EA SPORTS FC 26

As predicted, EA are just going to go backwards and forwards with whoever has the loudest voice on social media at the time...

https://trello.com/c/7mMyNrXN
They could make the quintessential greatest football game in the history of video games, and there would still be a number of people who'd complain about something they didn't like in the game. They should just stick to their own principles and listen only to feedback on bugs and things that are broken/overpowered
 
I find it baffling that although they now have "authentic" gameplay features, there's still no attempt to make the ball behave like a ball, instead moving like a laser between one player and another. And, although toned down a little recently, the player animations are still twitchy.

There's no point adding other features if you can't do this correctly.
 
Really dumb question but i'm looking to buy FC26 on PC purely for career mode which I'll obviously mod. Do I need to buy the full game from EA or Epic etc, or can I use a Steam account sharing? I could access a mates account and save the £60 if so but I don't want to get him banned (obviously I know you need to stay offline with mods installed etc).
Do you mean Steam Family Sharing? The game is not enabled for that feature.

If you give the current FC 26 code to folks like @Paul-v or @Anth James, they will fix it on a weekend. It's crazy how misguided everyone is. Super frustrating.
No, they wouldn't be able to do that. There's a huge difference between actually programming the game from scratch and modifying what's already there.
 
Hello to all my dear friends on Evo-Web! I’ve been away from the gaming world for several months due to illness, and it’s been a really tough period for me. Fortunately, I’m feeling much better now and I’m thrilled to be back with you all.

Over the years, I’ve shared a lot of feedback with the FIFA/EA FC development team, and now I’m planning to send them more suggestions again. I really hope the dev team listens to all of us who love football games, especially fans of football simulation.

My first feedback is about CPU Cross Variety and Long Passing Behavior. Wishing you all health, happiness, and good vibes!

Please support this post of mine on Discord! 🔽

CPU Cross Variety and Long Passing Behavior

PlayStyle and Passing Behavior

  • CPU playmakers with the Long Ball Pass PlayStyle rarely attempt long diagonal passes, unlike real players such as Joshua Kimmich.​
  • Defenders like Nico Schlotterbeck — who in real life send accurate long passes from the back — do not behave the same way in-game.​
  • The CPU relies excessively on short ground passes, which reduces tactical diversity and makes matches feel dull over time.​

Feedback: CPU Cross Variety and Long Passing Behavior

As an offline player focused on realism and tactical depth, one major issue in EA FC gameplay is the CPU’s lack of crossing and long passing behavior. The CPU almost never performs different types of crosses — such as traditional wing crosses, diagonal switches of play from midfield, or long driven passes from deep defenders.

Even playmakers known for their vision (like Kevin De Bruyne) or ball-playing defenders (like Virgil van Dijk) do not attempt realistic long diagonal passes that change the rhythm of play. This omission removes a key tactical layer from the game and makes CPU attacks repetitive and predictable.

In real football, these cross variations and long switches are essential tactical tools — especially when facing compact defenses. Their absence limits immersion and realism for offline players.

It’s recommended that future versions (e.g., EA FC27) improve CPU logic to include:​
  • Wing crosses and aerial deliveries from wide areas​
  • Diagonal long balls from midfield playmakers​
  • Long passes from deep defenders to create counterattacking opportunities​
These adjustments would bring more tactical variation, realism, and excitement to offline gameplay.

Feedback: CPU Crossing and Long Passing​

  • The CPU rarely performs crosses or long passes.​
  • Lack of crosses from the wings and diagonal passes from central areas.​
  • Ball-playing defenders also do not deliver long passes.​
  • CPU behavior leads to repetitive tactics and reduced realism.​
Recommendations for the next version (EA FC27):
  • Add crosses from the wings.​
  • Add diagonal passes from central areas.​
  • Add long passes from defenders.​
    Outcome: Increased tactical variety and enhanced realism in offline gameplay.

Feedback: CPU Switch of Play and Field Awareness Behavior

One of the key tactical shortcomings in EA FC’s offline gameplay is the CPU’s inability to switch play or recognize space on the opposite side of the pitch. The CPU rarely performs long diagonal passes to shift the ball from one flank to the other — a fundamental tactical action in real football used to stretch defenses and open new attacking channels.

As a result, CPU attacks often feel congested, repetitive, and overly one-dimensional, as play is constantly concentrated on a single side of the field. Even when there’s clear open space on the opposite wing, the CPU fails to exploit it.

In real matches, teams like Manchester City or Real Madrid frequently switch play to create overloads, isolate defenders, or reset attacking rhythm. Implementing similar logic in the CPU’s tactical decision-making would greatly improve immersion and authenticity.

It’s recommended that future versions (e.g., EA FC27) enhance CPU logic to include:​
  • Awareness of open space and defensive imbalance.​
  • Use of long diagonal passes from midfielders and defenders to switch play.​
  • Context-based decision-making to reset or expand attacks when one flank is crowded.​
Adding this behavior would make CPU play more dynamic, intelligent, and realistic, enhancing tactical variety for offline players.​

Feedback: CPU Switch Play Behavior​

  • The CPU does not change the direction of play.​
  • Diagonal long passes to switch the play between flanks are absent.​
  • CPU attacks are repetitive and limited to one side of the pitch.​
  • In real football, teams create space by changing the direction of play.​
Recommendations for future versions:
  • Increase CPU awareness of open space on the pitch.​
  • Add diagonal passes from midfielders and defenders.​
  • Implement adaptive decision-making to expand attacks when one side is crowded.​
Outcome: Enhanced variety, dynamism, and realism in offline gameplay.
 
Last edited:
Do you mean Steam Family Sharing? The game is not enabled for that feature.


No, they wouldn't be able to do that. There's a huge difference between actually programming the game from scratch and modifying what's already there.
But they won't be doing it from scratch.
 
I do apologise, I know this will have been discussed.

I’ve bitten the bullet and given this game a chance tonight and whilst navigating transfers in career mode I’m realising that attributes which I’m convinced would have been light green, for example, previously are now dull yellow/amber (like a 77).

I know it’s the number that counts, but I must have subconsciously been drawn to the colour previously because I’m now scrolling and thinking everyone is fairly terrible before actually digesting it.

I tried Googling this and couldn’t really find anyone discussing it. Am I mental?
 
Hello to all my dear friends on Evo-Web! I’ve been away from the gaming world for several months due to illness, and it’s been a really tough period for me. Fortunately, I’m feeling much better now and I’m thrilled to be back with you all.

Over the years, I’ve shared a lot of feedback with the FIFA/EA FC development team, and now I’m planning to send them more suggestions again. I really hope the dev team listens to all of us who love football games, especially fans of football simulation.

My first feedback is about CPU Cross Variety and Long Passing Behavior. Wishing you all health, happiness, and good vibes!

Please support this post of mine on Discord! 🔽

CPU Cross Variety and Long Passing Behavior

PlayStyle and Passing Behavior

  • CPU playmakers with the Long Ball Pass PlayStyle rarely attempt long diagonal passes, unlike real players such as Joshua Kimmich.​
  • Defenders like Nico Schlotterbeck — who in real life send accurate long passes from the back — do not behave the same way in-game.​
  • The CPU relies excessively on short ground passes, which reduces tactical diversity and makes matches feel dull over time.​

Feedback: CPU Cross Variety and Long Passing Behavior

As an offline player focused on realism and tactical depth, one major issue in EA FC gameplay is the CPU’s lack of crossing and long passing behavior. The CPU almost never performs different types of crosses — such as traditional wing crosses, diagonal switches of play from midfield, or long driven passes from deep defenders.

Even playmakers known for their vision (like Kevin De Bruyne) or ball-playing defenders (like Virgil van Dijk) do not attempt realistic long diagonal passes that change the rhythm of play. This omission removes a key tactical layer from the game and makes CPU attacks repetitive and predictable.

In real football, these cross variations and long switches are essential tactical tools — especially when facing compact defenses. Their absence limits immersion and realism for offline players.

It’s recommended that future versions (e.g., EA FC27) improve CPU logic to include:​
  • Wing crosses and aerial deliveries from wide areas​
  • Diagonal long balls from midfield playmakers​
  • Long passes from deep defenders to create counterattacking opportunities​
These adjustments would bring more tactical variation, realism, and excitement to offline gameplay.

Feedback: CPU Crossing and Long Passing​

  • The CPU rarely performs crosses or long passes.​
  • Lack of crosses from the wings and diagonal passes from central areas.​
  • Ball-playing defenders also do not deliver long passes.​
  • CPU behavior leads to repetitive tactics and reduced realism.​
Recommendations for the next version (EA FC27):
  • Add crosses from the wings.​
  • Add diagonal passes from central areas.​
  • Add long passes from defenders.​
    Outcome: Increased tactical variety and enhanced realism in offline gameplay.

Feedback: CPU Switch of Play and Field Awareness Behavior

One of the key tactical shortcomings in EA FC’s offline gameplay is the CPU’s inability to switch play or recognize space on the opposite side of the pitch. The CPU rarely performs long diagonal passes to shift the ball from one flank to the other — a fundamental tactical action in real football used to stretch defenses and open new attacking channels.

As a result, CPU attacks often feel congested, repetitive, and overly one-dimensional, as play is constantly concentrated on a single side of the field. Even when there’s clear open space on the opposite wing, the CPU fails to exploit it.

In real matches, teams like Manchester City or Real Madrid frequently switch play to create overloads, isolate defenders, or reset attacking rhythm. Implementing similar logic in the CPU’s tactical decision-making would greatly improve immersion and authenticity.

It’s recommended that future versions (e.g., EA FC27) enhance CPU logic to include:​
  • Awareness of open space and defensive imbalance.​
  • Use of long diagonal passes from midfielders and defenders to switch play.​
  • Context-based decision-making to reset or expand attacks when one flank is crowded.​
Adding this behavior would make CPU play more dynamic, intelligent, and realistic, enhancing tactical variety for offline players.​

Feedback: CPU Switch Play Behavior​

  • The CPU does not change the direction of play.​
  • Diagonal long passes to switch the play between flanks are absent.​
  • CPU attacks are repetitive and limited to one side of the pitch.​
  • In real football, teams create space by changing the direction of play.​
Recommendations for future versions:
  • Increase CPU awareness of open space on the pitch.​
  • Add diagonal passes from midfielders and defenders.​
  • Implement adaptive decision-making to expand attacks when one side is crowded.​
Outcome: Enhanced variety, dynamism, and realism in offline gameplay.
I think this is great feedback, and 100% needs to be implemented more often.

That said, the CPU does recognize when to switch the ball. The key is there is enough room to switch, which is why default width at 50 or above is just not low enough to allow defenses tuck in, thus providing that room for a switch.

So what we use is 45 width, among other values, and occurences like this are not too uncommon. I can find more examples, but it's good to see that there is a base that the CPU can find to create these moments.

 
Hello to all my dear friends on Evo-Web! I’ve been away from the gaming world for several months due to illness, and it’s been a really tough period for me. Fortunately, I’m feeling much better now and I’m thrilled to be back with you all.

Over the years, I’ve shared a lot of feedback with the FIFA/EA FC development team, and now I’m planning to send them more suggestions again. I really hope the dev team listens to all of us who love football games, especially fans of football simulation.

My first feedback is about CPU Cross Variety and Long Passing Behavior. Wishing you all health, happiness, and good vibes!

Please support this post of mine on Discord! 🔽

CPU Cross Variety and Long Passing Behavior

PlayStyle and Passing Behavior

  • CPU playmakers with the Long Ball Pass PlayStyle rarely attempt long diagonal passes, unlike real players such as Joshua Kimmich.​
  • Defenders like Nico Schlotterbeck — who in real life send accurate long passes from the back — do not behave the same way in-game.​
  • The CPU relies excessively on short ground passes, which reduces tactical diversity and makes matches feel dull over time.​

Feedback: CPU Cross Variety and Long Passing Behavior

As an offline player focused on realism and tactical depth, one major issue in EA FC gameplay is the CPU’s lack of crossing and long passing behavior. The CPU almost never performs different types of crosses — such as traditional wing crosses, diagonal switches of play from midfield, or long driven passes from deep defenders.

Even playmakers known for their vision (like Kevin De Bruyne) or ball-playing defenders (like Virgil van Dijk) do not attempt realistic long diagonal passes that change the rhythm of play. This omission removes a key tactical layer from the game and makes CPU attacks repetitive and predictable.

In real football, these cross variations and long switches are essential tactical tools — especially when facing compact defenses. Their absence limits immersion and realism for offline players.

It’s recommended that future versions (e.g., EA FC27) improve CPU logic to include:​
  • Wing crosses and aerial deliveries from wide areas​
  • Diagonal long balls from midfield playmakers​
  • Long passes from deep defenders to create counterattacking opportunities​
These adjustments would bring more tactical variation, realism, and excitement to offline gameplay.

Feedback: CPU Crossing and Long Passing​

  • The CPU rarely performs crosses or long passes.​
  • Lack of crosses from the wings and diagonal passes from central areas.​
  • Ball-playing defenders also do not deliver long passes.​
  • CPU behavior leads to repetitive tactics and reduced realism.​
Recommendations for the next version (EA FC27):
  • Add crosses from the wings.​
  • Add diagonal passes from central areas.​
  • Add long passes from defenders.​
    Outcome: Increased tactical variety and enhanced realism in offline gameplay.

Feedback: CPU Switch of Play and Field Awareness Behavior

One of the key tactical shortcomings in EA FC’s offline gameplay is the CPU’s inability to switch play or recognize space on the opposite side of the pitch. The CPU rarely performs long diagonal passes to shift the ball from one flank to the other — a fundamental tactical action in real football used to stretch defenses and open new attacking channels.

As a result, CPU attacks often feel congested, repetitive, and overly one-dimensional, as play is constantly concentrated on a single side of the field. Even when there’s clear open space on the opposite wing, the CPU fails to exploit it.

In real matches, teams like Manchester City or Real Madrid frequently switch play to create overloads, isolate defenders, or reset attacking rhythm. Implementing similar logic in the CPU’s tactical decision-making would greatly improve immersion and authenticity.

It’s recommended that future versions (e.g., EA FC27) enhance CPU logic to include:​
  • Awareness of open space and defensive imbalance.​
  • Use of long diagonal passes from midfielders and defenders to switch play.​
  • Context-based decision-making to reset or expand attacks when one flank is crowded.​
Adding this behavior would make CPU play more dynamic, intelligent, and realistic, enhancing tactical variety for offline players.​

Feedback: CPU Switch Play Behavior​

  • The CPU does not change the direction of play.​
  • Diagonal long passes to switch the play between flanks are absent.​
  • CPU attacks are repetitive and limited to one side of the pitch.​
  • In real football, teams create space by changing the direction of play.​
Recommendations for future versions:
  • Increase CPU awareness of open space on the pitch.​
  • Add diagonal passes from midfielders and defenders.​
  • Implement adaptive decision-making to expand attacks when one side is crowded.​
Outcome: Enhanced variety, dynamism, and realism in offline gameplay.
Hello mate.
It depends of your three lines.
If there are all ok, you will see many crosses from CPU to change the direction of the game.
I have mad many videos to show that :

Some examples :











When Authentic gameplay was out with FC 26 retail, CPU made many crosses.
Since, i used my own sliders, better for my FUMA settings.
 
This is a big test IMO - EA are updating the AI for single player modes to become more challenging. But will it feel "genuine", or will the AI just become ping-pong gods?

It's worth reading the whole thread:


Yeah I am afraid of the ping pong passing. I wish they used lobbed through pass more because there are many times CPU can easily pick a pass using lobbed through but decides to hog the ball so my entire team can retreat. What I don't want to happen is that they start ping pong around the box looking for an opening(whenever the CB gets dumb in marking).
 
This is a big test IMO - EA are updating the AI for single player modes to become more challenging. But will it feel "genuine", or will the AI just become ping-pong gods?

It's worth reading the whole thread:


Agree - big test. It sounds like they are good changes though - at least in theory. All comes down to implementation.
 
This is a big test IMO - EA are updating the AI for single player modes to become more challenging. But will it feel "genuine", or will the AI just become ping-pong gods?

It's worth reading the whole thread:


Let’s hope this update goes in the right direction and doesn’t bring us back to the old CPU behavior from FC25.
I’m a bit concerned that it’s also being steered toward competitive gameplay.
 
I wonder if you liked it or not. I even wanted to point out that the team did not do the job 100%, and may have more improvements soon.
 
I wonder if you liked it or not. I even wanted to point out that the team did not do the job 100%, and may have more improvements soon.
They no longer update the Trello board with what they’re working on and the feedback they’ve received — that’s a shame!
Let’s hope they actually remember to implement proper fouls in the game.
 
I'll just say that the newest update is quite good. Subtle adjustments to the defensive line as well where the defenders are going past the halfway line for build-up. Still have issues with FBs not getting in line with the midfield, but it's better than pre-patch.

Before, defenders would not join in build-up, staying very close to the halfway line:
1762276123860.png

Defenders joining in the build-up, actually crossing halfway line.
1762275488121.png

Fullbacks necessary movement:
1762275513673.png

Wingbacks necessary movement:
1762275541231.png

I fed this back to @Mathgamer as well - and can I say he's been incredible to feed our thoughts right back to the devs. So thank you.
 

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I'll just say that the newest update is quite good. Subtle adjustments to the defensive line as well where the defenders are going past the halfway line for build-up. Still have issues with FBs not getting in line with the midfield, but it's better than pre-patch.

Before, defenders would not join in build-up, staying very close to the halfway line:
View attachment 385955

Defenders joining in the build-up, actually crossing halfway line.
View attachment 385949

Fullbacks necessary movement:
View attachment 385950

Wingbacks necessary movement:
View attachment 385952

I fed this back to @Mathgamer as well - and can I say he's been incredible to feed our thoughts right back to the devs. So thank you.
Yep i think the update is great and yes like you mentioned, FB should be much higher up as well as WB. I don't think EA is aware of this issue because @Anth James have already fixed this on his gameplay mod and it's not that hard.
 


Looks pretty great to be fair.

If it wasn't for the physics-breaking responsiveness and the mouse-cursor ball (that sounds sarcastic but it isn't - if that improves in time, there's real potential).
 


Looks pretty great to be fair.

If it wasn't for the physics-breaking responsiveness and the mouse-cursor ball (that sounds sarcastic but it isn't - if that improves in time, there's real potential).

When was the last time a title update actually improved a game instead of regressing? This is probably one of the first. EA is finally making good decisions and making progress.
 


Looks pretty great to be fair.

If it wasn't for the physics-breaking responsiveness and the mouse-cursor ball (that sounds sarcastic but it isn't - if that improves in time, there's real potential).

Only 40 seconds but it indeed look nice. Also wanted to ask:

The CPU AI will also be better at making player switching decisions on defense.It can make the decision to switch to center backs sooner, so that it maintains a more structured defensive shape without opening up unnecessary pockets of space with out of position players.As a reminder, this a CPU AI update and does not affect your defensive experience in player versus player matches.

Does.. does it actually means they are fixing the 1 vs 1 thing?? 👀
 
Only 40 seconds but it indeed look nice. Also wanted to ask:



Does.. does it actually means they are fixing the 1 vs 1 thing?? 👀
I played a game against Liverpool and had more than 3 players closing me down. Not sure if it's because they switched fast or if it's because it was 3 players being controlled by the CPU at once. But after this update, 1v1 is at it's lowest since FIFA 19.
 


Thoughts?

To be fair, I'd much rather have far less choice but have tactics that really change games (and have to be right in order for you to gain an advantage) - than have the customisation options we had before, which didn't really do much other than allow easy exploits (e.g. setting everything to the most attacking options possible and the pass accuracy / basketball gameplay leading to easy goals).

---

Re: the latest patch. Played a few games tonight. For me it's a sizable AI improvement without feeling overpowered. I'm quite impressed!

The physics still make it really difficult for me to enjoy the game (e.g. player facing his own goal and yet powering a pass at 100mph in the exact opposite direction with the slightest stroke of his opposite leg sidefooting the ball).

The responsiveness is ridiculous too, leading to horribly twitchy dribbling even with League Two teams, and it doesn't feel at all organic to me (with players buzzing around like flies).

But credit where credit's due, it is moving in a realistic direction, and if the fundamentals get work next year, it could become something special.

(I'm just trying to overlook that the fundamentals have been an issue since FC began, and also, the Competitive players want the physically impossible pinball physics.)
 
To be fair, I'd much rather have far less choice but have tactics that really change games (and have to be right in order for you to gain an advantage) - than have the customisation options we had before, which didn't really do much other than allow easy exploits (e.g. setting everything to the most attacking options possible and the pass accuracy / basketball gameplay leading to easy goals).

---

Re: the latest patch. Played a few games tonight. For me it's a sizable AI improvement without feeling overpowered. I'm quite impressed!

The physics still make it really difficult for me to enjoy the game (e.g. player facing his own goal and yet powering a pass at 100mph in the exact opposite direction with the slightest stroke of his opposite leg sidefooting the ball).

The responsiveness is ridiculous too, leading to horribly twitchy dribbling even with League Two teams, and it doesn't feel at all organic to me (with players buzzing around like flies).

But credit where credit's due, it is moving in a realistic direction, and if the fundamentals get work next year, it could become something special.

(I'm just trying to overlook that the fundamentals have been an issue since FC began, and also, the Competitive players want the physically impossible pinball physics.)
Yep, i would rather they stick with Player IQ and fix the FBs and WBs roles to get forward and backward properly and in general have more flexibility where player can sometimes go out of position or out of role. I personally don't like numeric values/sliders for tactics as I get obsessed with finely tweaking it.
 
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