EA SPORTS FC25 OS Community Sliders

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  • Matt10
    Hall Of Fame
    • Apr 2006
    • 16629

    #1306
    Re: EA SPORTS FC25 OS Community Sliders

    Okay, guys, we will have an update shortly. Thanks again for your patience. Sorry about not releasing the beta yesterday. We just could not get the right values in the right place. Now, it's coming together, and is playing brilliant piece of footy imho.

    here's a preview, WC, 10 mins,dynamic.

    <iframe width="750" height="422" src="https://www.youtube.com/embed/6UtUJsrtdaY?si=t1x_IhBB4BnynRQo" 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>
    Last edited by Matt10; 11-23-2024, 06:43 PM.
    Youtube - subscribe!

    Comment

    • Mister MikTo
      Rookie
      • Oct 2023
      • 189

      #1307
      Re: EA SPORTS FC25 OS Community Sliders

      Originally posted by Matt10
      Okay, guys, we will have an update shortly. Thanks again for your patience. Sorry about not releasing the beta yesterday. We just could not get the right values in the right place. Now, it's coming together, and is playing brilliant piece of footy imho.

      here's a preview, WC, 10 mins,dynamic.

      <iframe width="750" height="422" src="https://www.youtube.com/embed/6UtUJsrtdaY?si=t1x_IhBB4BnynRQo" 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>

      Thanks Matt…Did you play this match in Fuse or Fuma?

      Comment

      • Matt10
        Hall Of Fame
        • Apr 2006
        • 16629

        #1308
        Re: EA SPORTS FC25 OS Community Sliders

        Originally posted by Kiki74
        Matt , entonces en esta nueva versión recomiendas usar dinámico antes que custom 50?

        Un saludo
        It's personal preference, some have tested with custom 50s and some dynamic. I think dynamic is working fine with the odd game here and there.
        Youtube - subscribe!

        Comment

        • Matt10
          Hall Of Fame
          • Apr 2006
          • 16629

          #1309
          Re: EA SPORTS FC25 OS Community Sliders

          Originally posted by Mister MikTo
          Thanks Matt…Did you play this match in Fuse or Fuma?
          This was played everything manual except crossing and ground pass at semi.
          Youtube - subscribe!

          Comment

          • montini85
            Rookie
            • Nov 2021
            • 52

            #1310
            Re: EA SPORTS FC25 OS Community Sliders

            Originally posted by Matt10
            This was played everything manual except crossing and ground pass at semi.
            What is your advice for shooting? Precion or rather manual?

            Thanks

            Comment

            • BrewCrew16
              Pro
              • Mar 2023
              • 547

              #1311
              Re: EA SPORTS FC25 OS Community Sliders

              I have been messing around with AI sliders for the most part. The few that hold constant is increasing crossing and reducing dribble frequency just slightly. An increase to shot frequency can help those that find the CPU constantly dribbling and passing around the top of the box until they lose it. There's not much needed. Id be curious if someone else has a more creative take.

              Sent from my moto g stylus using Tapatalk

              Comment

              • Matt10
                Hall Of Fame
                • Apr 2006
                • 16629

                #1312
                Re: EA SPORTS FC25 OS Community Sliders

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

                Changelog & Updates:

                Timestamp: 11/23/24

                Thanks again for everyone's patience. We're going to dive right into the set here.

                Sprint 35/35 - (WC/LEG/ULT) - Still a strong value, and the discrepancy of 35/38 just wasn't needed anymore. With it at 38, the CPU just started a bit of a route one attack most of the time and trying to play a lot of through balls in that fashion. Evened out, we get a bit more balance.

                Acceleration - 51/52 (WC), 51/51 (LEG/ULT) - Acceleration discrepancy is needed for World Class as the CPU is a bit over-aggressive and not engaged at the right angles at first. The discrepancy also allows the CPU to win some 50/50 challenges+headers. For LEG/ULT the acceleration is at 51/51 to keep the bite and chippiness that 52/52 brought to the table previously, without affecting the game speed too much.

                Shot Error - 68/68 (WC), 75/75 (LEG), 75/78 (ULT) - Still good with the WC value at 68 where the CPU and User can experience different quality levels on their strikes. Even the best strikers in the world can miss-hit the ball. Good variety of ball physics with the shots, and nice to still see some bangers.

                Pass Error - 58/58 (WC/LEG/ULT) - No changes needed here as the value still holds up where we're not seeing too many miss-hits, but sometimes players shouldn't be trying reverse passes in their own half and are punished, etc.

                Shot Speed - 48/48 (WC/LEG/ULT) - Really liking this change. Not only is it bringing out some pretty cool shot animations, but it's also keeping the ball on the screen more realistically. Makes for some great save animations as well considering we've lowered GK ability. Overall, no complaints. Still able to score from distance and the ball deflects just as well as it did before.

                Pass Speed - 42 or 45 (WC/LEG/ULT) - We're not even going to debate this too much more. It's completely up to the user on what they want to experience. Raising pass speed is always going to do what it should, which is bring the ball to life a lot more. Pair that up with all the slider values together - and it makes a lot of sense. Still, it's not a bad value at 42 either because the ball does stay on the ground a bit more. Players can keep control of the ball a lot easier compared to 45. There's discussion of crossing speed also having more pace on 45 compared to 42. I'm always annoyed by arbitrary slider values, but these two values make sense.

                Injury Frequency/Severity - 90/20 (WC/LEG/ULT) - No changes with the 90/20 Freq/Sev values. There's just not enough to know what does what and creates less broken toes, etc. Seen a good mix here of players being subbed off and some that tough it out or recover fully.

                GK Ability - 50/50 (WC/LEG/ULT) - We dropped this value to 50 to compensate for the lower shot speed, but it wasn't just about ability more so the animations that come up to react to the ball rather than predict and look unnatural with a higher GK value than shot speed. There have been some brilliant goal-mouth scrambles with the GK making some brilliant saves. Also some brilliant reaction saves on shots from distance.

                Marking - 52/52 (WC/LEG/ULT) - As we get into the core of the set, the lower marking will make more sense. We definitely spent time with this value at higher levels and realized that it was causing chaos. Players wouldn't stick with their mark, and the hand off would come too early in a zonal approach - it would make it easy to just burst through all the lines. So, with the adjustments to HLW+RF, the marking value just gives a little nudge for the defending players to focus on their man to mark.

                Run Frequency - 5/5 (WC/LEG/ULT) - We started with this value pretty high as "default" 50 to think that the tactics would take over. Unfortunately, there were too many runs and secondary runs that it just became chaos again. While we love that TU5 seemed better pace wise, there is no question that the game is still built on 1v1 battles, and the more runs that happen, the less that can be honored. So, we're safe now with 5/5 Run Frequency.

                Line Height - 58/58 (WC/LEG/ULT) - We dropped this value to get more depth for the midfielders again, but also let some crosses to be more dangerous, reducing the constant offsides as well.

                Line Length - 35/38 (WC/LEG/ULT) - This value was adjusted because the midfield wasn't meeting. In many CDM based formations, they were too far back, and there would be no midfield in the middle-third especially. So we gave the CPU a bit of the advantage since we removed their Sprint advantage previously. This discrepancy really brings the midfield together, and paired up with the width discrepancy, it makes for some really good midfield play.

                Line Width - 48/50 (WC/LEG/ULT) - This discrepancy carries over because we want those center-backs to be available to step up in the half-spaces where a lot of strikers like to run into. This also results in the CPU build up to be more purposeful and not just take the first option forward given to them. I think this is one of the benefits of giving Dynamic CPU sliders a real go because the CPU will change their way of thinking a lot of the time if you can put up a good defensive front.

                FB Positioning - 75/75 (WC/LEG/ULT) - The FBs started to retreat immediately and too soon before anything really happens in transition. We need them to stay in the thick of the battle and quite leaving the outside mid (or L/RCM) on their own to pressure then drop all the way back to follow the ball. Now the FBs will stay a bit higher in transition, and challenge, which will again contribute to the decision making from both the User and CPU respectfully.

                FT Control - 80/80 (WC/LEG/ULT) - Just a bit of reduction here to help with the ease of being able to steal the ball from the CPU at times. With higher pass speed this doesn't seem as easy because the ball isn't absorbed into players, making it seamless to just tackle through them - instead the ball deflects away. Regardless, it's about controlling the ball and whatever comes related to that, whether it be dribbling, first touch or deflections vs interceptions.

                That's the Version 5, Beta 9 set. Use Dynamic,Custom50's, Tactical or whatever custom adjustments you would like. The gameplay is very solid, and quite enjoyable - which says something as it was getting frustrating there for a bit. Thanks to the testers, and hope you all enjoy. Please provide constructive feedback as always.

                Thanks!

                --------------------
                --------------------
                Version 5 Beta 8 + Version 5 Beta 9 Testing values:


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

                Stream earlier, WC 10 mins, Dynamic:

                <iframe width="750" height="422" src="https://www.youtube.com/embed/ea-7q0Z4DQc?si=aMHJnBlJq8my9gcV" 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>
                Youtube - subscribe!

                Comment

                • smmowolf88
                  Rookie
                  • Nov 2023
                  • 19

                  #1313
                  Re: EA SPORTS FC25 OS Community Sliders

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

                  Changelog & Updates:

                  Timestamp: 11/23/24

                  Thanks again for everyone's patience. We're going to dive right into the set here.

                  Sprint 35/35 - (WC/LEG/ULT) - Still a strong value, and the discrepancy of 35/38 just wasn't needed anymore. With it at 38, the CPU just started a bit of a route one attack most of the time and trying to play a lot of through balls in that fashion. Evened out, we get a bit more balance.

                  Acceleration - 51/52 (WC), 51/51 (LEG/ULT) - Acceleration discrepancy is needed for World Class as the CPU is a bit over-aggressive and not engaged at the right angles at first. The discrepancy also allows the CPU to win some 50/50 challenges+headers. For LEG/ULT the acceleration is at 51/51 to keep the bite and chippiness that 52/52 brought to the table previously, without affecting the game speed too much.

                  Shot Error - 68/68 (WC), 75/75 (LEG), 75/78 (ULT) - Still good with the WC value at 68 where the CPU and User can experience different quality levels on their strikes. Even the best strikers in the world can miss-hit the ball. Good variety of ball physics with the shots, and nice to still see some bangers.

                  Pass Error - 58/58 (WC/LEG/ULT) - No changes needed here as the value still holds up where we're not seeing too many miss-hits, but sometimes players shouldn't be trying reverse passes in their own half and are punished, etc.

                  Shot Speed - 48/48 (WC/LEG/ULT) - Really liking this change. Not only is it bringing out some pretty cool shot animations, but it's also keeping the ball on the screen more realistically. Makes for some great save animations as well considering we've lowered GK ability. Overall, no complaints. Still able to score from distance and the ball deflects just as well as it did before.

                  Pass Speed - 42 or 45 (WC/LEG/ULT) - We're not even going to debate this too much more. It's completely up to the user on what they want to experience. Raising pass speed is always going to do what it should, which is bring the ball to life a lot more. Pair that up with all the slider values together - and it makes a lot of sense. Still, it's not a bad value at 42 either because the ball does stay on the ground a bit more. Players can keep control of the ball a lot easier compared to 45. There's discussion of crossing speed also having more pace on 45 compared to 42. I'm always annoyed by arbitrary slider values, but these two values make sense.

                  Injury Frequency/Severity - 90/20 (WC/LEG/ULT) - No changes with the 90/20 Freq/Sev values. There's just not enough to know what does what and creates less broken toes, etc. Seen a good mix here of players being subbed off and some that tough it out or recover fully.

                  GK Ability - 50/50 (WC/LEG/ULT) - We dropped this value to 50 to compensate for the lower shot speed, but it wasn't just about ability more so the animations that come up to react to the ball rather than predict and look unnatural with a higher GK value than shot speed. There have been some brilliant goal-mouth scrambles with the GK making some brilliant saves. Also some brilliant reaction saves on shots from distance.

                  Marking - 52/52 (WC/LEG/ULT) - As we get into the core of the set, the lower marking will make more sense. We definitely spent time with this value at higher levels and realized that it was causing chaos. Players wouldn't stick with their mark, and the hand off would come too early in a zonal approach - it would make it easy to just burst through all the lines. So, with the adjustments to HLW+RF, the marking value just gives a little nudge for the defending players to focus on their man to mark.

                  Run Frequency - 5/5 (WC/LEG/ULT) - We started with this value pretty high as "default" 50 to think that the tactics would take over. Unfortunately, there were too many runs and secondary runs that it just became chaos again. While we love that TU5 seemed better pace wise, there is no question that the game is still built on 1v1 battles, and the more runs that happen, the less that can be honored. So, we're safe now with 5/5 Run Frequency.

                  Line Height - 58/58 (WC/LEG/ULT) - We dropped this value to get more depth for the midfielders again, but also let some crosses to be more dangerous, reducing the constant offsides as well.

                  Line Length - 35/38 (WC/LEG/ULT) - This value was adjusted because the midfield wasn't meeting. In many CDM based formations, they were too far back, and there would be no midfield in the middle-third especially. So we gave the CPU a bit of the advantage since we removed their Sprint advantage previously. This discrepancy really brings the midfield together, and paired up with the width discrepancy, it makes for some really good midfield play.

                  Line Width - 48/50 (WC/LEG/ULT) - This discrepancy carries over because we want those center-backs to be available to step up in the half-spaces where a lot of strikers like to run into. This also results in the CPU build up to be more purposeful and not just take the first option forward given to them. I think this is one of the benefits of giving Dynamic CPU sliders a real go because the CPU will change their way of thinking a lot of the time if you can put up a good defensive front.

                  FB Positioning - 75/75 (WC/LEG/ULT) - The FBs started to retreat immediately and too soon before anything really happens in transition. We need them to stay in the thick of the battle and quite leaving the outside mid (or L/RCM) on their own to pressure then drop all the way back to follow the ball. Now the FBs will stay a bit higher in transition, and challenge, which will again contribute to the decision making from both the User and CPU respectfully.

                  FT Control - 80/80 (WC/LEG/ULT) - Just a bit of reduction here to help with the ease of being able to steal the ball from the CPU at times. With higher pass speed this doesn't seem as easy because the ball isn't absorbed into players, making it seamless to just tackle through them - instead the ball deflects away. Regardless, it's about controlling the ball and whatever comes related to that, whether it be dribbling, first touch or deflections vs interceptions.

                  That's the Version 5, Beta 9 set. Use Dynamic,Custom50's, Tactical or whatever custom adjustments you would like. The gameplay is very solid, and quite enjoyable - which says something as it was getting frustrating there for a bit. Thanks to the testers, and hope you all enjoy. Please provide constructive feedback as always.

                  Thanks!

                  --------------------
                  --------------------
                  Version 5 Beta 8 + Version 5 Beta 9 Testing values:


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

                  Stream earlier, WC 10 mins, Dynamic:

                  <iframe width="750" height="422" src="https://www.youtube.com/embed/ea-7q0Z4DQc?si=aMHJnBlJq8my9gcV" 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>

                  Working very nicely! Well done to Matt and the team! I only play 8 minute halves do you still recommend the 75 shot error for variety or is it better for me on 70 due to shorter halves?

                  Comment

                  • derleipt
                    Rookie
                    • Mar 2018
                    • 121

                    #1314
                    Re: EA SPORTS FC25 OS Community Sliders

                    -I think auto clearance settings is broken, i use auto clearance manual but it feels like full assisted settings. Sometimes i don't need to press standing tackle button ''O'' in order to steal ball from AI. I don't remember the same problem in title update 4.


                    -I feel like AI midfielders/defenders lacks of agression again, it was much better in previous sliders set. I think problem is sprint speed and marking.
                    Last edited by derleipt; 11-24-2024, 06:35 AM.

                    Comment

                    • BrewCrew16
                      Pro
                      • Mar 2023
                      • 547

                      #1315
                      Re: EA SPORTS FC25 OS Community Sliders

                      I'll say that I agree something seems off about the clearances since the update. I know they kind of touched up on the aerial game a bit so...yeah. Also agree with you about players being skiddish. It's starting to show that ea did a poor job regarding the entire tackle system. TA overflows with marking and the CPU is either not aggressive or they try to break your legs. Disaster.

                      Sent from my moto g stylus using Tapatalk
                      Last edited by BrewCrew16; 11-24-2024, 07:16 AM.

                      Comment

                      • V1nn1e
                        Rookie
                        • Oct 2022
                        • 111

                        #1316
                        Re: EA SPORTS FC25 OS Community Sliders

                        35 sprint always felt too slow before TU5. I was using 40/40. But now 35 works really well. If the kids let me I’ll try 32/32 later.

                        I felt fullbacks wouldn’t get tight enough to wingers and it was still easy to roll a CB. I’m using marking 55/55 and things seem nicely tighter everywhere.

                        I’ve got run frequency at 10/10. Tbh, not sure if it’s the sliders or the TU, but the now perpetual movement all over the park has got me loving this game again.

                        So only a few minor tweaks for this’d grateful user. Well done everyone involved!!

                        Comment

                        • BrewCrew16
                          Pro
                          • Mar 2023
                          • 547

                          #1317
                          Re: EA SPORTS FC25 OS Community Sliders

                          Yeah I do see a lot of my midfielders standing still and staring when the opposition is literally right there. I just don't want a scenario where it's too easy to manipulate the defense either. I'll try 53 marking and look for little differences.

                          Sent from my moto g stylus using Tapatalk

                          Comment

                          • derleipt
                            Rookie
                            • Mar 2018
                            • 121

                            #1318
                            Re: EA SPORTS FC25 OS Community Sliders

                            Originally posted by BrewCrew16
                            I'll say that I agree something seems off about the clearances since the update. I know they kind of touched up on the aerial game a bit so...yeah. Also agree with you about players being skiddish. It's starting to show that ea did a poor job regarding the entire tackle system. TA overflows with marking and the CPU is either not aggressive or they try to break your legs. Disaster.

                            Sent from my moto g stylus using Tapatalk

                            So it is not only me, it is very bad news bacause there is now not only problem with 1vs1 but also broken and easy standing tackle + auto clearance. I 'm going back to 50 marking and 52 user/55 cpu sprint speed.
                            Last edited by derleipt; 11-24-2024, 08:26 AM.

                            Comment

                            • BrewCrew16
                              Pro
                              • Mar 2023
                              • 547

                              #1319
                              Re: EA SPORTS FC25 OS Community Sliders

                              Once marking hits 53 you can just dribble by. Maybe a 1 point increase to CPU acc can help. EDIT: Wow just a small, but drastic difference when increasing CPU acc 1 point. If it becomes too much we then have the option to offset pass speed or offset FTC. I'm gonna ride these out for a bit. Nice work.

                              Sent from my moto g stylus using Tapatalk
                              Last edited by BrewCrew16; 11-24-2024, 09:05 AM.

                              Comment

                              • Granguets
                                Rookie
                                • Mar 2023
                                • 120

                                #1320
                                Re: EA SPORTS FC25 OS Community Sliders

                                I think the defensive line width for CPU should stay at 48. I've had several cases on a 5-man CPU defense where the full-back would stick to the touchline and I could just move forward and only the center back would press me...
                                Last edited by Granguets; 11-24-2024, 09:02 AM.

                                Comment

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