EA SPORTS FC 27 Slider Discussion

New videos with a little change

Speed : 35/35

I think the CPU is better and made great choices.


AS Roma Vs Inter Milan FUMA Authentic gameplay Legend sliders V1 3


Rochdale Vs Rotherham FUMA Authentic gameplay Legend sliders V1 3


Leverkusen Vs Rb Leipzig Authentic gameplay Legend sliders V1 3


CPU Raum last minute goal FUMA Authentic gameplay Legend sliders V1 3


CPU Rotherham big header goal FUMA Authentic gameplay Legend sliders V1 3


Soulé big sprint goal Vs Inter Milan FUMA Authentic gameplay Legend sliders V1 3


CPU Martinez control and volley FUMA Authentic gameplay Legend sliders V1 3
 
New sliders 1.4

Sliders FC 27 V1.4 by Saturator
V 1.4
PLAYER SPEED
Sprint speed USER34
Sprint spedd CPU34
Acceleration USER47
Acceleration CPU47
SHOOTING
All shooting error sliders50
All shooting speed / Height sliders50
Regular shot error USER75
Regular shot error CPU65
Regul shot speed USER48
Regular shot speed CPU48
Finess shot error USER75
Finess shot error CPU65
Finess shot speed USER46
Finess shot speed CPU46
Chip shot error USER75
Chip shot error CPU65
Chip shot height USER46
Chip shot height CPU46
Low Driven Shot error USER75
Low driven shot error CPU65
Low driven shot speed USER47
Low driven shot speed CPU47
Power shot error USER75
Power shot error CPU65
Power shot speed USER49
Power shot speed CPU49
Header shot error USER25
Header shot error CPU40
PASSING
All passing error sliders50
All passing speed/Height sliders50
Normal ground pass error USER75
Normal ground pass error CPU65
Normal ground pass speed USER35
Normal ground pass speed CPU35
Header pass error USER60
Header pass error CPU60
Through ground pass error USER75
Through ground pass error CPU65
Through ground pass speed USER38
Through ground pass speed CPU38
Lobbed Through pass error USER55
Lobbed Through pass error CPU55
Lobbed Through pass height USER37
Lobbed Through pass height CPU37
Regular lob pass error USER75
Regular lob pass error CPU65
Regular lob pass height USER35
Regular lob pass height CPU35
Cross Error USER60
Cross Error CPU55
Cross Height USER55
Cross Height CPU55
INJURIES
Injuriy frequency USER75
Injury frequency CPU75
Injuriy Severity USER30
Injury Severity CPU30
GOALKEEPING
Goalkeeper Ability USER48
Goalkeeper Ability CPU48
GK Deflection error USER99
GK Deflection error CPU99
TEAM POSITIONING
Marking USER65
Marking CPU65
Run Frequency USER50
Run Frequenccy CPU50
Line Height USER67
Line Height CPU67
Line Length USER37
Line Length CPU37
Line Width USER57
Line Width CPU57
Fullback positioning USER10
Fullback positioning CPU10
BALL CONTROL
Power bar USER50
First touch control error USER85
First touch control error CPU : 8585
Intercept error USER90
Intercept error CPU90
Ball deflection error USER99
Ball deflection error CPU99
Jog dribbling USER55
Jog dribbling CPU55
Sprint dibbling USER54
Sprint dribbling CPU54
Controlled sprint dribbling USER54
Controlled sprint dribbling CPU54
DEFENDING
Tackle assistance USER5
Tackle assistance CPU5
Physicality impact USER99
Physicality impact CPU99
Regular jockey speed USER46
Regular jockey speed CPU46
Sprint jockey speed USER46
Sprint jockey speed CPU46
CPU SLIDERS
AI BEHAVIOUR
AI Behaviour : CUSTOM or DYNAMIC or TACTICCUSTOM
Competitor mode CPU Opponent : ON or OFFOFF
Competitor mode CPU Teammate : ON or OFFOFF
Player based difficulty CPU Opponent: ON or OFFON
Player based Difficulty CPU Teammate : ON or OFFON
CPU OPPONENT
Defending aggression99
Stand tackle frequency75
Sliding tackle frequency70
Professionnal foul frequency72
Buildup speed48
Regular shot frequency52
Chip shot frequency51
Low driven shot frequency51
Finess shot frequency52
Long shot frequency53
Power shot frequency53
First touch pass frequency49
Regular cross frequency80
Early crossing frequency70
Dribble frequency35
Skill move frequency15
CPU TEAMMATE
Defending aggression99
Stand tackle frequency75
Sliding tackle frequency70
Professionnal foul frequency72
Buildup speed48
Regular shot frequency52
Chip shot frequency51
Low driven shot frequency51
Finess shot frequency52
Long shot frequency53
Power shot frequency53
First touch pass frequency49
Regular cross frequency80
Early crossing frequency70
Dribble frequency35
Skill move frequency15
 
Last edited:
Some full matchs with V1.4

Career Marseille S1 C1 Day 2 Celtics Vs OM FUMA Authentic gameplay Legend sliders V1.4


Career Marseille S1 Day 7 Angers Vs OM FUMA Authentic gameplay Legend sliders V1 4


Career Marseille S1 C1 Day 3 OM Vs Celta V FUMA Authentic gameplay Legend slider V1.4


Career Marseille S1 Day 8 OM Vs Le Havre FUMA Authentic gameplay Legend sliders V1.4


Career Marseille S1 C3 Day 4 OM Vs Sligo FUMA Authentic gameplay Legend sliders V1.4


Career Marseille S1 Day 10 Lens Vs OM FUMA Authentic gameplay Legend sliders V1 4


CPU Cuisance powershot goal FUMA Authentic gameplay Legend sliders V1 4


Gouiri great collectiv goal Vs Celta FUMA Authentic gameplay Legend sliders V1 4
 
Changelog: 10/26 - Version 1.0

Screenshot-2026-10-26-091038.png


Version 1.0 high level overview:


While we will most likely continue fine-tuning, we thought it was time to provide the first set to the wider public. Feel free to ask any questions about any values.

This Version includes the Professional difficulty, which Anth James, incredible modder of the PC versions of FIFA/FC - and a member of the discord group, found that Professional difficulty does not have the rigid, flat and passive defensive lines like on World Class and above. This means that the FBs and CBs come off their defensive line and engage sooner. We have fed this back to EA as well.

Disclaimer: Feel free to adjust to what you see fit. By no means are we trying to control every single part of your gameplay experience.

Player Speed:

The goal was to slow the game down enough in the 1v1 matchups, but not to the point that players could not be explosive or that defensive players were just left helpless.

The reason we have Acceleration alternate is because there was a time where we had 50/50 acceleration that felt a bit fast, so there was an adjustment to include a lower value set in the spreadsheet. I would say use this option to make the gameplay a bit more difficult if you'd like.

Shooting:

One of the tricky values this year because it dictates the keeper's save deflections as much as it affects the free kicks and penalty kicks as well. We had this value low for a while, but discovered the issue with soft type of goals that just couldn't be ignored - so the values naturally had to be on the higher end for speed. As for error, I would say we are a lot lower in value that we have in the past. It's good to see that both the user and CPU can score all types of goals.

Passing:

The starting point with passing has to be error, then based on whatever error value, we then have to adjust pass speed. While 40 may be a bit slow for manual players, the value does allow for a bit more calm from both user and CPU. This allows the driven passes to become an option to do what they're designed to do, break lines or pass for distance based on pressure, etc. With the way the CPU pressures this year, it makes sense to have it set up this way. The good thing is the lower value still allows wayward passes and passes that can get intercepted versus just seeing perfect passes in-stride in every possession. The variety this year is further enhanced with the line settings and marking values, so the CPU and User can attack in multiple ways.

Injuries:

We started fairly high here in anticipation of the usual broken toes, but have been pleasantly surprised with the amount of off-the-ball injuries such as pulled hamstrings, etc. It makes squad management so important and deep to the point that even myself as someone who doesn't feel ready to get into a CM until the sliders are set, I had to start paying attention to my substitution policies.

Team Positioning:

Just a disclaimer here: We know that the current status of the game has issues with tactically higher lines (high 70-90), so the look may not be appealing - we just can't control this and have what we want though. The acceptance is that EA will address this higher height issue, and we can review the values after that.

The reason the Line Height is so high here is because it controls how far upfield the central midfielders position themselves. As someone who had to test a lot of deep defensive line teams, it was important to get a low-block that is resistant not only in the defensive third, but also in the attacking and middle thirds especially. The other part of that is the line length where at 25, the user's midfield actually drop into their own box (depending on roles of course) to help the defensive line. Furthermore, if a winger is set to balanced, they will remain in the defensive shape rather than position themselves well above the shape and not marking any kind of space. This is the difference from sitting in a 4-4-2 vs a 4-3-3 defensively.

The CPU length at 28 (paired with marking 75) is also important as it allows the central midfielders to stop man marking their opposing central midfielder to cover the flanks if necessary. From there, it was about finding a narrow enough width that allowed 3/5 ATB teams to have fullbacks be more tucked in.

Overall, the structure of the team positioning here allows for some fun gameplay that is filled with variety for both the User and CPU. Yes, you can send balls over the top, but the CPU is good enough to recover. Run Frequency is at a very high value of 99, and you wouldn't think that when playing, which is quite brilliant.

Ball Control:

The most stand-out value here is the dribbling values where we have Jog Dribbling quite low. The importance here is how the ball is received. On higher values, the players would stick out a leg and try a lot of sole-traps (like in Futsal), but well before the ball arrived. It made for some awkward animations and went against the fundamentals of receiving the ball to the back or front-foot. This lower value does allow for some close control, but the Sprint value is in a spot where the ball can still be pushed out away from the player's body enough that animations don't look too far off the mark. Controlled Sprint is a nice touch as it helps protect the ball in tight spaces, but it isn't an automatic escape by any means.

As for the error values, I'd say we're still exploring them, but not real issues at the values we have for them currently.

Defending:

The main thing here is a low tackle assistance - and I'll be honest, we're still learning this value from when it first appeared. Physicality is one that seems to be strong enough to encourage the physical play, and we'll allow tactics/CPU Sliders to dictate how often slide/standing tackles occur from there. The Jockey speed values were a change recently where there was more of a sense of control, or grounding, of defensive players - especially when having to micro-manage a defensive line or central midfielders. The CPU seems to respect this value as well considering they aren't always trying to exploit the User's defenders momentum against them.

CPU Sliders:

Most of us have tested on Tactical, Dynamic or Custom 50's. I'd say it's really up to you as the user and the experience you are after. They can be used as solutions or maybe they can be used as a means to get more variety. Sometimes the user just doesn't want to know what the values are, so they choose a preset in hopes they can try to figure it out as they play. In the end, we don't want to provide a house rule of sorts this early on - especially as there's hope an EA patch will be coming for gameplay at some point. This doesn't mean we aren't exploring as we go along though. There's also been talk of setting up these CPU Sliders to be specific to the leagues that some of us follow. The important part was establishing a base slider set that allows the User to experience the game how they want and use the tools given to us from EA.

Enjoy!
 
Changelog: 10/26 - Version 1.0

Screenshot-2026-10-26-091038.png


Version 1.0 high level overview:


While we will most likely continue fine-tuning, we thought it was time to provide the first set to the wider public. Feel free to ask any questions about any values.

This Version includes the Professional difficulty, which Anth James, incredible modder of the PC versions of FIFA/FC - and a member of the discord group, found that Professional difficulty does not have the rigid, flat and passive defensive lines like on World Class and above. This means that the FBs and CBs come off their defensive line and engage sooner. We have fed this back to EA as well.

Disclaimer: Feel free to adjust to what you see fit. By no means are we trying to control every single part of your gameplay experience.

Player Speed:

The goal was to slow the game down enough in the 1v1 matchups, but not to the point that players could not be explosive or that defensive players were just left helpless.

The reason we have Acceleration alternate is because there was a time where we had 50/50 acceleration that felt a bit fast, so there was an adjustment to include a lower value set in the spreadsheet. I would say use this option to make the gameplay a bit more difficult if you'd like.

Shooting:

One of the tricky values this year because it dictates the keeper's save deflections as much as it affects the free kicks and penalty kicks as well. We had this value low for a while, but discovered the issue with soft type of goals that just couldn't be ignored - so the values naturally had to be on the higher end for speed. As for error, I would say we are a lot lower in value that we have in the past. It's good to see that both the user and CPU can score all types of goals.

Passing:

The starting point with passing has to be error, then based on whatever error value, we then have to adjust pass speed. While 40 may be a bit slow for manual players, the value does allow for a bit more calm from both user and CPU. This allows the driven passes to become an option to do what they're designed to do, break lines or pass for distance based on pressure, etc. With the way the CPU pressures this year, it makes sense to have it set up this way. The good thing is the lower value still allows wayward passes and passes that can get intercepted versus just seeing perfect passes in-stride in every possession. The variety this year is further enhanced with the line settings and marking values, so the CPU and User can attack in multiple ways.

Injuries:

We started fairly high here in anticipation of the usual broken toes, but have been pleasantly surprised with the amount of off-the-ball injuries such as pulled hamstrings, etc. It makes squad management so important and deep to the point that even myself as someone who doesn't feel ready to get into a CM until the sliders are set, I had to start paying attention to my substitution policies.

Team Positioning:

Just a disclaimer here: We know that the current status of the game has issues with tactically higher lines (high 70-90), so the look may not be appealing - we just can't control this and have what we want though. The acceptance is that EA will address this higher height issue, and we can review the values after that.

The reason the Line Height is so high here is because it controls how far upfield the central midfielders position themselves. As someone who had to test a lot of deep defensive line teams, it was important to get a low-block that is resistant not only in the defensive third, but also in the attacking and middle thirds especially. The other part of that is the line length where at 25, the user's midfield actually drop into their own box (depending on roles of course) to help the defensive line. Furthermore, if a winger is set to balanced, they will remain in the defensive shape rather than position themselves well above the shape and not marking any kind of space. This is the difference from sitting in a 4-4-2 vs a 4-3-3 defensively.

The CPU length at 28 (paired with marking 75) is also important as it allows the central midfielders to stop man marking their opposing central midfielder to cover the flanks if necessary. From there, it was about finding a narrow enough width that allowed 3/5 ATB teams to have fullbacks be more tucked in.

Overall, the structure of the team positioning here allows for some fun gameplay that is filled with variety for both the User and CPU. Yes, you can send balls over the top, but the CPU is good enough to recover. Run Frequency is at a very high value of 99, and you wouldn't think that when playing, which is quite brilliant.

Ball Control:

The most stand-out value here is the dribbling values where we have Jog Dribbling quite low. The importance here is how the ball is received. On higher values, the players would stick out a leg and try a lot of sole-traps (like in Futsal), but well before the ball arrived. It made for some awkward animations and went against the fundamentals of receiving the ball to the back or front-foot. This lower value does allow for some close control, but the Sprint value is in a spot where the ball can still be pushed out away from the player's body enough that animations don't look too far off the mark. Controlled Sprint is a nice touch as it helps protect the ball in tight spaces, but it isn't an automatic escape by any means.

As for the error values, I'd say we're still exploring them, but not real issues at the values we have for them currently.

Defending:

The main thing here is a low tackle assistance - and I'll be honest, we're still learning this value from when it first appeared. Physicality is one that seems to be strong enough to encourage the physical play, and we'll allow tactics/CPU Sliders to dictate how often slide/standing tackles occur from there. The Jockey speed values were a change recently where there was more of a sense of control, or grounding, of defensive players - especially when having to micro-manage a defensive line or central midfielders. The CPU seems to respect this value as well considering they aren't always trying to exploit the User's defenders momentum against them.

CPU Sliders:

Most of us have tested on Tactical, Dynamic or Custom 50's. I'd say it's really up to you as the user and the experience you are after. They can be used as solutions or maybe they can be used as a means to get more variety. Sometimes the user just doesn't want to know what the values are, so they choose a preset in hopes they can try to figure it out as they play. In the end, we don't want to provide a house rule of sorts this early on - especially as there's hope an EA patch will be coming for gameplay at some point. This doesn't mean we aren't exploring as we go along though. There's also been talk of setting up these CPU Sliders to be specific to the leagues that some of us follow. The important part was establishing a base slider set that allows the User to experience the game how they want and use the tools given to us from EA.

Enjoy!
Your slider so beautiful, I love it, tks bro!
 
New sliders 1.5 : less pressing, more freedom, more posibility to score with a long shot


Career Marseille S1 C3 Day 6 Sturm Graz Vs OM FUMA Authentic gameplay Legend 1.5​



Career Marseille S1 Day 13 OM Vs Nice FUMA Authentic gameplay Legend sliders V1 5



CPU Nice long range with the post goal FUMA Authentic gameplay Legend sliders V1 5


CPU Cherki long range goal FUMA Authentic gameplay Legend sliders V1.5 bug speed




Sliders FC 27 V1.4 and V 1.5 by Saturator
V 1.4V 1.5
PLAYER SPEED
Sprint speed USER3435
Sprint spedd CPU3435
Acceleration USER4747
Acceleration CPU4747
SHOOTING
All shooting error sliders5050
All shooting speed / Height sliders5050
Regular shot error USER7565
Regular shot error CPU6560
Regul shot speed USER4848
Regular shot speed CPU4848
Finess shot error USER7565
Finess shot error CPU6560
Finess shot speed USER4646
Finess shot speed CPU4646
Chip shot error USER7565
Chip shot error CPU6560
Chip shot height USER4646
Chip shot height CPU4646
Low Driven Shot error USER7565
Low driven shot error CPU6560
Low driven shot speed USER4747
Low driven shot speed CPU4747
Power shot error USER7565
Power shot error CPU6560
Power shot speed USER4949
Power shot speed CPU4949
Header shot error USER2525
Header shot error CPU4040
PASSING
All passing error sliders5050
All passing speed/Height sliders5050
Normal ground pass error USER7565
Normal ground pass error CPU6560
Normal ground pass speed USER3535
Normal ground pass speed CPU3535
Header pass error USER6060
Header pass error CPU6060
Through ground pass error USER7565
Through ground pass error CPU6560
Through ground pass speed USER3838
Through ground pass speed CPU3838
Lobbed Through pass error USER5555
Lobbed Through pass error CPU5555
Lobbed Through pass height USER3737
Lobbed Through pass height CPU3737
Regular lob pass error USER7565
Regular lob pass error CPU6560
Regular lob pass height USER3535
Regular lob pass height CPU3535
Cross Error USER6060
Cross Error CPU5555
Cross Height USER5555
Cross Height CPU5555
INJURIES
Injuriy frequency USER7575
Injury frequency CPU7575
Injuriy Severity USER3030
Injury Severity CPU3030
GOALKEEPING
Goalkeeper Ability USER4843
Goalkeeper Ability CPU4843
GK Deflection error USER9999
GK Deflection error CPU9999
TEAM POSITIONING
Marking USER6560
Marking CPU6560
Run Frequency USER5050
Run Frequenccy CPU5050
Line Height USER6767
Line Height CPU6767
Line Length USER3737
Line Length CPU3737
Line Width USER5757
Line Width CPU5757
Fullback positioning USER1010
Fullback positioning CPU1010
BALL CONTROL
Power bar USER5050
First touch control error USER8585
First touch control error CPU : 858585
Intercept error USER9090
Intercept error CPU9090
Ball deflection error USER9999
Ball deflection error CPU9999
Jog dribbling USER5555
Jog dribbling CPU5555
Sprint dibbling USER5454
Sprint dribbling CPU5454
Controlled sprint dribbling USER5454
Controlled sprint dribbling CPU5454
DEFENDING
Tackle assistance USER55
Tackle assistance CPU55
Physicality impact USER9999
Physicality impact CPU9999
Regular jockey speed USER4646
Regular jockey speed CPU4646
Sprint jockey speed USER4646
Sprint jockey speed CPU4646
CPU SLIDERS
AI BEHAVIOUR
AI Behaviour : CUSTOM or DYNAMIC or TACTICCUSTOM
Competitor mode CPU Opponent : ON or OFFOFFOFF
Competitor mode CPU Teammate : ON or OFFOFFOFF
Player based difficulty CPU Opponent: ON or OFFONON
Player based Difficulty CPU Teammate : ON or OFFONON
CPU OPPONENT
Defending aggression9999
Stand tackle frequency7575
Sliding tackle frequency7070
Professionnal foul frequency7272
Buildup speed4849
Regular shot frequency5252
Chip shot frequency5153
Low driven shot frequency5156
Finess shot frequency5260
Long shot frequency5361
Power shot frequency5361
First touch pass frequency4949
Regular cross frequency8080
Early crossing frequency7070
Dribble frequency3535
Skill move frequency1515
CPU TEAMMATE
Defending aggression9999
Stand tackle frequency7575
Sliding tackle frequency7070
Professionnal foul frequency7272
Buildup speed4849
Regular shot frequency5252
Chip shot frequency5153
Low driven shot frequency5156
Finess shot frequency5260
Long shot frequency5361
Power shot frequency5361
First touch pass frequency4949
Regular cross frequency8080
Early crossing frequency7070
Dribble frequency3535
Skill move frequency1515
 
Last edited:
Some videos with the 1.5
Need some tweaks but the matchs are fun!

Italy Vs Morocco FUMA Authentic gameplay Legend sliders V1 5


On career mode

Career Marseille S1 Day 14 Lyon Vs OM FUMA Authentic gameplay Legend sliders V1 5


Career Marseille S1 Day 15 Brest Vs OM FUMA Authentic gameplay Legend sliders V1 5


Career Marseille S1 Day 16 OM Vs Lille FUMA Authentic gameplay Legend sliders V1 5


Career Marseille S1 C1 Day 7 OM Vs Olympiacos FUMA Authentic gameplay Legend slider1.5


Career Marseille S1 Day 17 Lorient Vs OM FUMA Authentic gameplay Legend sliders V1.5


Career Marseille S1 C1 Day 8 Besiktas Vs OM FUMA Authentic gameplay Legend sliders 1.5
 
Changelog: 11/1

(@ Evo-Web, I don't include all the beta versions here so not to clog up the thread, so I'm just referencing the previous beta version here. If you are using V1.0, just start fresh and review the pinned set as posted here, there are some significant changes from 1.0 to the beta versions of 2.0 - Thanks!)

I spent all day today trying to fine-tune the shape of the pitch. I would say today was a successful day because just a bit of the discrepancies in the lines allowed for the game to really take another form of resistance that I see a lot in real football. That resistance allows the creativity to take place in the middle to attacking third, rather than just top of the box and tiptoeing the defensive line - where with the previous V1.0 settings every team played a high line regardless of tactical depth.

The balance had to come with understanding the width is shifting where the ball is. This opens up those who can switch the ball to do so - or some teams choose to build around the press. This brings in the creativity that I was longing for. It made dribbling more rewarding, and the feeling of dribbling down a blind alley to somehow lay off a key pass felt like a real moment that could happen.

The game on the difficulties above World Class are still hampered with the rigid defensive line. But the midfield has taken shape, the defensive line is able to time their tackles with a bit more cushion, and the play in and around the box is now exciting.

Screenshot-2026-11-01-232012.png


Team Positioning:

From Beta B to Beta C, the modifications are subtle in the sense there aren't a whole bunch - but at the same time a significant length discrepancy does raise eyebrows.

The importance here to understand is the purpose of a press. It's not only to put pressure on the back of players, it's to push past and ahead of those intended receivers to position bodies into the passing lanes. In Version 1.0 that was the main goal. The issue is that it came with having to lower length values quite a bit. FC/FIFA doesn't have different team positioning sliders for in/out of possession, so with lowering length you get good defensive shape and a bit tighter areas of play with close support - but it always returns to that state quickly once the ball becomes a 50/50. Essentially, this is the common idea of compression/decompression in the natural way the game flows.

In FC27, and iterations before, we are in a constant battle to determine how quickly that compression and decompression happens. The idea with Version 2 (Beta C) here is to decompress/stretch the pitch just enough that there's friction to meet the ball carrier, and enough cover to defend the intended receiver. A player who was previous 10 yards away is now 15 to 20 yards, and in that gap sits the defending player while another pressures. That pressure-cover combination is what's missing a lot of the time this year. There's always pressure in some way, but the cover gets caught up either too close or too far - and the balance just has no chance as this year players are always in two-minds.

So the 38 length for the User is just enough that there is room to regroup behind the ball for a deep team, enough cushion to screen the defense for a mid-block and not so high that a high press results in instant receive and turn moments. From there, it's a matter of the CPU's length value that still allows them to drop back in transition, but stay within their tactical press to force some tough decisions for the User. Furthermore, these increases in length reduce the rubber-banding where a CM will instantly snap back towards the center circle, rather than be there to get on the end of a clearance. CDMs still like to drop back, which is one of those sacrifices to accept as pushing length too far will result in losing the team positioning effect we're after.

FT Control was modified as pass speed increased, it made sense to raise the chance of the ball control standing out. Prevents some of those driven pass choices from the CPU at times as well.

I'll leave it there for now. Let's get enough sample size to see what works and what doesn't. Be specific in feedback such as team tactics, etc. These were mainly tested on 10 minute halves, so anything lower just be aware.

Enjoy!
 
Last edited:
Changelog: 11/2

Version 2, Beta F

Beta D came and went, just double check the values before playing. Here's the notes for Beta F, which includes the Longer and Shorter Halves sets:

Shorter Halves:

Screenshot-2026-11-02-112321.png


Longer Halves: (parentheses are previous beta version values)

Screenshot-2026-11-02-112307.png


Notes:

I think the previous Betas are more along the lines of a shorter halves set up, so I put it with a 6-8 minutes category. I highlighted the value that is different from the Longer Halves 10-15 minutes set.

Main thing is Sprint Speed at 35 vs 33. I felt that at 35 Sprint I could sprint for a lot longer, making more runs that go through and just a bit more easier to run with the ball. I was able to score more goals as I felt I had a slight advantage over the CPU in top speed versus 33 getting caught if I didn't take the right angles. Remains to be tested though.

Shot errors, simply just contact related. There are still misses on 55 in the same way there are still great goals on 65. It's just about variety and in general what feels more human like.

Pass Speed and Error - I think Error is still good at a higher value where it won't feel like ping pong, but the pace can always have a chance to increase. Need to keep an eye out for some scuffed cutback passes as we've seen in different iterations of FC/FIFA. Passing the ball away or out of bounds - that's fine as it looks like miscommunication, which should happen more often.

Give it a go. I'll try to slow down the updates. Honestly, I want to get back to my own career mode save as quickly as possible. That's why updates come in quick. I've said that before, but just a reminder.
 
Back
Top Bottom