Flaw3d Genius
Banned
Any setting is fine bruv, i just wanna see how different it looks with these sliders for real. You get me.
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Placebo a question? I've decreased pass speed to 65 for me and 75 for the CPU. Will decreasing pass speed make the game less bobbly and bouncy? This is one area that I love with these sliders the fact that I guess player control comes into it when the ball gets pinged into feet?
I also find the game on Slow too fast. I've lowered passing speed but I'm also experimenting with lower Sprint Speed at the moment.I've bumped the passing speed down from Placebo's sliders. The game itself still feels too fast, so I'll have to do some more tweaking next time I'm on.
I think that AI players who are not the primary 'selected player' could generally benefit from being more reactive. I don't just mean off-the-ball movement, but also when a clearance happens, or a ball is in the air or is loose... it feels like if they are not the selected player, they don't react, they are too passive.As for the gameplay itself, it really needs something of a pass-and-move upgrade. The AI needs to think 2 or 3 passes ahead in order to recreate the Spanish(/Swansea) game.
Yeah, that would be nice. I feel that this year weak foot ability is more pronounced than ever, but weak foot frequency still needs work.and to get players dribbling and generally playing with their stronger foot unless they're forced to use their other foot.
I think that AI players who are not the primary 'selected player' could generally benefit from being more reactive. I don't just mean off-the-ball movement, but also when a clearance happens, or a ball is in the air or is loose... it feels like if they are not the selected player, they don't react, they are too passive.
In addition to thinking ahead for pass-and-move purposes, imagine what a difference it would make to team pressing as well, i.e. closing options.
What I hate in relation to that is when you switch the play to your fullback at the same time they decided to move forward, if the pass is a little off target behind them, they refuse to break their forward run and instead the wide player ahead of them has to run all the way back to the fullback position to try to collect the ball, happens a lot and annoys the hell out of me!
My opinion is there's no perfect setting, you need to choose what you like best, it's irrelevant what I or anyone else prefer, it's your game.
I don't play online so not an issue, but notice how boring and rigid default sliders are when I do a challenge.
Placebo, what kind of player individuality are you seeing with your sliders? Are you referring to the high pass speed making players with better ball control stand out more?
Yep ball control, passing, shooting those attributes in particular stand out a lot more.
As for the gameplay itself, it really needs something of a pass-and-move upgrade. The AI needs to think 2 or 3 passes ahead in order to recreate the Spanish(/Swansea) game. That also includes more of an ability for players to make runs that aren't tracked, or purposefully look for space when defenders have their back turned.
Any idea for people who play with friends 1 vs 1 . Placebo sliders are pretty good but maybe someone has better one ?
The problem is only how to transfer that vision-aspect to us human players who can see the whole pitch. Should players become invisible when not in the vision-area of the nearby-players?
Or should reaction of the player be more passive when trying to get him to react to someone he couldn't see due to his vision?
I struggle to score or pass in this game on pro - loads of 0-0s. I find it hard to find space or get clear of the last defender ?
I struggle to score or pass in this game on pro - loads of 0-0s. I find it hard to find space or get clear of the last defender yet I am going to try your slider settings Placebo.
Or am I being too ambitious?
In a word, no. I don't think this vision should be transferred to the human-controlled defender in any way, besides passing accuracy. We may have a full view of the entire pitch (or most of it) but we have disadvantages elsewhere, such as not being able to react instantaneously to attacking runs in the first place, or perfectly and instantaneously read the path of a CPU through ball.