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Do you mean when they casually just roll the ball a few feet to a teammate?
I thought through balls were just weaker than normal passes at equal charges? So a 30% throughball would be weaker than a 30% ground pass?
I use semi controls and I prefer the manual through ball weighting to manual ground passes. I don't seem to get on with manual pass at all, whereas with throughball I can really get the weighting bang on. I often just use manual through ball to advance up the pitch, particularly when on the break.
If it was the same as ground passes then there'd be no point in having two buttons for the same thing. If you don't like it, how would you go about getting the same ability to accurately weight short range balls (which is what a slower charge gives you) while also being able to hit snappy longer range passes?
I like that.There was a pretty nice touch in-game with a little box dropping down from the scoreline and showing you stats like number of corners, or possession, or number of shots on goal etc. A bit like the WC2010 display for goal news flashes.
Personally
There was a pretty nice touch in-game with a little box dropping down from the scoreline and showing you stats like number of corners, or possession, or number of shots on goal etc. A bit like the WC2010 display for goal news flashes.
Personally I'm not convinced manual ground pass is up to the task of simple 5 yard lay-offs diagonally back to an onrushing midfielder. It feels as though through balls hold up more on the turf, or are a naturally slower speed, and when I want that pass I much prefer triangle. X by contrast seems to lead to real inconsistencies between a lazy 'push' as Tobi mentions and a way overhit sidefoot of the ball. When you have to get the ball into a particular space at a particular time to hit a movin target while avoiding others, I feel the throughball is much, much better than X. I do have a lot more experience with it to be fair though.
I was kind of hoping somebody would suggest L2+X as a slower charged pass? With R1 being a curled ball or something. Or alternatively a manual toggle button for semi ground pass, much as PES is going for (and I suggested on here well over a year ago!)
Placebo - I think it was in. Weirdly I can't remember one way or another! There was a pretty nice touch in-game with a little box dropping down from the scoreline and showing you stats like number of corners, or possession, or number of shots on goal etc. A bit like the WC2010 display for goal news flashes.
Not seen this as I passed over WC to not spoil 10 but this would be nice for popping up goals etc in CL league games to keep you up to date with how other group games are going on, it would also be nice to have it on the last three or four games of the season if you're in a relegation or promotion battle...
@ Roma,
I've always said they should use the shot modifyers for long/short passing and crosses.
Seems a really logical step to me.
So with the 3 modifyers for shooting;
- Finesse
- Chip
- Driven (not sure if this is ingame or only for freekicks)
For passing it would be;
- Finesse is a very accurate and adds curl to the pass to get it round/over the defender (they have that auto now don't they?).
- Chip is dinks forward that are about waistheight to get past the defender without the possibility for curl. So Xavi-esque close passing but to make it harder for the defender to block the pass. More distance would make finesse the better option.
- Driven is what they have incorporated for 11.
Crossing;
- Finesse is again very accurate and a lot of curl but lacks pace.
- Chip is again a dink into the area.
- Driven is a hard/whipped in cross with less curl but more power.
Not sure about the chip versions (but then I hate it for shooting aswell) but the others are pretty decent variations to have control of imo.
Would be great if they could add the driven control to crossing aswell, or did that already work in the build you played? If it is they they are pretty close to having the variation for 11.
LT is odd when you cross. It's almost like it stops it being regarded by the game as a 'cross' in the normal sense. For instance, when holding LT, it does not automatically guide a cross towards the box when I'm using settings with crossing on semi and long-balls on manual. ie. If I stop my player, and point downfield in the crossing area, and press cross without LT, it will do a typical cross - but if I press cross with LT, it will punt the ball off field (in a similar way to how it would if I wasn't in the crossing area).
So actually, if anything, LT isn't a 'modifier' for a cross, it's more of an override. It seems to make the button have the same effect as if you are just doing a cross-field ball from anywhere else on the pitch. From an actual use perspective, it does essentially allow you to have a more looped cross - but it sticks a lot of backspin on (like the long balls) which makes it somewhat hard to use effectively I find.
The in-game 'help' file desccribes the crossing stats as such:
Cross: X (along with header, and lobbed pass)
Low Cross = XX
Ground Cross = XXX
Early Cross (any of the above + LB)
whether this list is exhaustive of course is debatable - but I tend to think it is. Some fairly obsure stuff which no-one uses (like driven/grounded corners) are in there - so I'd be surprised if they left out a modifier.
In my oppinion, there should be only one button for passing in general, and everybody should play manual. That would simplify things and make things more logical, as you can TRY a pass in a direction and a given power and stats try to simulate depending on the player. That would end all possible debate about it. Yep, it's hard to get used to manual, but there's no going back from it. Current fustration for many people is that they have a very easy alternative. I know I'm in the minority here and most of the people just want an easier way to play. But I love manualness and it's my oppinion!
And yes, in manual, the through pass right now takes ages to "charge" so I ended up playing everything with the manual pass, and when you master it, it works marvels and feels great.
I've also hardly used it, but try doing an extremely low powered LT + cross and I think it does a different animation. It's more of a scoop or lift (the foot stays under the ball lifting it high off the ground, instead of just kicking it up) when I've used it... not sure if this requires a 5* skill move player or some other high ball control stat.
I've only used it on accident in game or in the arena trying to mess around with it. I've not found it too useful as it's less accurate than a chip shot, which is already too effective.
In my oppinion, there should be only one button for passing in general, and everybody should play manual. That would simplify things and make things more logical, as you can TRY a pass in a direction and a given power and stats try to simulate depending on the player. That would end all possible debate about it. Yep, it's hard to get used to manual, but there's no going back from it. Current fustration for many people is that they have a very easy alternative. I know I'm in the minority here and most of the people just want an easier way to play. But I love manualness and it's my oppinion!
I may just pull a complete 180 with L2 long passes. No idea why I was happy to say earlier in this or another thread that I thought L2+shoot = driven shot was a myth, while happily bleating about L2+long pass being different. Facepalms self.
As for assists, I think this year will be an adequate start in any shift across. I think the performance of PES's passing after a few months will shape FIFA 12. I'd like to see EA copy what I understand to be the premise for semi passing at least - the initial direction being mostly manual but with some curve and slight weighting tweaks applied to correct accordingly. The current semi could definitely be used as assisted, possibly including the swerve amendment to make it more user friendly.
Once the demos of both are out it should be a lot easier to gauge what steps could realistically be taken next.
There's definitely going to be a lull in terms of feedback from the usual sources. Or at least there won't be the urgency to get it in to EA. You'll always get a sudden flurry of noobs who suddenly start posting about fixing bugs the rest of us spent the past 9 months reporting/new ideas that will never ever get into FIFA 11, but certainly the majority of useful posts will only be about tweaks.
I guess my point about changing assisted is that if PES can make semi passing work then it gives EA breathing room to make assisted harder without losing fans to the other side. Whether these buyers are just lost to the ether is another matter. But if both sides shift towards harder passing simultaneously then I'd wager the vast majority will most likely follow with little complaint, rather than drop out of football games entirely.
Gary P's CandVG interview said:Wouldn't it be cool to have a selection of tuned presets instead/alongside regular difficulty levels - all the way from arcadey physics to ultra hardcore simulation?
That's something our Technical Director of Gameplay Ben Carter is very keen on. He's putting in the patch system, and he feels the game is getting to the stage where people want to play it differently and there's just no way to please everyone. He's huge on that. We're doing a few things in that direction this year, but next year you'll definitely see more of it.
Oh shhhhi.....Rodelero said:You mean that people realised there was a problem with pressure before yesterday?