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EA SPORTS FC 26

Just got this unexpected event. The thing is, I've literally won every single match since I joined the club šŸ˜‚šŸ˜‚šŸ˜‚

I think I'll just have to wait for mods to enjoy the game now... it has become too easy even on Legendary with manual passing. The top-scorer tables don’t make any sense, transfers don’t make any sense, I get literally zero fouls every game, and now this... this is the cherry on top, honestly. Immersion officially ruined, EA.

EA SPORTS FC 26 Screenshot 2025.10.08 - 23.12.33.48.png
 
Looks like the lack of penetration from the AI is being noticed online (Competitive) as well as offline (Authentic).

I have a horrible feeling the "fix" (which will surely come) will be to turn the AI into an unstoppable tiki-taka goalscoring machine for all of us... but we'll see.


I watched this video a few times now and this is maybe the worst example you could give for a bad AI. If you watch the off ball movement you can see that there is a defender next to or in front of each attacker and the passing spaces are also closed. So there are no ways the cpu can play any (realistic) passes forward in the box. The only way would be unrealistic 180° turn passes. The only situation where you could argue that the cpu is too passive is at 00:03 after Saka gets a lobbed through ball and he could cut inside and shoot. But even then there is an argument that the defense closes the space and there is no good shooting angle. And again there are no other passing options but playing it back. So in this clip the cpu is playing rather realistic.
 
Just got this unexpected event. The thing is, I've literally won every single match since I joined the club šŸ˜‚šŸ˜‚šŸ˜‚

I think I'll just have to wait for mods to enjoy the game now... it has become too easy even on Legendary with manual passing. The top-scorer tables don’t make any sense, transfers don’t make any sense, I get literally zero fouls every game, and now this... this is the cherry on top, honestly. Immersion officially ruined, EA.

View attachment 380708
Doesn't matter if you win. Fans will pressure the board to make change. Celtic are unbeaten in the league but still many idiots in the fanbase who want the board out & complain about the managers style
 
I watched this video a few times now and this is maybe the worst example you could give for a bad AI. If you watch the off ball movement you can see that there is a defender next to or in front of each attacker and the passing spaces are also closed. So there are no ways the cpu can play any (realistic) passes forward in the box. The only way would be unrealistic 180° turn passes. The only situation where you could argue that the cpu is too passive is at 00:03 after Saka gets a lobbed through ball and he could cut inside and shoot. But even then there is an argument that the defense closes the space and there is no good shooting angle. And again there are no other passing options but playing it back. So in this clip the cpu is playing rather realistic.
I see your point, and it is a VERY good thing to see AI teammates working defensively, but it shows how little risk the AI opponents take going forward and (as I said in my post) the lack of penetration.

No risks are taken by the AI because there is no reward for doing so in the current gameplay balance, with the ball being magnetised to an opponent player if they're even slightly close to your pass target. No 50/50 balls you might win, no challenging for the ball. Just a binary option. So why would you take a risk? It's completely robotic and the opposite of organic thanks to how rigid FCIQ is.
 
I see your point, and it is a VERY good thing to see AI teammates working defensively, but it shows how little risk the AI opponents take going forward and (as I said in my post) the lack of penetration.

No risks are taken by the AI because there is no reward for doing so in the current gameplay balance, with the ball being magnetised to an opponent player if they're even slightly close to your pass target. No 50/50 balls you might win, no challenging for the ball. Just a binary option. So why would you take a risk? It's completely robotic and the opposite of organic thanks to how rigid FCIQ is.

AI crossing is still broken too - I have messed around with sliders but countless times the AI gets to the byline, has a perfect opportunity to cross the ball, but instead decides to turn back and tries to dribble/ping pong the ball into the box.

A bit more risk (crossing and long balls in to free space) would add so much more randomness to the game.
 
AI crossing is still broken too - I have messed around with sliders but countless times the AI gets to the byline, has a perfect opportunity to cross the ball, but instead decides to turn back and tries to dribble/ping pong the ball into the box.

A bit more risk (crossing and long balls in to free space) would add so much more randomness to the game.
I just don't want to see that "forced", which is so often the way (again, a binary choice). It simply isn't beneficial to do anything other than pass most of the time, because pass accuracy is 90%+ and crosses will usually be magnetised to the defender.

The "fix" we'll get for e.g. no AI crossing is forcing the AI to cross, i.e. forcing them to do something pointless on purpose, which then dulls the AI's penetration even more - rather than opening up the ball physics, positioning etc. to allow balls to be put into dangerous places and for teammates to run onto them.
 
AI crossing is still broken too - I have messed around with sliders but countless times the AI gets to the byline, has a perfect opportunity to cross the ball, but instead decides to turn back and tries to dribble/ping pong the ball into the box.

A bit more risk (crossing and long balls in to free space) would add so much more randomness to the game.
I've seen the AI play plenty of crosses into the box
 
Anche i cross dell'IA sono ancora difettosi: ho provato a usare gli slider, ma innumerevoli volte l'IA arriva sulla linea di fondo, ha l'opportunitĆ  perfetta per crossare, ma poi decide di tornare indietro e cerca di palleggiare/far rimbalzare la palla in area.

Un po' più di rischio (cross e lanci lunghi nello spazio libero) aggiungerebbe molta più casualità al gioco.
I think this depends on the team you use, this morning before going to work I played a game of ten minutes per half but I had to stop early, let's say I played just over a half and the CPU had already crossed into the area eleven times.
 
I haven't tried FC26 yet (thinking about getting EA Play for the 10 hour trial). but if there was just one thing I wish they'd sort out it would be to make the ball its own free entity. Currently everything looks like its on rails, I see videos of people playing on full manual and crosses are laser guided still. Why not let us play long balls into space for a player to run on to. I still play PES from time to time and the freeness of the ball makes such a massive difference that its game changing. A free ball would also add a lot of randomness all over the pitch in 50/50s/corners etc. I'd probably buy this game if they could just implement it despite the other issues.

Am I alone in thinking that a ball as its own separate entity would be the single biggest upgrade this game could get?

While toying with trialling FC26 I've recently been playing Fifa 17 for the first time in 8 years (I guess I stopped playing in Sept 2017 when Fifa 18 came out). I remember it being good at the time but I'm honestly shocked at how fantastic it is. Much better graphics and lightning, very good animations, player physicality (when compared to more recent versions), a ball that feels more free, but more importantly better gameplay. I'm using the latest OS sliders but even the default GP is a joy to play. It feels like since 17, each fifa has gotten worse in terms of visuals and GP (probably due to the rise of FUT and the pandering to keep those players satisfied)
 
I've seen the AI play plenty of crosses into the box

I think this depends on the team you use, this morning before going to work I played a game of ten minutes per half but I had to stop early, let's say I played just over a half and the CPU had already crossed into the area eleven times.

They do cross, but in my opinion it is broken. I will try and post some clips to explain what I mean.

You are right though, there are probably some variables in there in terms of teams being used, sliders, modes etc.

From what I have seen, the AI would still rather try to dribble through or play ping pong when the obvious choice would be a cross. It’s contextual too, in the 89th minute when chasing a goal I would expect the AI to start peppering my box with crosses/diagonals. But again, they just play the same as if it’s the 1st minute.

For what it’s worth, I’m enjoying the game a lot more than I thought I would after making some adjustments. Maybe I’m searching for a utopia that will never exist.
 
On this subject, the saddest thing for me is that - in this engine - there's no point playing in different ways (and the AI won't either). It's all just pass-pass-pass.

In reality, Tranmere smash the ball into space over and over again, constantly turning over possession, for the one time when a defender misjudges the flight of the ball and your pacey winger forces his way onto the loose ball.

In FC, they just pass to feet. End of story.

Why? Because there is no point in hoofing the ball into space - you can't! Long balls will be magnetised to a player - an opposition player - and the defenders make no mistake in judgement.

That "looseness" isn't there. For all the tactics and strategies you can develop, the game still only works one way, and that's death by passing (with 90%+ pass accuracy common).
I feel like a broken record here but the "engine" isn't the problem. It's all design decisions. With a few tweaks I got the game to be much more realistic, no more magnetized touches, misjudged long passes etc.

There is a huge problem with the AI though. As @Topaz said. They avoid all risk. This has been a problem in ALL FIFA/FC games. I dont care what people think about the older games but it is true. The AI requires the game is be "easy" to do anything. There are a few games in the series that handle it a little better but you get the feeling the AI was simply designed to keep hold of the ball until it can shoot. All this stuff about making the game "authentic" just doesn't work unless they fix this fundamental problem.

In previous games I would intentionally break the Animation system (yes the animation system) to make the AI do more random things. They are so based on "context", they wont think outside the box or 3 steps ahead.

Also, the game design as a whole doesn't suit long ball, which is quite funny for a football simulation game based on real life football where long ball and Tony Pulis tactics is making a huge comeback.
 
Am I alone in thinking that a ball as its own separate entity would be the single biggest upgrade this game could get?
I think that the separate ball can't make FC26 as a good game. This game is just continued online-oriented games by EA. For me, is not day-by-day game for playing in offline.
After a few days of FC26 testing, i played two matches in FIFA18. And after that, i deleted FC26. FIFA18 is looks like game, is works like game for player, for fun and enjoy. FC26 caused me more nerves and irritation than interest in the game. I don't want to watch the skating, the footballers attached to the ball, the unrealistic movements, passes and goals. Everything i thought about the game before, i think after testing. Not another second for this:TTTH:
 
I just don’t like it because of the lack of randomness, if I want to score it’s always the perfect through ball to the striker running off the shoulder and into the box where the keeper stays on the line showing me the empty part of the goal.

It’s just easy, Matts sliders can add a bit more variety to the gameplay but if anything it just makes that easy through ball even easier, you can only seemingly play one game style

The only time I don’t win I when I sim a game
 
I think that the separate ball can't make FC26 as a good game. This game is just continued online-oriented games by EA. For me, is not day-by-day game for playing in offline.
After a few days of FC26 testing, i played two matches in FIFA18. And after that, i deleted FC26. FIFA18 is looks like game, is works like game for player, for fun and enjoy. FC26 caused me more nerves and irritation than interest in the game. I don't want to watch the skating, the footballers attached to the ball, the unrealistic movements, passes and goals. Everything i thought about the game before, i think after testing. Not another second for this:TTTH:
The more time passes, the more I realize how ahead of the curve was games like PES 3,4,5,6. Gameplay wise we haven't hit that type of balance between physics, individuality and fun/arcade. The only 3 games close it it has been FIFA 17, PES 13 and PES 17.
 
The more time passes, the more I realize how ahead of the curve was games like PES 3,4,5,6. Gameplay wise we haven't hit that type of balance between physics, individuality and fun/arcade. The only 3 games close it it has been FIFA 17, PES 13 and PES 17.
The variety of shot types in the old PES is mind blowing. It had chips, dinks, slaps, toe-pokes, trivelas…
 
The variety of shot types in the old PES is mind blowing. It had chips, dinks, slaps, toe-pokes, trivelas…
I find this a really interesting topic of discussion.

FC will always go down the path of making every possible kick-type a button combination, because "skill gap". I don't think this will ever change.

But this comes at the cost of a player using his attributes / skills contextually, and it removes a managerial element of Career Mode.

The new "simplified trick stick" option is GREAT, in my opinion. It doesn't feel like you're putting the game on "easy mode" in using this, it just feels more intuitive, and it could be tweaked by EA in future to be more (or less) successful dependent on player attributes in Career Mode.

With that in mind, I do wonder if there's room to add a "contextual" controller setting for all input, not just the contextual "flair pass" option that's in the settings right now, which (importantly) doesn't make the game easier, but adds variety (and realism) by giving the AI the choice of what to do with your pass/shot input, taking into account their ability.

(For example, an identical button press could lead to a Premier League striker sidefooting a shot to keep it low and beat the keeper, where the same input with a League Two striker would result in a "standard" shot that's at a height easy enough for the keeper to save.)
 
I've actually found myself playing like the AI, playing it around the edge of the box instead of crossing it in always. I feel some teams in real-life play that way (especially if they haven't got that 6ft striker up front)
 
I find this a really interesting topic of discussion.

FC will always go down the path of making every possible kick-type a button combination, because "skill gap". I don't think this will ever change.

But this comes at the cost of a player using his attributes / skills contextually, and it removes a managerial element of Career Mode.

The new "simplified trick stick" option is GREAT, in my opinion. It doesn't feel like you're putting the game on "easy mode" in using this, it just feels more intuitive, and it could be tweaked by EA in future to be more (or less) successful dependent on player attributes in Career Mode.

With that in mind, I do wonder if there's room to add a "contextual" controller setting for all input, not just the contextual "flair pass" option that's in the settings right now, which (importantly) doesn't make the game easier, but adds variety (and realism) by giving the AI the choice of what to do with your pass/shot input, taking into account their ability.

(For example, an identical button press could lead to a Premier League striker sidefooting a shot to keep it low and beat the keeper, where the same input with a League Two striker would result in a "standard" shot that's at a height easy enough for the keeper to save.)
I’d prefer the context of the shot outcome to also be based on balance, ball position and pressure from defenders.

Similarly, keeper positioning, view/obstruction, and balance should affect their saving ability. If a keeper is set when you strike a shot, they will have an incredible leap but if you wait when they’re charging, their leaping ability is greatly diminished.
 
The more time passes, the more I realize how ahead of the curve was games like PES 3,4,5,6. Gameplay wise we haven't hit that type of balance between physics, individuality and fun/arcade. The only 3 games close it it has been FIFA 17, PES 13 and PES 17.
Feels to me, like lots of things had their pinnacle days already. Videogames, music, tv, movies… maybe books are an exception.
Lately the grateful thought of growing up analog and easing into digital, with so many good memories, comes up more often.
I find this a really interesting topic of discussion.

FC will always go down the path of making every possible kick-type a button combination, because "skill gap". I don't think this will ever change.

But this comes at the cost of a player using his attributes / skills contextually, and it removes a managerial element of Career Mode.

The new "simplified trick stick" option is GREAT, in my opinion. It doesn't feel like you're putting the game on "easy mode" in using this, it just feels more intuitive, and it could be tweaked by EA in future to be more (or less) successful dependent on player attributes in Career Mode.

With that in mind, I do wonder if there's room to add a "contextual" controller setting for all input, not just the contextual "flair pass" option that's in the settings right now, which (importantly) doesn't make the game easier, but adds variety (and realism) by giving the AI the choice of what to do with your pass/shot input, taking into account their ability.

(For example, an identical button press could lead to a Premier League striker sidefooting a shot to keep it low and beat the keeper, where the same input with a League Two striker would result in a "standard" shot that's at a height easy enough for the keeper to save.)
I always had the idea of using both analog sticks as feet of the player; a bit like stick handling in NHL! šŸ˜‚
Man, I could see myself taking outside boot or wonderfully inside foot curled shoots on target… 😊
 
Feels to me, like lots of things had their pinnacle days already. Videogames, music, tv, movies… maybe books are an exception.
Lately the grateful thought of growing up analog and easing into digital, with so many good memories, comes up more often.

I always had the idea of using both analog sticks as feet of the player; a bit like stick handling in NHL! šŸ˜‚
Man, I could see myself taking outside boot or wonderfully inside foot curled shoots on target… 😊
The purpose of video games is to experience what you never could in real life. Namely, be a pro level footballer. If you’ve ever played alongside one or seen them up close with your own eyes, they can make the ball do whatever they want. Spin in any orientation, with any velocity, any loft, and make it land exactly where they want. (Assuming of course they are not under pressure from an opponent.) If you’ve ever watched professional golf, you see them put the ball on the green with spin and it sits a foot or two from the hole. That’s what they can do. To me, this is what a simulation should be. Feeling the control and ability of a player that I could never do with my own two feet.
 
Feels to me, like lots of things had their pinnacle days already. Videogames, music, tv, movies… maybe books are an exception.
Lately the grateful thought of growing up analog and easing into digital, with so many good memories, comes up more often.

I always had the idea of using both analog sticks as feet of the player; a bit like stick handling in NHL! šŸ˜‚
Man, I could see myself taking outside boot or wonderfully inside foot curled shoots on target… 😊
ive always wonder why that hasnt been an option, maybe not both feet (still a great idea), but shooting with the stick, like in 2k where you dribble/dunk/layup/shoot with the , much fluid than pushing a button
 
Feels to me, like lots of things had their pinnacle days already. Videogames, music, tv, movies… maybe books are an exception.
Lately the grateful thought of growing up analog and easing into digital, with so many good memories, comes up more often.

I always had the idea of using both analog sticks as feet of the player; a bit like stick handling in NHL! šŸ˜‚
Man, I could see myself taking outside boot or wonderfully inside foot curled shoots on target… 😊
I wonder if it's because we have grown up on a very good era or we are just getting old. I would prefer the former rather than the latter.
 
I find this a really interesting topic of discussion.

FC will always go down the path of making every possible kick-type a button combination, because "skill gap". I don't think this will ever change.

But this comes at the cost of a player using his attributes / skills contextually, and it removes a managerial element of Career Mode.

The new "simplified trick stick" option is GREAT, in my opinion. It doesn't feel like you're putting the game on "easy mode" in using this, it just feels more intuitive, and it could be tweaked by EA in future to be more (or less) successful dependent on player attributes in Career Mode.

With that in mind, I do wonder if there's room to add a "contextual" controller setting for all input, not just the contextual "flair pass" option that's in the settings right now, which (importantly) doesn't make the game easier, but adds variety (and realism) by giving the AI the choice of what to do with your pass/shot input, taking into account their ability.

(For example, an identical button press could lead to a Premier League striker sidefooting a shot to keep it low and beat the keeper, where the same input with a League Two striker would result in a "standard" shot that's at a height easy enough for the keeper to save.)
I knew there was something I was missing from PES! I just didn't know how to describe it properly.

I'm switching between all of FIFA 15, PES 2021, PES 2018, PES 2013, FIFA 18 and FC 26, and this exact thing is the difference between PES and FIFA imo. FIFA needs a button combo for everything, while PES feels like the players can actually think and there's some leeway in the gameplay. A driven low shot in FC 26 is L1+R2+power up the shot+then tap shoot again; while PES 21 just has me underpowering the shot.

Crossing is so much more varied too in PES, you can place the ball anywhere around the pitch pretty reliably e.g one wingback to another, wingback to opposing winger and everything in between. Not to mention the way you can bend crosses around opposing players for a big target man (say, Haaland) to control for a shot at goal.

I don't think I can ever forgive Konami for throwing away PES 2021's potential
 
I always had the idea of using both analog sticks as feet of the player; a bit like stick handling in NHL! šŸ˜‚
Man, I could see myself taking outside boot or wonderfully inside foot curled shoots on target… 😊
Oh man. NHL is such a satisfying game to play.
 
I really struggle with the power up delay. There should absolutely be the ability to execute a last second pass (or shot). It may lose accuracy and come off too fast but it escapes the danger (or beats the keeper, in the case of a shot).

I’d also love the ability to control how aggressively you shield/jostle. It’s not binary - there’s a spectrum to how much pushing and shoving is warranted in any possession and a degree to which the ref will allow. A ā€œprofessional foulā€ is rarely as dramatic as depicted. It’s usually a bump that’s a little too hard to knock the player off balance. Definitely a foul and rarely a yellow. But a pull the player to the floor by the shirt red card is extremely rare.
 
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