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Thanks mate. I use tactical camera. Really love it👍Hey man, good set. Whats your camera settings? Looks good
Is line height at 50 something new for the sliders? I remember last year was always above 50 (78 I believe) Does the defensive line push up way more this year Matt?Changelog & Updates:
Timestamp: 9/22/23 | 11:59 PM CST --
The First Version
This game is not much different than FIFA 23. This allows to use a lot of what we learned last year and apply to this year's game. As someone who played the beta, I am happy that the slider set I was using during that time still works in the full version. I can already see areas of improvement, but overall, it's much...much better than default.
For now, I'm going to recommend to play on slow speed. The reason for this is because the Sprint Speed and Acceleration are crucial this year, and the way the CPU randomly speeds up on default values, it's a needed adjustment for a level playing field.
With the slow speed, we are able to experience the strength of the 51/52 Sprint Discrepancy, along with the 51/51 acceleration. These two values alone brought an incredible dynamic to the field last year, and this year is no different. The interactions with the ball, the battle of the 50/50, the decision-making by the CPU - all brilliant. FC24 has the addition of playstyles and improved team tactics that it just doesn't feel like default FIFA anymore.
After a couple of adjustments to the error values, we needed to look at shot speed and how the GK was reacting too soon and jumping ahead of shots, so those two values were adjusted. The next value was the lines, which in this case was just lowering length to 30 and width to 48. This reduces that exposure in the central midfield, but also gives the defenders position to stay goal-side, making it tough to get down the sidelines. The 51/52 Sprint also helps with that.
We will see how long it lasts, but for now Run Frequency is at 25 a piece. I didn't want to reduce or remove the team ID and the hard work of team tactics, so let's just see how that plays out. For now it's good.
A surprising value for me was being able to keep the Pass Speed at 50. In the past, this would have to be lowered down to reduce the effectiveness of driven passes. However, in FC24, it's a breath of fresh air how alive the ball is, and how it must be controlled. If we touch this value to go lower, it just becomes hospital balls that get caught in tall grass, and the ball isn't alive - which sticks to the boots and dies before it hops to the next recipient.
So, for the first version - here's what we are starting with:
World Class, Slow speed, 10-15 minutes -
USER/CPU
Sprint - 51/52
Acceleration - 51/51
Shot Error - 60/60
Pass Error - 55/55
Shot Speed - 48/48
Pass Speed - 50/50
Injury Freq - 50/50
Injury Sev - 50/50
GK Ability - 48/48
Marking - 50/50
Run Freq - 25/25
Height - 50/50
Length - 30/30
Width - 48/48
FT Control - 60/60
Legendary, Slow speed, 10-15 minutes -
USER/CPU
Sprint - 51/51
Acceleration - 51/51
Shot Error - 60/65
Pass Error - 55/60
Shot Speed - 48/48
Pass Speed - 50/50
Injury Freq - 50/50
Injury Sev - 50/50
GK Ability - 48/48
Marking - 50/50
Run Freq - 25/25
Height - 50/50
Length - 30/30
Width - 48/48
FT Control - 60/70
Thanks - and enjoy!
Thanks to discord testers: bman, laxing_ , Hapa90, jrn, TopSide
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View attachment 236896
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Yeah, there's no need to adjust it as we'll let the team tactics do that. The defensive line pushes into the attacking half this year, which is just a brilliant surprise (that I'm happy made it past beta).Is line height at 50 something new for the sliders? I remember last year was always above 50 (78 I believe) Does the defensive line push up way more this year Matt?
Great Sliders, you made FIFA23 way better and the same for 24.I really love this new opus for now!
I have made many many matches so let's go!
Barrow Vs Forrest green (D4 England)
Italy Vs Argentina
Master class from Messi
Acuna header after cross
Otamendi Own Goal
PSG Vs Real Madrid
Chelsea Vs Liverpool
FC porto Vs Benfica
Juventus Vs Napoli
CPU Gakpo long range
Sterling magic freekick
https://youtu.be/EF_cyYYTe-w
CPU Kokcu long curcy long rang
https://youtu.be/1szSEPcl4G8
CPU Neres nice dribbling goal
https://youtu.be/qRNIxp1VwiI
Portugal Vs Espagne
https://youtu.be/mR7svrVFZ78
OL Vs PSG (women)
https://youtu.be/yzwqXIf7e6M
OM vs PSG
https://youtu.be/kpPLhs19EXU
Harrit header goal
https://youtu.be/QDTV_8QZqv8
https://youtu.be/1OkzQAg1Ho8
Betis Vs Athlético Madrid
https://youtu.be/EdmOVMk-Sf8
Griezmann masterclass
https://youtu.be/t9FjzvI6b_4
Iglesias two goals
https://youtu.be/dCWyosPETJY
Sassuolo Vs Fiorentina
https://youtu.be/vsTew_g4o54
Sampdoria Vs Come (BTK D2 Italian)
https://youtu.be/HVvKHvaXX-o
Dortmund Vs RB Leipzig
https://youtu.be/QCPxyrTCjjY
Gonzales lob goal
https://youtu.be/hBBjzLLAZTk
Defresl slalom goal
https://youtu.be/KwGhdiNaroM
Borini screamer goal
https://youtu.be/X1SN8wQeWY0
Borini smashing header goal
https://youtu.be/c1-0rb7BNDU
Mallen goals
https://youtu.be/U-cN3ZOuOc4
https://youtu.be/X6GOHEI0tQU
Adeyemi goal
https://youtu.be/efFYfQnJnv0
CPU Openda goal
https://youtu.be/VLWaVcrz37c
Newcastle Vs Arsenal
https://youtu.be/KMVvWNRd6Yc
Isak long shot goal
https://youtu.be/QsbhkwHmQTY
Genk Vs FC Maline
https://youtu.be/uPHLuqLLDiY
Long shot from Genk
https://youtu.be/HMl7_1Q5m1E
Thanks a lot mate i really appreciate👍Great Sliders, you made FIFA23 way better and the same for 24.
What difficulty are your videos played on brother, World Class or Legendary?
Thanks for this, my 1st good game of EAFC24 using these sliders. Gone from 15 goal games to a 1-0 and I loved itHi folks!
I Hope everybody here is fine.
Sliders Saturator V1:
Offline : yes, not connected to EA Servers
World class or legend
Normal game speed
Full manual
Tactical defense
No analogic acceleration
Half : 8 minutes
User / AI
Sprint speed: 2/2
Acceleration : 49/49 or 46/49 with analogic stick acceleration
Shot error : 55/68
Pass error : 55/68
Shot speed : 45/45
Pass speed : 15/0 (0 for the CPU slowdown the game and you can play on the evening)
Injury Frequency : 65/65
Injury severity : 30/30
GK Ability : 75/75
Marking : 58/58
Run frequency : 50/40
Line Height : 78/78
Line Lenght (def line) : 35/35
Line Width : 48/48
FB Positioning : 50/50
Power bar : 50/-
First touch control error : 75/77 or 75/72 for a harder game
In video :
Was mentioned elsewhere changed from slow game speed to normal speed and I have way more crosses from cpu wohoo thanks 😊Not many crosses from cpu on world class with both sliders anyway to increase crosses and different play from cpu. Loving it otherwise do far.
You're welcome mate.Thanks for this, my 1st good game of EAFC24 using these sliders. Gone from 15 goal games to a 1-0 and I loved it
Thanks for your reply.thanks @saturator , your sliders played better and had an enjoyable game. I still need to test more teams but def an improvement (I played against a weaker team so goals were expected, but at least not the 5-4 scoreline). I did want to ask you if you think high pass error breaks crossing for AI. they had 2 crossings that basically just went to the stands. Again, need to test with better teams.
--------------------
--------------------
Changelog & Updates:
Timestamp: 9/28/23 | 12:00 AM CST --
The Second Version
I'll be honest, there was a point in which things looked grim. The higher sprint was doing what it was supposed to do, but the feel of the game just felt...rapid. It felt wild and chaotic, to the point that I had to just pause the game, put it all in rest mode - and call it a day. Of course that lasted about 5 minutes, and before you know it, it was time to just go crazy and test everything from scratch. Scratch started to get frustrating and we even found our way to sod it and use last year's FIFA 23 final set. It was that close.
In the end, here's a slider set that makes me very proud. The game itself is brilliant. There is something to be applauded by the devs that are able to allow the incredible gameplay to be displayed on the pitch. Hidden amongst all the FUTball disguises, there is genuinely someone who played their cards close to their chest and said "Watch this, I'll make the defenders support the attack, I'll make the players pass to where they're facing, I'll make them pass backwards, I'll make them take players 1on1, I'll put pressure on the outside mids so their backs are facing towards goal, I'll clog up the middle of the pitch..." - someone, not sliders, someone in FC land did that - and I'm completely surprised and grateful.
With that said. The focus was lower sprint and making it work. Instead of going higher sprint, we went higher on the acceleration for the slow speed, which allows the CPU stay engaged on World Class, and we reverse it for the harder difficulties on Legendary and Ultimate. The importance of lower sprint is not just a slower game, but it's more of a controlled game. There is less momentum, or extra frames, when the player is supposed to stop. There is more weight to the players, and that weight can be felt different amongst different body types.
From the lower sprint, the next focus was going to figure out pass speed. While 40 was doing great to keep the ball alive, it went overboard with crosses and long balls. The camera could barely keep up with the velocity of these passes, so it only made sense to go lower - but not so low that every ball is a under-hit hospital ball.
The next value combo was Shot Speed and GK Ability. While shot speed at 48 looked great, it didn't help that the keepers were terrible at 48 and too good at 50 - to the point they started to dive backwards unrealistically to make saves. So as subtle and arbitrary as 49 sounds, it works really good with the shot speed at 48. Less near post goals, but also some brilliant goals - and saves - can be had throughout the difficulties.
Marking was the next focus to get the midfielders to anticipate the passing at the top of the box, but also keep the congestion in the middle that puts pressure on their opposition to get rid of the ball quickly - or get creative. When we combine that with the line settings of HLW 52/32/49, it really works and really brings the modern day game of attacking thirds into the equation, with still that battle in the central midfield. The slight bump in length allowed the midfielders to breathe away from the defenders a bit as well.
The last thing done was to go through the different set ups and difficulties. Legendary and Ultimate are quite hard, and I think it will take a really skilled player to play on those levels. The advantage for the user on slow pace really helps the user's players stay engaged in those 50/50 battles, and the lower pass speed for the CPU gives the user a chance to intercept the ball, because the CPU makes really good contact regardless of pass error it seems.
Every year it's about figuring out what the threshold of a value is. For example shot error on Legendary and Ultimate are into the 70's, and even then the CPU still makes great contact. They sky the ball as a miss, but it's still great contact. This year is not different with that, and it's been a busy week in trying to sort it all out. It's by no means perfect to the point that Legendary CPU crosses all the time. No, the passing teams love to pass inside the box, so control your CB or CDM manually and get into that path when they drive inside the box.
Overall, I'm glad we got this done and ready to post for everyone. Let this one be the base to work off of for future versions. FC24 has surprised me a lot on the potential it has. Lowering Sprint alone has been a breath of fresh air. Hope you all enjoy it - keep the feedback fresh as always. Thanks!
--------------------
--------------------
--------------------
This is probably the most fun i had on FIFA, world class + slow speed + these sliders--------------------
--------------------
Changelog & Updates:
Timestamp: 9/28/23 | 12:00 AM CST --
The Second Version
I'll be honest, there was a point in which things looked grim. The higher sprint was doing what it was supposed to do, but the feel of the game just felt...rapid. It felt wild and chaotic, to the point that I had to just pause the game, put it all in rest mode - and call it a day. Of course that lasted about 5 minutes, and before you know it, it was time to just go crazy and test everything from scratch. Scratch started to get frustrating and we even found our way to sod it and use last year's FIFA 23 final set. It was that close.
In the end, here's a slider set that makes me very proud. The game itself is brilliant. There is something to be applauded by the devs that are able to allow the incredible gameplay to be displayed on the pitch. Hidden amongst all the FUTball disguises, there is genuinely someone who played their cards close to their chest and said "Watch this, I'll make the defenders support the attack, I'll make the players pass to where they're facing, I'll make them pass backwards, I'll make them take players 1on1, I'll put pressure on the outside mids so their backs are facing towards goal, I'll clog up the middle of the pitch..." - someone, not sliders, someone in FC land did that - and I'm completely surprised and grateful.
With that said. The focus was lower sprint and making it work. Instead of going higher sprint, we went higher on the acceleration for the slow speed, which allows the CPU stay engaged on World Class, and we reverse it for the harder difficulties on Legendary and Ultimate. The importance of lower sprint is not just a slower game, but it's more of a controlled game. There is less momentum, or extra frames, when the player is supposed to stop. There is more weight to the players, and that weight can be felt different amongst different body types.
From the lower sprint, the next focus was going to figure out pass speed. While 40 was doing great to keep the ball alive, it went overboard with crosses and long balls. The camera could barely keep up with the velocity of these passes, so it only made sense to go lower - but not so low that every ball is a under-hit hospital ball.
The next value combo was Shot Speed and GK Ability. While shot speed at 48 looked great, it didn't help that the keepers were terrible at 48 and too good at 50 - to the point they started to dive backwards unrealistically to make saves. So as subtle and arbitrary as 49 sounds, it works really good with the shot speed at 48. Less near post goals, but also some brilliant goals - and saves - can be had throughout the difficulties.
Marking was the next focus to get the midfielders to anticipate the passing at the top of the box, but also keep the congestion in the middle that puts pressure on their opposition to get rid of the ball quickly - or get creative. When we combine that with the line settings of HLW 52/32/49, it really works and really brings the modern day game of attacking thirds into the equation, with still that battle in the central midfield. The slight bump in length allowed the midfielders to breathe away from the defenders a bit as well.
The last thing done was to go through the different set ups and difficulties. Legendary and Ultimate are quite hard, and I think it will take a really skilled player to play on those levels. The advantage for the user on slow pace really helps the user's players stay engaged in those 50/50 battles, and the lower pass speed for the CPU gives the user a chance to intercept the ball, because the CPU makes really good contact regardless of pass error it seems.
Every year it's about figuring out what the threshold of a value is. For example shot error on Legendary and Ultimate are into the 70's, and even then the CPU still makes great contact. They sky the ball as a miss, but it's still great contact. This year is not different with that, and it's been a busy week in trying to sort it all out. It's by no means perfect to the point that Legendary CPU crosses all the time. No, the passing teams love to pass inside the box, so control your CB or CDM manually and get into that path when they drive inside the box.
Overall, I'm glad we got this done and ready to post for everyone. Let this one be the base to work off of for future versions. FC24 has surprised me a lot on the potential it has. Lowering Sprint alone has been a breath of fresh air. Hope you all enjoy it - keep the feedback fresh as always. Thanks!
--------------------
--------------------
--------------------
Matt, was it a tough decision to drop pass speed below 50? It seems that you really liked it at 50.--------------------
--------------------
Changelog & Updates:
Timestamp: 9/28/23 | 12:00 AM CST --
The Second Version
I'll be honest, there was a point in which things looked grim. The higher sprint was doing what it was supposed to do, but the feel of the game just felt...rapid. It felt wild and chaotic, to the point that I had to just pause the game, put it all in rest mode - and call it a day. Of course that lasted about 5 minutes, and before you know it, it was time to just go crazy and test everything from scratch. Scratch started to get frustrating and we even found our way to sod it and use last year's FIFA 23 final set. It was that close.
In the end, here's a slider set that makes me very proud. The game itself is brilliant. There is something to be applauded by the devs that are able to allow the incredible gameplay to be displayed on the pitch. Hidden amongst all the FUTball disguises, there is genuinely someone who played their cards close to their chest and said "Watch this, I'll make the defenders support the attack, I'll make the players pass to where they're facing, I'll make them pass backwards, I'll make them take players 1on1, I'll put pressure on the outside mids so their backs are facing towards goal, I'll clog up the middle of the pitch..." - someone, not sliders, someone in FC land did that - and I'm completely surprised and grateful.
With that said. The focus was lower sprint and making it work. Instead of going higher sprint, we went higher on the acceleration for the slow speed, which allows the CPU stay engaged on World Class, and we reverse it for the harder difficulties on Legendary and Ultimate. The importance of lower sprint is not just a slower game, but it's more of a controlled game. There is less momentum, or extra frames, when the player is supposed to stop. There is more weight to the players, and that weight can be felt different amongst different body types.
From the lower sprint, the next focus was going to figure out pass speed. While 40 was doing great to keep the ball alive, it went overboard with crosses and long balls. The camera could barely keep up with the velocity of these passes, so it only made sense to go lower - but not so low that every ball is a under-hit hospital ball.
The next value combo was Shot Speed and GK Ability. While shot speed at 48 looked great, it didn't help that the keepers were terrible at 48 and too good at 50 - to the point they started to dive backwards unrealistically to make saves. So as subtle and arbitrary as 49 sounds, it works really good with the shot speed at 48. Less near post goals, but also some brilliant goals - and saves - can be had throughout the difficulties.
Marking was the next focus to get the midfielders to anticipate the passing at the top of the box, but also keep the congestion in the middle that puts pressure on their opposition to get rid of the ball quickly - or get creative. When we combine that with the line settings of HLW 52/32/49, it really works and really brings the modern day game of attacking thirds into the equation, with still that battle in the central midfield. The slight bump in length allowed the midfielders to breathe away from the defenders a bit as well.
The last thing done was to go through the different set ups and difficulties. Legendary and Ultimate are quite hard, and I think it will take a really skilled player to play on those levels. The advantage for the user on slow pace really helps the user's players stay engaged in those 50/50 battles, and the lower pass speed for the CPU gives the user a chance to intercept the ball, because the CPU makes really good contact regardless of pass error it seems.
Every year it's about figuring out what the threshold of a value is. For example shot error on Legendary and Ultimate are into the 70's, and even then the CPU still makes great contact. They sky the ball as a miss, but it's still great contact. This year is not different with that, and it's been a busy week in trying to sort it all out. It's by no means perfect to the point that Legendary CPU crosses all the time. No, the passing teams love to pass inside the box, so control your CB or CDM manually and get into that path when they drive inside the box.
Overall, I'm glad we got this done and ready to post for everyone. Let this one be the base to work off of for future versions. FC24 has surprised me a lot on the potential it has. Lowering Sprint alone has been a breath of fresh air. Hope you all enjoy it - keep the feedback fresh as always. Thanks!
--------------------
--------------------
--------------------
what Camera do you use in the "Red Card" Video?This is probably the most fun i had on FIFA, world class + slow speed + these sliders
Here is my comeback against Luton Town (i used to win 99% of the times before every match)
De Bruyne being a menace
was EA CAM, but now i use Tactical with everything at 0 except height at 10what Camera do you use in the "Red Card" Video?