EA SPORTS FC 24 Sliders Discussion

Hello mate

I have played about 10 games on EAFC 24 and i really appreciate it with sliders

I will post soon the sliders

The videos with my sliders V1 :

FUMA/8 minutes/World Cup



United Vs City




Boca Junior Vs River Plate




Celtics Vs Rangers




Real Vs Barca




England Vs France




Griezmann volley goal





Lille Vs Lyon

 
Hi 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 :
 
Last edited:
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

--------
fc24-os-v1.png
--------------------
 
Last edited:
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

--------
View attachment 236896
--------------------
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?
 
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?
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).
 
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
 
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
Great Sliders, you made FIFA23 way better and the same for 24.

What difficulty are your videos played on brother, World Class or Legendary?
 
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.
 
Hi 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 :
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
 
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.
Was mentioned elsewhere changed from slow game speed to normal speed and I have way more crosses from cpu wohoo thanks 😊
 
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!

--------------------
QIWrQg.png

--------------------
--------------------
 
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.
Thanks for your reply.
By increasing pass error, you il will have less ground passes so i will be sometime better but if it IS too high, it will be Benny Hill show! The cpu will too often lost the ball and it's not realist.
 
--------------------
--------------------

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!

--------------------
QIWrQg.png

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

Never been a FIFA/EA fan but I've downloaded the trial for this game and straight away noticed the players feel a bit 'heavier' like PES.

This afternoon, I had a few games and applied these sliders.

Tomorrow, I never thought I'd do this, I will be buying the game.

I played 3 games and really enjoyed it. I didn't want to turn it off.

I do play on PS4 and I honestly believe that HyperMotion stuff is where a lot of people are having issues. On PS4 it feels a lot less skaty than previous EA footy games.

Cheers for these, I hope they don't patch it into oblivion though 🙄
 
--------------------
--------------------

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!

--------------------
QIWrQg.png

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

 
Last edited by a moderator:
Work in progress sliders V2👀

I love the CPU this year.
Look at these goals👍

CPU Mac Allister wondeful goal after a class action

CPU Diaz stunning volley

A Magic counter attack by the Red Devils

With slow motion Replay

Garnacho skilling goal



CPU Lewy freekicks

Alexander Arnold volley
 
Last edited:
--------------------
--------------------

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!

--------------------
QIWrQg.png

--------------------
--------------------
Matt, was it a tough decision to drop pass speed below 50? It seems that you really liked it at 50.
 
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

what Camera do you use in the "Red Card" Video?
 
This comment goes out to @Matt10 … da man! …in front of the slider community! 😂

you’ve accomplished something positive id say, when friends of mine ask me for better settings for their game on their own.

IMG_2554.jpeg

and I’m glad, that I was able to help him!!

this is just a thanks to you and the community who work so hard to make this game something football!! 💪 👏
 
Hi folks!
I Hope everybody here is fine.

I have made an alternativ of my V1
It's a harder set but not a revolution set, so 1.1 is fair!


Sliders Saturator V1.1

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 -->55/55
Run frequency
: 50/40-->55/45
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 -->75/81
 
Back
Top Bottom