The Doctor76
Premier League
Don't you find you get too many goals with ten minute halves?
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Don't you find you get too many goals with ten minute halves?
BTW guys for the record I'm going to leave this set up, just to provide some variety but in all honesty I'm going to be using Gonira's set and contributing over there. I tried it today and it was pure genius. I highly advise everyone here do the same!
when you play with manual controls, higher cpu pass error (to compensate the errors you make on manual passing), higher shot error and slower pace, the game tempo changes drastically and the frequency of real scoring opportunities with all these factors added is greatly diminished, so you have to increase the half lenght to compensate and keep getting realistic results. with the settings i use, for example, i would get less than 2 goals per game with 10 minute halves, so 15 is a necessity.Don't you find you get too many goals with ten minute halves?
Here's my beta slider settings, they're probably pretty close to final and I imagine I'll be using these for as long as I'm playing CG Fifa (until the PS4 comes out) so other than the odd tweak this'll be it:
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Controller Settings
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All Manual controls
Analogue sprint
Tactical defending
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Game Settings
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10 Minute halves
World Class
Normal
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Camera Settings
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Tele
Custom
Height 20
Zoom 0
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User/CPU Game Customization
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Sprint Speed - 46/46
Acceleration - 42/41
Shot Error - 55/57
Pass Error - 57/63
Shot Speed – 50/50
Pass Speed - 63/73
Injury Frequency - 90/95
Injury Severity - 40/45
Goalkeeper Ability - 20/20
Positioning:Marking - 85/40
Positioning:Run Frequency - 55/55
Positioning: Line Height - 45/45
Positioning: Line Length - 40/40
Positioning: Line Width - 50/50
Positioning: Fullback Positioning - 85/80
Power Bar - 55
First Touch Control Error - 70/85
I've highlighted the two key changes that for me make all the difference in the world, normal game speed is something I never imagined I'd use but by getting the speed/accel balance right the game plays so much better and has for me the correct pace about it.
GK slider set to 20 makes a massive difference in terms of how realistic the goalkeepers are now, someone asked me if lowering them so much would mean there'd be an unrealistic amount of goals scored but that really isn't the case at all, as I answered him:
Is this on PC? Also what mod you using?
I forgot to post my final set of Legendary/World Class sliders:
Update 1/12/14 - Back to Legendary.
The goals of this set are the following:
1. More coverage throughout the field.
2. More shot decisions by CPU versus finding perfect pass/through ball.
3. Less Linear atttack - ex. lobbed through ball over the top
4. More clearances by the CPU due to coverage.
I went back to Legendary from WC because the pressure was already there, and the CPU does't get tackled as much as WC does. The attack is not as linear as well. I also feel the sliders seem to respond better to what I have configured as well. WC is a possibility, but not tested, with these.
10-15 Mins, Legendary, Slow speed, Full Manual
Auto Switching: Air Balls; Auto-Switch Assistance: none
Legacy Defending
Sprint Speed 1/1
*this is the anchor of the slider set. Keeps the pace intact, and also allows the catch up bug with the CPU to disappear.
Acceleration 49/49
*it's amazing what one little tick of this does. I tested from 45-50; after all was said and done, 49 seemed to be the best fit with the line settings that I have. You still get decent pressure on the ball, but you also can't just have a sprint fest with the CPU.
Shot Error 52/52
*Do not go higher than this. Raising this, with the current setting, will result in less "obvious" shots by the CPU, and they will revert to trying to pass (and only pass) around the box.
Pass Error 53/63
*Also important with the CPU side. With a higher pass error value, the more the CPU tries to play those lobbed passes or through passes. The key is the run frequency in this formula.
Shot Speed 51/51
*Just a matter of feel.
Pass Speed 47/47
*Keeps the pace on point - and compliments the line set up.
Injury Freq 70/70
Injury Severity 25/25
*more getting injured, versus staying injured.
GK Ability 46/46
*With it lower, the speed of the shots will result in realistic saves by the keepers.
Marking 48/48
*sensitive value here, but too much marking - and too easy to race by. Too little, and the line settings have to be on point. I chose 48 because it lets the defenders to step to the player versus being already there - and creating a chance for the CPU to just send the ball over the top everytime.
Run Freq 0/0
*This compliments the shot accuracy and pass accuracy respectively. With it higher, the CPU is going to send the through balls, and pass around the box. The key with it being this low, it still gives room for the ball to be passed around the box - but not to the point where it is the be all end all of the CPU's attack.
Height 52/52
Length 53/53
Width 100/100
*If height is lower, the CPU will play the lobbed balls more and also not shoot when they should obviously be shooting (face on with one defender, or with keeper). Length can't be extended too far because you will get less activity in the midfield, and more on the sidelines and more throughballs as a result. Width is complimenting the offense and defense. Also helps CPU shoot more because the "park the bus" mentality is gone.
FB Positioning 0/0
*With line length and height, the fullbacks go forward enough - their positioning is still to join the attack when needed. However, putting this at zero hasn't really changed what default looks like. I do like it at 0 because the counter attacks are still there, but with marking complimenting the 0; the CPU can't just send through balls left and right.
Power Bar 50
FT Control 45/55
*This is workable, might even drop it to 50. If on World Class instead of Legendary, this definitely needs to be below 50 to prevent so many face on tackles for the user.
Are these all for CG? Or should they be the same for NG? Finally got an Xbox One and I'm loving the little extra touches and animations.
Well done! I've tried them and had a blast in the five games I played. The cpu took a lot more shots and made some nasty fouls on me.
I love it when the CPU has more chances than me but I can still scrape a win.
I'm using them on the PS4 btw.
Thanks for sharing them.
I tried them as well on the PS4 yesterday, strangely the AI for the first time ever for me started trying to exploit the chipped through ball, I've never seen it myself on my own slider set and saw it a number of times on your slider set despite you saying it was something they were designed to avoid, very odd, there are elements of your sliders I like so going to play around with a mix of yours and mine and see if there's something I like
For those that are seeing that high pass % - would you say it's that there is not enough pressure on the ball? Or too fast of pass speed?
I'd like to look into this - I haven't seen anything that high on current gen (PC), but maybe it's NG related. Would love if someone can post a video. Btw, Placebo - i've subbed to your channel, really enjoying each match - keep them coming!
Neither. It's simply that there's not enough directional error. Unrealistically high pass accuracy has always been an issue with FIFA, so it boggles my mind that you don't see it with CG PC FIfA. Pressure might be an issue when it comes to the CPU error rates but the CPU applies quite a bit of pressure on us, so it's not all down to that.
A buddy of mine created a spreadsheet so that he can track his CM match stats. I've got it from him and starting doing the same, so that I can then adjust the sliders as needed. On default slider settings, 10 min halves, semi/assisted controls, playing on Legendary as Chelsea, having played 23 games I average 89% pass accuracy, while the CPU averages 86%.
Chelsea in real life average about 83% while the league average is about 80%.
That's not terribly off, and some of the other stats are spot on: goals per game, shots on target, and average possession are all very very close to Chelsea's real life performance.
The only stat that is real off is that Chelsea in real life average less than one goal conceded per game (20 from 22 matches), whereas I concede more than 1.5 (36 from 23 matches).
So maybe what I'll do is mess around with CPU pass sliders to see if I can't get those pass accuracy numbers down and by extension concede fewer goals (I'll also probably need to increase CPU shot error too). On the other hand, as I've gotten better at the game, I've conceded fewer goals, and I don't want to end up making things too easy.
Also, while goals scored per game for me is just about right, and shots on target is almost exact to real life Chelsea, my total shots per game is about half what Chelsea really average (they average 16 shots; I average 9). I score at the same rate as Chelsea because my shot accuracy is unrealistically high - my shot accuracy is about 90% whilst Chelsea's in real life is like 40%. So I guess I might look into what can be done so that I create more chances but with a lower shot on target rate, but without messing up my goals per game stat.
Fixing total shots per game might be kinda difficult. On one hand, my pass accuracy is already 6 percentage points higher than real life Chelsea's. But if I increase pass error, that likely would only lead to fewer shots, whereas I need to raise that number. Lower CPU marking maybe?
Well done! I've tried them and had a blast in the five games I played. The cpu took a lot more shots and made some nasty fouls on me.
I love it when the CPU has more chances than me but I can still scrape a win.
I'm using them on the PS4 btw.
Thanks for sharing them.
What speed are you playing on? I have recently, testing, switched to Normal speed. It helps in the marking to a point - but it won't solve the issue with pass accuracy by the CPU.
Now to adjustments, always take one value at a time - because sometimes that is all that makes a difference.
I would adjust the CPU's passing by increasing pass speed for both USER/CPU. I would leave first touch error as the speedy passes will be harder to control.
If that doesn't help, I would drop the acceleration for both from 49/49 to 47/47. This will help in the agile directional turn the game produces - and I can imagine on NG it's very fluid as a result.
Try those, and report back if possible. I am definitely curious how you NG guys get on.
No I'm nothing like that high these days, have enough broken ankles thanks
I play on Normal.
Those are some interesting ideas but to be honest I don't really see the logic between the issues I raised and your solutions.
I doubt I'll touch pass speed. Playing on Normal gamespeed with default assistance settings, pass speed is fine. I only increase that when I play manual.
Besides, like I've said, the issue remains as it always has been: directional error is lacking, especially when playing against lower rated squads (e.g. Cardiff had 86% against me, Shrewsbury in a cup tie had 85 and 89(!), and Middlesbrough had 90).
So to that end I'll likely adjust the pass error sliders first. The tricky part is that like I mentioned, another issue is that my chance creation is low, and increasing pass error is likely to only make things worse. So that'll need addressing. (On the other hand, my pass accuracy average of 89% is only 2.5 percentage points higher than Arsenal's in real life, and considering my Chelsea CM team is pretty awesome, adjusting my own pass error isn't the highest of priorities. Now what happens when I begin playing a lower league CM, that might be different.)
Beyond that, like I've said the other area that likely needs tweaking is shot accuracy and save percentages, but those shouldn't be too hard as it just means finding the right mix between shot and gk error.
I don't know why you'd suggest touching the acceleration sliders - that's not an issue whatsoever and I have no problems with the speed of things. If I'm playing manual, then yeah, I need it slower, but not with semi/assisted settings.
My suggestions don't come without experience - let's just say that If I were to avoid testing because it didn't seem logical - I would never touch sliders (especially EA Sports sliders).
I didn't go into it as in depth so I will now. My premise is that pass accuracy is controlled by positioning and decision making, and pass accuracy is an obvious approach - but it skews skill and overall feel imho. They go hand in hand when you address the Pass speed and acceleration (which is actually agility as well). The value of pass error is helpful - however the issue with pass accuracy is commonly because the player being passed to is wide open and not properly covered.
Pass Speed - why raise it? Pass speed increases a better chance of poor control by the player - which also creates an emphasis to control first, then pass - that little split second decision could allow the marking to take over - and what player could have been open before; is not as open as he was before.
Acceleration - it not only affects dribbling and overall speed. It also affects the agility of players. If you drop it all the way down to zero - the player feels VERY heavy, and the turns are less on a dime, so to speak. Dropping it down 2 notches will affect the CPU's decision making again - because it's 1) not as easy to turn and 2) result in a slightly delayed run made by the intended open player and 3) the players defending will be in position as a result of spending less time to cover an already open man - and have a emphasis to stay in their position due to lack of mobility (conserving stamina).
Yes, you will see the pace drop in terms of being "on the ball" - but with the increase in speed + decrease agility - it should balance everything out.
Sliders, global editing, etc - all of this is code - thus a chain reaction, and one little change here or there might make all the difference. I usually approach with an "extreme" change (i.e. speed being @ 1) to see a significant and immediate difference.