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Juventus S1 Day 13 Juventus Vs Cagliari Sliders V5 custom FUMA Legend 1.20 : marking 50/51



Juventus S1 Day 13 Juventus Vs Cagliari Sliders V5 custom FUMA Legend Authentic marking : 62/62


Juventus S1 Day 5 C1 FK Bodo Vs Juventus Sliders V5 custom FUMA Legend 1.20
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Kelly long range golaso Vs FK Bodo Vs Juventus Sliders V5 custom FUMA Legend Authentic



Milik powerful freekick goal Vs FK Bodo Sliders V5 custom FUMA Legend Authentic 1.20



CPU Cagliari monster cross Sliders V5 custom FUMA Legend Authentic patch 1 20



Cpu Cagliari beautiful cross Sliders V5 custom FUMA Legend Authentic patch 1 20



CPU Cagliari monster cross Sliders V5 custom FUMA Legend Authentic patch 1 20



Yildiz powerful strike Vs S Lisbonne Sliders V5 custom FUMA Legend Authentic 1.20



CPU Sporting Lisbonnes top corner goal Sliders V5 custom FUMA Legend Authentic 1.20



Yildiz skill goal Vs S Lisbonne Sliders V5 custom FUMA Legend Authentic 1.20
 
Last edited:
Timestamp: 11/14/25

Trello board is updated: https://trello.com/b/CKUlVROc/fc26-o...r-kanban-board

This is kind of the fine-tuning stage for me. Just more variety in the passing, ball bobbling, more about controlling the ball versus just being absorbed like it's been relative to pass speed and error. There's been some feedback about the lack of heading goal chances, so there's some room to drop the value a bit. Have to take notice of the change in shot speed relative to the header shot error value though.

GK Ability dropped to 45 because Shot speed was lowered to 50. I just think we see more shot variety at a 'base' shot speed of 50 that also works relative to the higher shot error. I saw some weird parrying on 48-50 GK on varying shot speeds of 50-52. So, from there tried GK at 40 relative to 50 shot speed and there were some out-of-sync save animations. Raising the value to 45 seemed to sync things up and allowed some nice parrying animations and realistic looking reactions to point blank saves.

Line Length raised for the CPU to 23 just to bring the lines closer together to allow for additional physicality. I wanted to do this rather than create a sprint/acc discrepancy. This approach is more along the lines of what we did in previous sets. The line being closer allows a bit more of the CPU's attack to start in transition and try to test the User's defensive line more often.1763160668051.png
 
Trello board is updated to 2.4 - https://trello.com/b/CKUlVROc/fc26-operation-sports-community-sliders-tester-kanban-board

Main adjustment is pass speed to 28/28 (previously 2.4 was briefly at 25/25). A lot of benefits to lowering this value in particular for driven passes, which is a high tendency for the CPU regardless of pass error. So a 28 driven looks like a 38-45, which is right in line with the animations that occur in trying to intercept these passes. I was worried it wouldn't be possible for the ball to move past the player's open body, but it's just enough that the players can still receive the ball on the backfoot without having to wait on it forever. Overall, a good adjustment, especially since the set is on a 50 acc at the moment.

After that, saw some poor parry animations on 45 GK relative to 50 shot speed, so the GK value is lowered to 44 and we'll just monitor from there.

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Last edited:
Timestamp: 11/19/25

Trello board is updated: https://trello.com/b/CKUlVROc/fc26-o...r-kanban-board

Here are a couple notes of the changes for Version 2.5:

Sprint/acc - 36/50; trying to combat the defensive line runback, while also able to use accel at 50 to get the most physicality and closedown rate. Currently at 36 Sprint where this has been good for less of the defensive line instantly turning around and running back, while still keeping the gameplay smooth enough that the desire to sprint isn’t the main priority.

Shot error - Big adjustments here to get the maximum amount of shot variety in the normal sets. Values adjusted for harder/shorter. Adjust as you'd like based on the minutes you play. Just know that not every shot should be perfect on the laces, and keepers shouldn't have 6-12 saves a game. With these adjustments, there is not just variety in misses, but in shots on frame - then goals as well. I do not recommend this for anything under 10 minutes, which the Normal sets are set up for 10-15 minutes.

Pass Error - Lowered to get more build up and less just losing the ball to start the next attack.

GK Ability - Raised to reduce some weird animations here and there. Good value to have confidence in compared to the lower ones.

RF - Keeping the split in half from 50 just to balance out the attacks to be varied but also direct so the CPU has less options which usually means more indecision.

HLW - 50/32/50 - Height lowered to get breathing room and pressure from all directions, which is why marking is left alone as well. Length to get the lines less in a less retreating mentality so there is an actual transition that is confronted rather than just backed off.

CPU Sliders are updated based on QB's, while just adjusting the frequency of shots so the CPU will attempt more.

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