Hey all, we had an update to the sliders, it's still in testing phase, but here you go.
Operation Sports Sliders
World Class/Legendary, 10-15 Mins, Slow Speed
*Changed values*
Sprint - 50/50 - Realized that 51/51 is too much to get discrepancy between players. Fast players were getting caught too easily, etc.
Acceleration - 50/50
Shot Error - 52/52 - Shot error at 52 to be a nice balance of terrible misses, solid finishes and chances for the spectacular.
Pass Error - 55/55 - The key with this lowering of pass error is because the crosses by the CPU were just horrendous. Not as bad as years past with constantly going out of bounds, but more so that every cross went to the keeper, or just looped up in the air illogically.
Shot Speed - 50/50 - It was getting a bit laboring with the low shot speed, especially since EA tuned the goalkeepers to save more easily. Needed a bit more of that "oomph" to the shots as well, and now, relative to the shot error, it looks good.
Pass Speed - 45/40 - I know there is a good reception for 35/35, but for me, I felt the ball just dragged on the surface. The CPU is lower here because they love driven passes.
Injury Frequency - 50/50
Injury Severity - 50/50
GK Ability - 42/42 - Lowered just a tad to make up for the GK saving everything under the sun. Still may need a look because they tend to catch every side footed shot that is headed for the top corner.
Marking - 40/51 - Started to see Defensive Angle Animation (DAA, when the defending CPU player takes a terrible angle to the ball, most of the time happens to high aggression teams). As a result, marking just got a bump in marking to 51. On the user side, 40 is still solid, which allows the user to make the defensive decisions versus higher marking where the teammate AI just wants to follow players everywhere.
Run Frequency - 50/50 - With the adjustment to pass speed, and the line values, there is no need to handicap the CPU with a lower run frequency. Thankfully the driven pass is lessened, so now the CPU has to find these players that are making their runs. In addition, it was found that the run frequency affects some physicality chances as well, since on a lower setting, there are not enough players up the pitch - thuse not enough opportunity for physicality.
Height - 52/50 - Bumped up slightly for the user as the defensive line just could not reach the CPU's attacker. Now, they are at least much closer, and it is up to the user to make the next move. Yes, you may still have to manually move the CB, but there will also moments where they get there on their own.
Length - 45/44 - Very subtle change, but made a big difference in the CPU's attack. They are more calm, less direct, and actually pass the ball back if they don't have any options forward. It's not to say they won't use driven pass, but at least there will be times where the CPU attacker picks up the ball in the defensive third instead of top of the box constantly.
Width - 48/48 - Lowered this just a bit to compliment the adjustments to length and pass speed. The driven pass tends to occur in more width in the midfield, so lessened the space has helped quite a bit. Have to pay attention to the FBs getting too cramped though, but this should be okay relative to the run frequency and marking settings.
FB Positioning - 50/50
FT Control - 55/55 Allows for a slight bad touch on occasion, and separates quality players form lower level.