leg)
        • There is a discrepancy on World Class to help the CPU's ball retention as it can be easy to tackle the ball carrier at times. These values work well with the pass speed of 45 as there is still error in the touches, but players will have potential to stand out accordingly.

        --------------------
        --------------------
        Thanks to discord testers: bman, laxing_ , Hapa90, jrn, TopSide, atsmash, Aaron458f, goblue8118, QB,Urkaun
        --------
        FC 25 OS Community Sliders website: https://ea-fc25-community-slider-zt8hywd.gamma.site/

        --------------------
        Last edited by Matt10; 10-24-2024, 10:17 PM.
        Youtube - subscribe!

        Comment

        • jei
          Rookie
          • Oct 2022
          • 72

          #574
          Re: EA SPORTS FC25 OS Community Sliders

          Originally posted by Ranx86
          I mentioned the CPU pass error a few posts up. Maybe on world class 50-55 is OK but on legendary when teams like Bournemouth and Brentford are having 85-90% pass completion stats it’s just not feasible.

          I’ve been testing 60 and upwards, anything over 62 and they give the ball away for no reason. So far 62 seems playable, for me at least.
          There was a match against Sparta Prague, in the 1/8 of the Europa League, with a pass error of 55 they had a percentage of accurate passes of 90. With an error of 60 - 80%. But at the same time, during the entire match, I noticed at least 3 strange actions: either the goalkeeper would kick the ball into nowhere, or a player on the very flank would suddenly make a pass into the out-of-bounds.

          Comment

          • jei
            Rookie
            • Oct 2022
            • 72

            #575
            Re: EA SPORTS FC25 OS Community Sliders

            Originally posted by Matt10
            --------------------
            --------------------

            Changelog & Updates:

            Timestamp: 10/24/24 - As mentioned earlier, here is the mini-website that we will share, so please save the link:

            We have been working on FIFA sliders since FIFA 15 as a community. The goal is always to achieve the closest realism the game gives us.


            We had to acknowledge that the game's default settings have shifted somewhat. This involved revisiting prior values and re-evaluating matchups to ensure they remain balanced. The main thing is World Class started to reintroduce some bursting capabilities for the User, so we had to make adjustments there with acceleration, marking and a length discrepancy.

            The concept of "FCIQ" needed a closer examination in relation to how teams are set up tactically and if their on-field actions are logical. Roles play a crucial catalyst in determining player positioning on the pitch, so we had to re-evaluate some values to ensure they are accurate or require adjustments.

            Our testing team conducted trials using Tactical, Dynamic, and "Custom 50's" settings (selecting Custom and leaving all values at 50). The assumption is that Custom 50's serves as a neutral starting point, still affected by Preset Tactics, FCIQ, and Roles. Dynamic does what it's designed to do, offering a range of CPU Behavior sliders for each match, while Tactical utilizes preset values for each team.
            -------

            Sprint Speed - 30/30 (WC, Leg)
            • We decided to modify this value to be lower as we have increased other areas such as pass speed. This value allows there to be a difference felt between players, both in sprinting, and in general movement on the pitch.

            Acceleration - 51/52 (WC), 52/52 (Leg)
            • Post-update we found that it was too easy to burst through the lines on World Class when the CPU value was at 50. The values were evened up all around to provide equal ability to reach the ball. Drop this value for the User or raise for the CPU to make more difficult. We do not recommend going under 50 as this will impact stamina depletion (under 50 more stamina, over 50 less stamina).

            Shot Error - 70/68 (WC), 70/70 (Leg)
            • We have increased the shot error to make shots more human-like, which are not always going to be perfect on the laces strikes. This allows players to stand out based on their ratings, but also ensures plenty of variety when both the User and CPU strike the ball.

            Pass Error - 58/58 (WC, Leg)
            • With an increase in pass speed, we had to adjust the pass error so that there is not only variety in the ball contact, but also the pass variety. We still want the CPU to be competent in their attack, but not to the point that every pass is the same to accomplish that.

            Shot Speed - 50/50 (WC, Leg)
            • This value has not changed as it impacts the goalkeeper animations, which is a delicate area as it is.

            Pass Speed - 45/45 (WC, Leg)
            • The biggest change is an increase to pass speed. The finding here is that this brings the ball itself to be more lively. More passes into space and thus an emphasis for ball mastery rather than the ball just sticking to players' feet. In addition, this increase also results in more pace on crosses with regular crosses rather than needing to use button combinations such as R1+L1.

            Injury Frequency - 90/90 (WC, Leg)
            • The value is lower here as it seems best to provide more variety of injuries that can range from broken toes to torn ligaments.

            Injury Severity - 20/20 (WC, Leg)
            • Good amount of injuries that paired up with Injury Frequency 90 results in variety of injury types (no cure for the broken toe) and duration (leaving the game, able to come back on, etc).

            GK Ability - 50/50 (WC, Leg)
            • No adjustments from default or previous versions as the animations relative to the shot speed are intact.

            Marking - 52/52 (WC), 50/50 (Leg)
            • This value has been dropped from before (70) as defending players had a tendency to follow their assignments too far out of position. The slight adjusted value from default allows the tactics to stay intact, while still providing some needed aggression in defending.

            Run Frequency - 30/30 (WC, Leg)
            • Previously this value was at 70, so the adjustment to 30 has been one that allows the game to stay within tactics and less full-on streaking runs up the pitch, but also bring the crossing positions to be better from the intended targets. At higher values, the forwards, for example, would run well past the defensive line, resulting in not being an option to be crossed into.

            Line Height - 58/58 (WC, Leg)
            • This value has been lowered from previous of 75 to bring in the depth of the midfield when paired up with multiple defensive line Tactics. If a team is high line, such as 95, and the gameplay slider is above 60, the midfield can be easily bypassed (bursting on World Class) which introduces the defensive line sooner. If the value goes lower than 55, the low defensive line tactics, such as 30, result in too big of a gap between the midfield and defensive line.

            Line Length - 42/40 (WC), 42/42 (Leg)
            • There is a discrepancy for World Class as the goal is to prevent bursting through the midfield. Putting the CPU value lower allows the CPU to face-up sooner and get into a defensive position. The length value at 40-42 compliments the Line Height of 58 and Width of 48 in a good fashion to bring in the midfield length to compress and decompress relative to the ball's position.

            Line Width - 48/48 (WC, Leg)
            • The value has been increased slightly to balance the height and length to keep players goal-side defensively, but not so wide across the defensive line to the point spaces can be exposed. The narrow width allows for defensive shape to shift rather than stay stagnant, which reduces exposed spaces that should happen naturally in the flow of the match.

            FB Positioning - 85/85 (WC, Leg)
            • This value was raised to help the fullbacks in transition so that they are not immediately retreating on 50/50 balls or clearances. The value is not made higher either as we do not want to expose the same spaces in every attack, or counter-attack.

            FT Control Error - 60/55 (WC), 65/65 (Leg)
            • There is a discrepancy on World Class to help the CPU's ball retention as it can be easy to tackle the ball carrier at times. These values work well with the pass speed of 45 as there is still error in the touches, but players will have potential to stand out accordingly.

            --------------------
            --------------------
            Thanks to discord testers: bman, laxing_ , Hapa90, jrn, TopSide, atsmash, Aaron458f, goblue8118, QB,Urkaun
            --------
            FC 25 OS Community Sliders website: https://ea-fc25-community-slider-zt8hywd.gamma.site/

            --------------------
            GK Ability - 50/50 (WC, Leg)
            No adjustments from default or previous versions as the animations relative to the shot speed are intact.
            51 in Version 2

            Comment

            • lolDayus
              Rookie
              • Oct 2021
              • 11

              #576
              Re: EA SPORTS FC25 OS Community Sliders

              Originally posted by dominho
              For all of you who think that the game is too easy: I pretty much bumped up all AI behavior sliders over 65. I'm not a tester by any means but especially build-up speed seems to be doing wonders for me. I have it at 85 and playing is finally a challenge again.

              I know that the goal of this thread is to make the game more realistic. I highly doubt that my setting can be considered as realistic but if I win every game easily I will get bored and stop playing.
              my god, thank you for this. I was literally making myself miserable trying to find a good setting on World Class (I tense up unintentionally when I'm in tryhard mode, wrecks my wrists) but I just tried this out. Yes my ego takes a hit by moving it down to Professional (not sure if you stayed on WC but it worked either way) but it's whatever, that seems to be the only way I can enjoy playing.

              I just reset the "usual config settings" to default, all @ 50, and changed up sprint speed/acceleration by +or- 5, nothing else, then took all the AI behavior sliders to 65 like you said, and it's an insane improvement on gameplay for me. Now all I have to worry about is the absolutely preposterous acceleration/distance gained by CPU knock-ons, but I think I should be able to fiddle with those two speed settings to get around it a bit.

              Comment

              • Samustrumpet29
                Rookie
                • Jan 2024
                • 26

                #577
                Re: EA SPORTS FC25 OS Community Sliders

                Originally posted by Matt10
                --------------------
                --------------------

                Changelog & Updates:

                Timestamp: 10/24/24 - As mentioned earlier, here is the mini-website that we will share, so please save the link:

                We have been working on FIFA sliders since FIFA 15 as a community. The goal is always to achieve the closest realism the game gives us.


                We had to acknowledge that the game's default settings have shifted somewhat. This involved revisiting prior values and re-evaluating matchups to ensure they remain balanced. The main thing is World Class started to reintroduce some bursting capabilities for the User, so we had to make adjustments there with acceleration, marking and a length discrepancy.

                The concept of "FCIQ" needed a closer examination in relation to how teams are set up tactically and if their on-field actions are logical. Roles play a crucial catalyst in determining player positioning on the pitch, so we had to re-evaluate some values to ensure they are accurate or require adjustments.

                Our testing team conducted trials using Tactical, Dynamic, and "Custom 50's" settings (selecting Custom and leaving all values at 50). The assumption is that Custom 50's serves as a neutral starting point, still affected by Preset Tactics, FCIQ, and Roles. Dynamic does what it's designed to do, offering a range of CPU Behavior sliders for each match, while Tactical utilizes preset values for each team.
                -------

                Sprint Speed - 30/30 (WC, Leg)
                • We decided to modify this value to be lower as we have increased other areas such as pass speed. This value allows there to be a difference felt between players, both in sprinting, and in general movement on the pitch.

                Acceleration - 51/52 (WC), 52/52 (Leg)
                • Post-update we found that it was too easy to burst through the lines on World Class when the CPU value was at 50. The values were evened up all around to provide equal ability to reach the ball. Drop this value for the User or raise for the CPU to make more difficult. We do not recommend going under 50 as this will impact stamina depletion (under 50 more stamina, over 50 less stamina).

                Shot Error - 70/68 (WC), 70/70 (Leg)
                • We have increased the shot error to make shots more human-like, which are not always going to be perfect on the laces strikes. This allows players to stand out based on their ratings, but also ensures plenty of variety when both the User and CPU strike the ball.

                Pass Error - 58/58 (WC, Leg)
                • With an increase in pass speed, we had to adjust the pass error so that there is not only variety in the ball contact, but also the pass variety. We still want the CPU to be competent in their attack, but not to the point that every pass is the same to accomplish that.

                Shot Speed - 50/50 (WC, Leg)
                • This value has not changed as it impacts the goalkeeper animations, which is a delicate area as it is.

                Pass Speed - 45/45 (WC, Leg)
                • The biggest change is an increase to pass speed. The finding here is that this brings the ball itself to be more lively. More passes into space and thus an emphasis for ball mastery rather than the ball just sticking to players' feet. In addition, this increase also results in more pace on crosses with regular crosses rather than needing to use button combinations such as R1+L1.

                Injury Frequency - 90/90 (WC, Leg)
                • The value is lower here as it seems best to provide more variety of injuries that can range from broken toes to torn ligaments.

                Injury Severity - 20/20 (WC, Leg)
                • Good amount of injuries that paired up with Injury Frequency 90 results in variety of injury types (no cure for the broken toe) and duration (leaving the game, able to come back on, etc).

                GK Ability - 50/50 (WC, Leg)
                • No adjustments from default or previous versions as the animations relative to the shot speed are intact.

                Marking - 52/52 (WC), 50/50 (Leg)
                • This value has been dropped from before (70) as defending players had a tendency to follow their assignments too far out of position. The slight adjusted value from default allows the tactics to stay intact, while still providing some needed aggression in defending.

                Run Frequency - 30/30 (WC, Leg)
                • Previously this value was at 70, so the adjustment to 30 has been one that allows the game to stay within tactics and less full-on streaking runs up the pitch, but also bring the crossing positions to be better from the intended targets. At higher values, the forwards, for example, would run well past the defensive line, resulting in not being an option to be crossed into.

                Line Height - 58/58 (WC, Leg)
                • This value has been lowered from previous of 75 to bring in the depth of the midfield when paired up with multiple defensive line Tactics. If a team is high line, such as 95, and the gameplay slider is above 60, the midfield can be easily bypassed (bursting on World Class) which introduces the defensive line sooner. If the value goes lower than 55, the low defensive line tactics, such as 30, result in too big of a gap between the midfield and defensive line.

                Line Length - 42/40 (WC), 42/42 (Leg)
                • There is a discrepancy for World Class as the goal is to prevent bursting through the midfield. Putting the CPU value lower allows the CPU to face-up sooner and get into a defensive position. The length value at 40-42 compliments the Line Height of 58 and Width of 48 in a good fashion to bring in the midfield length to compress and decompress relative to the ball's position.

                Line Width - 48/48 (WC, Leg)
                • The value has been increased slightly to balance the height and length to keep players goal-side defensively, but not so wide across the defensive line to the point spaces can be exposed. The narrow width allows for defensive shape to shift rather than stay stagnant, which reduces exposed spaces that should happen naturally in the flow of the match.

                FB Positioning - 85/85 (WC, Leg)
                • This value was raised to help the fullbacks in transition so that they are not immediately retreating on 50/50 balls or clearances. The value is not made higher either as we do not want to expose the same spaces in every attack, or counter-attack.

                FT Control Error - 60/55 (WC), 65/65 (Leg)
                • There is a discrepancy on World Class to help the CPU's ball retention as it can be easy to tackle the ball carrier at times. These values work well with the pass speed of 45 as there is still error in the touches, but players will have potential to stand out accordingly.

                --------------------
                --------------------
                Thanks to discord testers: bman, laxing_ , Hapa90, jrn, TopSide, atsmash, Aaron458f, goblue8118, QB,Urkaun
                --------
                FC 25 OS Community Sliders website: https://ea-fc25-community-slider-zt8hywd.gamma.site/

                --------------------
                This is the best adjustment we have had so far, I only have one parameter in question, although the marking at 52 helps the organization of the defensive game collectively, I am not sure if it works correctly in 1 vs 1 situations.

                Comment

                • WoodsFC
                  Rookie
                  • Sep 2024
                  • 81

                  #578
                  Re: EA SPORTS FC25 OS Community Sliders

                  Played a few games and the new sliders feel good, no feedback yet, all signs point to a good version! Thanks Matt & all the testers!

                  Version 3 + custom CPU Behavior 0.1
                  Norwich City are slight underdogs in this FA Cup match-up. Mid-season form with a couple injuries to the starting 11 coming into the game.

                  <iframe width="560" height="315" src="https://www.youtube.com/embed/g83zGIYCWTQ?si=8SMj42UK-ZEHpNjM" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen=""></iframe>

                  Comment

                  • Mister MikTo
                    Rookie
                    • Oct 2023
                    • 189

                    #579
                    Re: EA SPORTS FC25 OS Community Sliders

                    Here are my first two matches (Full manual, WC, 10 minutes) with version 3. The set seems very good and enjoyable to me. I ask Matt and the testers for advice on which two settings are better to use:
                    * Assisted or manual jockey?
                    * Pass interception help Yes or No?



                    Comment

                    • aterry
                      Rookie
                      • Apr 2007
                      • 271

                      #580
                      Re: EA SPORTS FC25 OS Community Sliders

                      Originally posted by Mister MikTo
                      Here are my first two matches (Full manual, WC, 10 minutes) with version 3. The set seems very good and enjoyable to me. I ask Matt and the testers for advice on which two settings are better to use:
                      * Assisted or manual jockey?
                      * Pass interception help Yes or No?



                      https://youtu.be/wrbvWAcL3HQ?si=f7APrNfuqJRv3k4S
                      So my thoughts are this pass block on assistance for sure. Helps AI teammates defend.

                      I use manual jockey because too often on assisted you get crossed up with the way the game is directing you and it feels clunky. It might be a little to get used to but honestly the control ends up make defending easier while not easy.

                      Sent from my Pixel 7 Pro using Tapatalk

                      Comment

                      • Recon
                        Rookie
                        • Apr 2003
                        • 480

                        #581
                        Re: EA SPORTS FC25 OS Community Sliders

                        Where/how can we donate to support the teams efforts, and the creation of the new website?
                        "Chris SABO is my HERO!!"

                        Comment

                        • Mister MikTo
                          Rookie
                          • Oct 2023
                          • 189

                          #582
                          Re: EA SPORTS FC25 OS Community Sliders

                          [QUOTE=Branter;2051004473]
                          Originally posted by Mister MikTo
                          Here are my first two matches (Full manual, WC, 10 minutes) with version 3. The set seems very good and enjoyable to me. I ask Matt and the testers for advice on which two settings are better to use:
                          * Assisted or manual jockey?
                          * Pass interception help Yes or No?


                          I'm neither Matt, nor a tester, but in my experience, being a FUMA player, I would recommend manual jockey and have the pass interception ON
                          Thank you…
                          Last edited by Mister MikTo; 10-25-2024, 10:49 AM.

                          Comment

                          • Mister MikTo
                            Rookie
                            • Oct 2023
                            • 189

                            #583
                            Re: EA SPORTS FC25 OS Community Sliders

                            Originally posted by aterry
                            So my thoughts are this pass block on assistance for sure. Helps AI teammates defend.

                            I use manual jockey because too often on assisted you get crossed up with the way the game is directing you and it feels clunky. It might be a little to get used to but honestly the control ends up make defending easier while not easy.

                            Sent from my Pixel 7 Pro using Tapatalk
                            All clear. Thank you…

                            Comment

                            • Mister MikTo
                              Rookie
                              • Oct 2023
                              • 189

                              #584
                              Re: EA SPORTS FC25 OS Community Sliders

                              A question for those who play WC, full manual: “Do you prefer Dynamic or Custom 50”?
                              Last edited by Mister MikTo; 10-25-2024, 03:50 PM.

                              Comment

                              • Bombik
                                Rookie
                                • Sep 2024
                                • 12

                                #585
                                Re: EA SPORTS FC25 OS Community Sliders

                                Guys, i have question, because i want understand, maybe something wrong with me)

                                I can't play fc25, i played 35h and I don't enjoy this game. Sliders little help, but i don't enjoy my games at all and how i play. I don't understand what is the best way to play, I hold the ball - the players don't open up, and when I try to sharpen the player is either offside or can't receive the ball. I try to play quickly - after 1-2 pass i lost the ball. Am I the only one?

                                Comment

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