EA SPORTS FC25 OS Community Sliders

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  • g98smith
    Rookie
    • Nov 2022
    • 193

    #601
    Re: EA SPORTS FC25 OS Community Sliders

    Originally posted by Matt10
    This is good feedback, as was your previous post. I'll preface my response with an apology of how layered it will be as there are so many variables that have to be considered now when troubleshooting.

    First off, this looks to be against 4-2-3-1, one of the worst formations in FC25 because the lack of a box-to-box midfielder on preset tactics, rather the handicapping presence of two holding midfielders.

    Nonetheless, we definitely spent time with lower league teams (that's a lot of my game-time) and 30 deep line matchups. The issue that I saw was how deep the midfield was, practically touching the defensive line. At the time, the height value was at 62. It wasn't until it was moved to 58 that there started to be some better spacing. In addition, the 58 worked well for those who had really high defensive lines such as 95.

    In the video above, two of those goals are counters, the defensive line 30 won't step up to that value until the 60's gameplay slider or higher acc, or higher marking. Even then, the biggest issue is defenders not meeting attackers regardless of slider value.

    When playing with a gradual build-up of numbers, such as not playing directly into the striker and turning, the defensive midfield can recover in the height 55-60 range relative to the 40-42 line length. The 3rd and 4th goal the defensive line is there, but get too tight and have no support from the two holding mids. If this is WC, I'd suggest acceleration discrepancy and try to recreate it, but honestly, games against a 4-2-3-1 are pretty poor. This is why I will change those teams to a 4-1-4-1 with box-to-box midfielders.

    We need depth on both sides of the ball. Line Height gameplay slider works as an upfield pressure mechanic. It pushes/squeezes midfielders through, and if it's too high, it won't release enough of that pressure to let those midfielders back in. This is why some sets, and the sim mode for example uses lengths under 40 as we had before. The issue with that value was that there was too much instant retreating and jumbling up in the midfield which gave up more and more space.

    For reference, here's s screenshot from one of the main games I played versus Burton Albion who are a 30 depth, and I'm using 62 height. It looks decent, and I'm on board with it:



    Play a different game against a 95 depth team with 62 line height, and now the midfield has become a single flat unit with the defensive line.



    So, we're in a conundrum here with the Height value. We go too high on 30 depth teams, then we send the higher depth teams out of the equation. In addition, the higher height will also prevent those midfielders from tracking backwards enough, unless we want to really reduce length again.

    The tweaks made were not just for WC, the main change there is Acc, Length Discrepancy and Marking.

    The Sprint 30 was an agreement that we had just increased pass speed and acceleration, we need to ensure the game doesn't become too fast. We were on Sprint 35 for a while, but that really started to feel like it was just a sprint fest. Gone was the gradual walk-jog-sprint aspect that FC25 started out of the box with. The only time that was recaptured was with 30 Sprint, not even 32 Sprint could reestablish that pattern. So, the testing was done with the higher acceleration to act as a modifier of the lower sprint, so we can maintain the gradual movements.

    So as you can see we're fighting an uphill battle against proper movements, and essentially defensive and midfield depth that covers all bases. This post-update has resulted in the striker not being met by the defenders as often unless we really drop width well below 48 (we were at 45 for a while as well) like in Version 2. Even then there is no guarantee, and then we run the risk of our outside mids venturing off to the center of the pitch too early. Even on 48 you can see in those videos how the central midfielders get caught too tight.

    For Pass Speed, 45 just came to have a lot of benefits. In essence it brought back mastering the ball, not just having it stuck to your feet. The best being passes into space from the CPU, more deflections overall, different types of deflections, and most importantly the ball not being stuck underneath players so they aren't unrealistically striking the ball where their foot would never meet the same type of power IRL.

    From the video, @WoodsFC , I'd guess you're using R1/precision pass on the majority of those passes? If that's your choice, I'd suggest drop user pass speed significantly, to something like 35 or 38, because those driven passes are taking the 45 to a 55-60 level and the FT Control value isn't punishing enough on 60.

    Overall, I hope you understand how we got to where we are - and why some decisions were made. It's not to say we won't change them, it's just that if you provide examples, you have to know that there is a rule of opposites that follow where those examples or suggestions won't add up. Like any FIFA/FC, we have to sacrifice some things and maybe have to modify some things to get more out of the game. This year is filled with the need to modify to your personal preference and what you like. You're not playing or testing in the same fashion here. If 90% of the teams you face are going to be 30 depth teams, then please, change the value to what you want or already know that works.
    Firstly, really appreciate the detailed response Matt. You make some great points regarding the impact of formations/roles and midfield spacing/depth.

    One thing I would say is that you mentioned a couple of times teams that have a very high defensive line (95) - but even teams that are set to “High” by default, such as Liverpool (who are notorious for having a very high line) still only have the value set to 65. Unless it can dynamically increase during a game? If so that’s a feature I was completely unaware of. Either way, completely agree that this is one of those classic “pick your poison” situations; personally, given the majority of teams (in the lower leagues at least) seem to be either “Deep” (30) or “Balanced” (50), it seems preferable to me to use a higher line height slider value - I’ll definitely give 62 a try later today and feed back. Would you suggest pairing that with a slightly reduced line length value (i.e. 38-40) as a consequence to release some of the upfield pressure?

    Completely agree with you on wanting to recapture the walk-jog-sprint animations that we started with, but unfortunately I’m personally seeing too many instances on 30 Sprint where it’s more like walk-jog-jog, especially with centre backs. I think they need more of a helping hand in trying to recover and the Acc bump isn’t quite enough to do it. As ever, it’s a very fine balancing act which I can completely understand.

    Pass Speed is definitely going to come down to personal preference, especially depending on how much the individual utilises RB/R1 driven passes - I tend to use those quite a lot, so 45 is mayhem for me. I agree with you that anything too low kills the ball; personally I think 38-40 is the sweet spot, paired with 50-55 error - perhaps this is the middle ground you mentioned? One thing I haven’t experimented with up to now is the FT error, so it’s interesting to see the feedback from others - will definitely give this a try later too.

    Would just like to add it’s great to see this level of productive, constructive discussion which is absolutely what this thread should be about. Cheers all.

    Comment

    • Milo1990
      Just started!
      • Oct 2024
      • 2

      #602
      Re: EA SPORTS FC25 OS Community Sliders

      Can someone please explain to me how to make the AI make more passing errors? I've been playing as Liverpool v Arsenal, probably 20 times using Pass Error of 1-99 (using v3 sliders) and the AI have a passing accuracy of 90-92% on WC.
      It's starting to bend my brain. I just want the AI to play with realistic pass accuracy and the pass error slider seems to have zero impact.

      Comment

      • Sylvioros
        Rookie
        • Nov 2017
        • 55

        #603
        Re: EA SPORTS FC25 OS Community Sliders

        Originally posted by Milo1990
        Can someone please explain to me how to make the AI make more passing errors? I've been playing as Liverpool v Arsenal, probably 20 times using Pass Error of 1-99 (using v3 sliders) and the AI have a passing accuracy of 90-92% on WC.
        It's starting to bend my brain. I just want the AI to play with realistic pass accuracy and the pass error slider seems to have zero impact.
        By decreasing pass speed. However, Pass Error and Pass Speed and relative to LH (Line Length, Line Height). The more compact the players are, the fewer mistakes they will make.

        90-92% for 5-star clubs is kinda realistic, specially in matches with 5-6min halves.

        Comment

        • Milo1990
          Just started!
          • Oct 2024
          • 2

          #604
          Re: EA SPORTS FC25 OS Community Sliders

          Originally posted by Sylvioros
          By decreasing pass speed. However, Pass Error and Pass Speed and relative to LH (Line Length, Line Height). The more compact the players are, the fewer mistakes they will make.

          90-92% for 5-star clubs is kinda realistic, specially in matches with 5-6min halves.
          Ah that's interesting. Thanks for the colour.

          Comment

          • Matt10
            Hall Of Fame
            • Apr 2006
            • 16622

            #605
            Re: EA SPORTS FC25 OS Community Sliders

            Originally posted by plevs
            I've recorded playing the same game twice, first game with V3 Legendary sliders, and second with the adjustments I suggested to show the difference:

            Sprint speed - 35/35 (V2 values so all players can sprint)
            Acceleration - 50/50 (V2 values), OR 48/48 for more natural animations if you don't care about players having a bit more stamina.
            Pass error - 50/50 (to enable realistic passing speed and still maintain CPU effectiveness)
            Pass speed - 33/33 (more relaistic passing speed)
            FT error - 99/99 (more loose touches and loose balls, and the ball isn't glued to players feet as much)

            Provided some thoughts and commentary on the difference between matches as I was recording:

            <iframe width="750" height="422" src="https://www.youtube.com/embed/dn8Zc9_kcTI?si=zZm_HGnLslaEm4Fr" 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>
            I see what you're saying about Sprint Speed 30, and again, we changed it to this value to compensate for the increase in other areas. We didn't want to post 35 Sprint with 45 pass speed and 51-52 acceleration. I will also say that you're using custom behavior values, so it's not the 30 Sprint that is only causing the CPU issues. They are struggling relative to those values + Sprint perhaps, but it's not the main reason they've struggled.

            Watching the pass speed at 33, yeah, this just looks so slow. The ball just dies as it reaches players. The way players dribble with the ball so close to their feet as well, just looks odd. I think there is definitely room for middle ground.

            Originally posted by g98smith
            Firstly, really appreciate the detailed response Matt. You make some great points regarding the impact of formations/roles and midfield spacing/depth.

            One thing I would say is that you mentioned a couple of times teams that have a very high defensive line (95) - but even teams that are set to “High” by default, such as Liverpool (who are notorious for having a very high line) still only have the value set to 65. Unless it can dynamically increase during a game? If so that’s a feature I was completely unaware of. Either way, completely agree that this is one of those classic “pick your poison” situations; personally, given the majority of teams (in the lower leagues at least) seem to be either “Deep” (30) or “Balanced” (50), it seems preferable to me to use a higher line height slider value - I’ll definitely give 62 a try later today and feed back. Would you suggest pairing that with a slightly reduced line length value (i.e. 38-40) as a consequence to release some of the upfield pressure?

            Completely agree with you on wanting to recapture the walk-jog-sprint animations that we started with, but unfortunately I’m personally seeing too many instances on 30 Sprint where it’s more like walk-jog-jog, especially with centre backs. I think they need more of a helping hand in trying to recover and the Acc bump isn’t quite enough to do it. As ever, it’s a very fine balancing act which I can completely understand.

            Pass Speed is definitely going to come down to personal preference, especially depending on how much the individual utilises RB/R1 driven passes - I tend to use those quite a lot, so 45 is mayhem for me. I agree with you that anything too low kills the ball; personally I think 38-40 is the sweet spot, paired with 50-55 error - perhaps this is the middle ground you mentioned? One thing I haven’t experimented with up to now is the FT error, so it’s interesting to see the feedback from others - will definitely give this a try later too.

            Would just like to add it’s great to see this level of productive, constructive discussion which is absolutely what this thread should be about. Cheers all.
            Yeah, I'd say lower length in those instances because they just won't get back as quick or in-time. So 38/40 can work. I know I was testing that at some point, but I got annoyed with seeing the midfielders instantly retreat on 50/50 balls.

            Sim mode uses Sprint 32 and 55 acc, right? What's the consensus with that?

            The balance of the gradual movement versus all-out-sprint is tough. I am wanting to recapture it because it is so rare for FIFA/FC to have something like that. It's how you change the pace of play. The way players gradually move into position to make a block, etc. You can feel the difference between tall lanky defenders versus the athletic ones. Then from a video game POV, there is strategy that comes into play. If Sprint 30 isn't the value, then I'd rather move to 32 to start rather than go to 35.
            Youtube - subscribe!

            Comment

            • Jushin
              Rookie
              • Sep 2023
              • 90

              #606
              Re: EA SPORTS FC25 OS Community Sliders

              I agree with a few others regarding Sprint Speed... Maybe it's because we all seem to be using lower division sides, but 30 sprint is producing very odd animations, where they are just running as though their boots are very heavy as opposed to just slowing things down.

              It doesn't look natural and it's not usable in my opinion. I've put that back to my previous value of 35.

              We want to slow the game down as much as possible, but 30 sprint is breaking the game with lower league teams.

              Comment

              • manradius
                Just started!
                • Oct 2024
                • 1

                #607
                Re: EA SPORTS FC25 OS Community Sliders

                V3 are great sliders guys - good job! Thx

                Comment

                • JulianP
                  Rookie
                  • Mar 2020
                  • 122

                  #608
                  Re: EA SPORTS FC25 OS Community Sliders

                  Very satisfied with the Sliders V3. I feel like the game was before the update that ruined part of the gameplay, I really like the V3.

                  Comment

                  • CR1978
                    Rookie
                    • Oct 2017
                    • 115

                    #609
                    Re: EA SPORTS FC25 OS Community Sliders

                    I've only had a match since the new sliders came out but it's still easy to score and high scoring games on world class it seems like. I got bored at 4-0 up and just wasn't enjoying the game.

                    It still feels fast (though not as fast as v2 sliders on the newest update) and very easy to run rings around the AI which saddens me.

                    Comment

                    • GEQZY
                      Just started!
                      • Sep 2024
                      • 3

                      #610
                      Re: EA SPORTS FC25 OS Community Sliders

                      Hey guys I have a question, Half Length in sliders is 10 minutes right?

                      Comment

                      • Yerner
                        Rookie
                        • Aug 2015
                        • 125

                        #611
                        Re: EA SPORTS FC25 OS Community Sliders

                        this feels like its going to take awhile. these are a bit of a mess for me. man, i can't score this weekend. last week i felt great, 2 weeks ago i felt it too easy. feel stuck in the mud. i've gone to full manuel ex ground passes. wild.


                        10 minute halfs for sure.

                        Comment

                        • adoptedscouse
                          Pro
                          • Oct 2013
                          • 882

                          #612
                          Re: EA SPORTS FC25 OS Community Sliders

                          Originally posted by Matt10
                          I see what you're saying about Sprint Speed 30, and again, we changed it to this value to compensate for the increase in other areas. We didn't want to post 35 Sprint with 45 pass speed and 51-52 acceleration. I will also say that you're using custom behavior values, so it's not the 30 Sprint that is only causing the CPU issues. They are struggling relative to those values + Sprint perhaps, but it's not the main reason they've struggled.



                          Watching the pass speed at 33, yeah, this just looks so slow. The ball just dies as it reaches players. The way players dribble with the ball so close to their feet as well, just looks odd. I think there is definitely room for middle ground.







                          Yeah, I'd say lower length in those instances because they just won't get back as quick or in-time. So 38/40 can work. I know I was testing that at some point, but I got annoyed with seeing the midfielders instantly retreat on 50/50 balls.



                          Sim mode uses Sprint 32 and 55 acc, right? What's the consensus with that?



                          The balance of the gradual movement versus all-out-sprint is tough. I am wanting to recapture it because it is so rare for FIFA/FC to have something like that. It's how you change the pace of play. The way players gradually move into position to make a block, etc. You can feel the difference between tall lanky defenders versus the athletic ones. Then from a video game POV, there is strategy that comes into play. If Sprint 30 isn't the value, then I'd rather move to 32 to start rather than go to 35.


                          Answering your question on Sim mode (32/32 55/55) I actually really like sim mode but I’m not using it because shot speed is on 48 & keepers are on 55 so you get some dodgy save animations & it’s quite hard to score.

                          As for custom AI sliders, I’ve spent ages down this bloody rabbit hole & lost the flipping rabbit too!!! I’ve got to admit I wasn’t keen on V3 sliders, found it too easy to get past the AI until u realised the custom AI sliders was causing this, went back to tactical & they just clicked.

                          Eg: ElClassico ended nill nill, however could have easily turned into tonight’s barce score line if I wasn’t switched on. Also Yorkshire derby of Leeds vs Sheff Wed ended with Wednesday winning cos I got a man sent off. Whereas on custom AI setting with tackle way up for fouls made it easy for me to play through balls & score without resistance.

                          I think custom AI sliders are a good thing but they are certainly adding to getting sliders working or not.


                          Sent from my iPhone using Operation Sports

                          Comment

                          • Rolacerto
                            Rookie
                            • Nov 2023
                            • 36

                            #613
                            Re: EA SPORTS FC25 OS Community Sliders

                            Have read through a couple of the pages. I got the game this week (xbox) and am curious if this group has a summary opinion of fc 25 vs 24, 23. I am finding it unplayable - I’m ticked that I wasted the money to buy it. The cpu is always out of position and the opponent cpu makes dumb passes with no tactical benefit. Sliding tackles are constant and highly effective. Default opponent shooting is outside the D golazos. Have tried the v3 sliders as well as sim. Am I missing something?

                            Comment

                            • illp8989
                              Rookie
                              • Jul 2023
                              • 45

                              #614
                              Re: EA SPORTS FC25 OS Community Sliders

                              I don’t know if it’s the lower in run frequency or lowering the FT but i really like it i haven’t played the game for like a week ,but i feel it helps the game slow down a bit ,its always slower i feel whit lower team like Swiss league team ,but I’ve played a few kick off whit team that i know have great FT and just have an overall faster tempo as team but the game still give me a slower vibe wich is a plus I’ve try playing team like Real v Arsenal or Dortmund v Liverpool i know those team will have a quick tempo match but even whit them i still feel im not getting too much of a end to end type match !!

                              Comment

                              • Matt10
                                Hall Of Fame
                                • Apr 2006
                                • 16622

                                #615
                                Re: EA SPORTS FC25 OS Community Sliders

                                It's a bit annoying where once Sprint 35 is set, right away the terrible body movements happen. The players' knees start to go more outward and bend super low again. The speed of the game increases immediately as you can see every player just start to speed up. I don't usually test in 1pt increments, but so far that's what it is looking like.

                                At 32 Sprint, more players can Sprint, but the CBs and some bigger frame forwards can't.

                                I have not tested 33 or 34, so I'd ask for that to be tested. Acceleration can be at 50.
                                Youtube - subscribe!

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