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EA SPORTS FC 26 Sliders Discussion

I have made four games with the last patch
With my V1 test 2, the Defenders are better, more mobile, ball physics seems be a little better with more freedom.
But the big update was for CPU mouvements : so many different crosses now, more physical game (i have a vibration in my pad) but without a fault is calling. Legend is now better and harder, the CPU can play counter attack with clever striker positions. The CPU made more longshot. On my defense, I have seen more help from my teamate without doing anything.

The only big problem is the lack of faults.
 
New videos and with the last patch 1.02

Ajax Vs PSV FUMA Legend Authentic gameplay Sliders Test 2


Videos on career

Chelsea vs Crystal Palace FUMA Legend Authentic gameplay Sliders Test 2


Chelsea Vs Fulham FUMA Legend Authentic Sliders V1 Test 2 patch 1.02


Chelsea Vs Brentford FUMA Legend Authentic Sliders Test 2 Patch 1.02


Chelsea Vs Hull City FUMA Legend Authentic gameplay Sliders Test 2 Patch 1.02


Chelsea Vs Brentford FUMA Legend Authentic Sliders Test 2 Patch 1.02



Video without Authentic gameplay against United with Patch 1.02
- Gameplay classic



Videos withAuthentic gameplay against United with Patch 1.02
- Gameplay Authentic
 
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FC26 Operation Sports Community Sliders - Version 1 Beta

Here is a general summary of each Gameplay area and explanation of slider values chosen:

Player Speed
While we are aware that 35 Sprint doesn't always mean every player will sprint, we wanted to keep the pace to a realistic level. In addition as Sprint value goes higher, the CPU tends to try to then constantly sprint - and it makes for a bit of back and forth. This will continue to be reviewed. The acceleration value is what helps the CPU's 50/50 challenges in the air and on the ground. It also helps with reactions defensively.

►Shooting
The values chosen here are first prioritized by shot speed and GK ability in the Goalkeeping area/section. For example at 48 shot speed, the keeper would make saves that resulted in deflections to be minimal and not be pushed far enough away at times. The balance of raising shot speed + shot error results in powerful shots that can vary with poor contact or good contact but slightly missed, etc. Overall, this makes for some dynamic goal scoring moments.

Passing
This is the more significant of changes, and is a late one before the set was posted. The approach here is that 1) we want a more lively ball, one that bounces, one that can go into space rather than feet constantly, 2) a ball that has to be controlled and mastered - not absorbed, and 3) as a result of needing to be controlled, it means more of a dispersion between those who can and those who can't. There should be a sense of pressure to perform when a player has the ball, and these values make that more of a reality compared to a low pass speed and low pass error. In addition, the ball being more free allows tackles to be more realistic where at the lower pass speed values, the ball is essentially absorbed into the player, while at a higher value - the ball is more accessible and every turn of the dribbler doesn't mean the ball will always follow. This helps with the physicality of actually trying to win the ball rather than trying to get through a every player who has the ball glued to their feet.

►Injuries
Injuries just don't seem to happen very often, and when they do, they don't last very long. This is a value used in previous FC/FIFA's, so we're just going with it again for now.

►Goalkeeping
See the information about Shooting as Goalkeeping corresponds with it directly. At 48 there is a bit more of a late reaction that results in those shots to be slightly deflected/parried away in a more realistic fashion. There should also be a chance for goalkeeper error that can be recovered or not. Even at this value, the keeper still has the ability to catch the ball when diving.

►Team Positioning
As always a lot of time was spent here. Essentially, the marking value controls everything to a point. The marking is quite high, and it's important to get the effect of pressure felt by the defenders, midfielders and forwards, to perform. One thing we loved about FC24 was how in building up, their backs would be facing the opposing goal - this truly meant that pressure was there, and it was up to the player to work through the pressure or reset the play. In its current state, it's quite easy to receive and turn at will. In addition, it's a very common tactic/approach for man-marking, especially in the central midfield, so while FC26 doesn't showcase super tight man-marking, it does have that effect, which keeps the middle from being exploited too often.

The run frequency is a value we tend to drop, but there were attempts to keep it at the default authentic value or even higher - but it causes a bit of chaos, especially with higher marking. There is still plenty of momentum and movement of the ball even at the lower value of 15.

The Height, Length, Width (HLW) is similar to what we have used in the past, in particular with a lower height. This keeps the midfield from being "pushed up" too forward and essentially squeezed out of position. With the lower value, there is room to breathe both in defense and in the attack. From there, the length and width can take over paired up with the higher marking value.

FB Positioning is one where we don't want to introduce more variables, so keeping it at 50 and deferring to team tactics/roles. This can be looked at down the road.

Ball Control
Overall, there is a mix of needing to control the ball and reduce some awkward animations. At higher FT Control values, the ball tends to just bounce up constantly and the player has to take 3-4 touches before settling. The interception and ball deflection error values were good at default, and are brought more to focus due to the ball being more alive.

►Defending
Tackle assistance is interesting and honestly it needs a lot of testing, which we just haven't had as much yet because it seems relative to the other slider values.
 
@Matt.10 Welcome back legend, it's always a pleasure to see you here mate.

These is my update after all the matches I have done since the pre launch.

Enjoy!


EnglishSliders V1 FC 26Sliders V1 FC 26 Alternate
Sprint speed35/3535/35
Acceleration51/5151/52
Shot error55/8655/86
Shot speed45/4545/45
Header Shot error20/2020/20
Pass error54/6554/65
Pass speed15/1115/11
Header pass Error55/5555/55
Injury frequency65/6565/65
Injury severity35/3535/35
Goalkeeper Ability55/5555/55
Positionning marking65/6565/65
Run Frequency35/3535/35
Line Height67/6767/67
Line Lenght30/3030/30
Line Width55/5555/55
Fullback Positionning75/7510/10
Powerbar5050
First touch control error86/9180/80
Intercept Error85/8550/50
Ball Deflection error90/9090/90
Tackle assistance50/5010/10
Tackle aggression9595
Build up speed4060
Shot Frequency5555
First touch pass frequency2565
Crossing Frequency8888
Dribble Frenquency8080
Skill move Frequency1010
 
The marking is quite high, and it's important to get the effect of pressure felt by the defenders, midfielders and forwards, to perform
These slider settings are pretty good! The game feels much more realistic now. My only complaint is that the marking being that high makes it EXTREMELY difficult to score even in what should be the most obvious chances, and that's a bit frustrating. Defenders are catching up to me even when they massively mess up
 
3 years in a row and nothing really new but a whole high price 44%....

"Off Ball Shielding" as a "new feature" in a game released late 2025 is really really bad
"Low driven shots".... lower graphics, man really bad.
will stay with FC25 + Mods, way better than this
 

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