We've gotten a lot of positive comments for the Version 5 sliders. Check them out if you would like.
*using fidel's camera mod for PC*
FIFA 18 Operation Sports Sliders | Version 5 (Beta)
World Class/Legendary, 10-15 Mins, Slow Speed
as of 11/5/17
*parentheses indicate previous version*
Sprint Speed - 42/42 - The patch update made players very, for lack of a better word, slidey...or loose. They just never seemed to set their feet. As a result, we decided to bite the bullett (as will be the theme) and lower the Sprint value to get more solidarity on the player's momentum and turn of direction. This, paired with lowering acceleration, has worked nicely.
Acceleration - 49/49 - For the first time we are adjusting acceleration to a lower value. This is creating the much needed physicality throughout the pitch and is allowing the user to get past the defending CPU players in certain situations. In addition this also helps with the runs off the ball. That little bit of needing to revv up, allows the defending players just a second extra to gear for the attack.
Shot Error - 51/51 - No change here.
Pass Error - 54/54 - With the way the CPU tends to attack this patch update, this made the most sense. We started at lower error values from 50 and moved up. Yes, the CPU loves their driven passes, but at least now there is a little bit more error in some passes; not to mention the lines help the driven pass from being truly effective.
Shot Speed - 51/51 - Just an extra added pop to the shots. Results in slight deflections by the keeper and lets headers really be powerful - also side footed shots.
Pass Speed - 42/42 - The biggest mystery was pass speed. Here's the simple fact. The teammate AI does not react to a high pass speed. They just will not step forward or even acknowledge that a pass has occurred. On top of that, the CPU will use their driven pass when you raise this pass speed to 43, 44, 45 and so on. They even use it here on 42, but now at least the user's AI is actually aware of the ball and can react. This is the same concept as what we've had on the past with lower pass speeds in the 30's etc, but I would say that this is one of the most important elements of this set.
Injury Frequency - 64/64 - less players walking off the pitch, and more recovering from injuries. Credit to @mark0r .
Injury Severity - 4/4 - still plenty of severe injuries and variety of injuries. Credit to @mark0r .
GK Ability - 48/48 - Always one of those values that needs some extra looks. When it's lower it seems that logically it should mean less superman saves. The thing is though that a lower GK sometimes results in the keeper diving backwards more often because they are not quite in sync with the shot at hand. Lowering their ability does introduce some chance of randomness when they have to kick the ball away though. So keep an eye out for this one overall.
Marking - 52/52 - Still an extremely sensitive value. Too high and players are following runners everywhere. Too low and it's passive resulting in through pass central to a fallen asleep outside back. Good balance here at 52 where there is enough urgency to defend the player, but not so much that it over commits the position. Note that some less than stellar teams out there tend to suffer from issues with defending, especially when they are on a fairly high aggression in the CTT. So if you see instances in which the defending seemed suspect, please let us know. As I said though, marking is very sensitive.
Run Frequency - 15/15 - With the new line values, this makes sense to lower the run frequency. Thankfully it doesn't make the CPU super direct like in did in previous patches, however the CPU forwards will cut off their streaking runs to check to the ball. Thankfully the pass speed matches this animation up and allows the defenders to at least be aware of what is going on. We had this value at 20 for a bit during the stream, but changed it to 15 due to the crossing issues from both user and CPU. The issue was that the forward was getting ahead of the defensive line and in an offsides position. Lowering the value allows the forward to time their run a bit better and get a good opportunity to have the ball played into their path versus behind them.
Height- 70/70 - Huge difference for us here. This was a value that I feared would have to come into play. Mainly the issue with higher height is that players get "pushed' out of position, so you have to constant compensate with a lower length. Problem with a lower length is that the players retreat a bit too quick in transition. I think we've found the right value to go along with this height though. Another thing with height is that the aggression of defending players is back again, and it's a nice sight to see players get pushed off the ball completely - and yes the ref seems to call these. In addition, the defensive line works as a solid unit with this height, but of course all sliders are relative, so the length and width have to be adjusted as so.
Length- 40/40 - Relative to the higher height, 40 works perfectly. Not too low that it is ultra compressed and never decompresses, and not too high that the players are so spread out that it becomes end to end consistently. With any lowering of length there is a bit more of a retreat in transition, but the higher height does allow this to not look as obvious - and the midfielders are much more aware due to the pass speed, that the CPU cannot just counter at will every attack.
Width- 48/48 - Another tough value to get right, but lowering width was crucial in getting the midfield back. Too spread out and the CPU will start driven passes all over and it will be a cluster by the user's defensive line like before. Yes, with this low value there is always a chance that positions can get easily swapped or players may be out of position on occassion. This happens IRL football, so it has to be welcomed in FIFA as well. Overall, this is another crucial setting, and is one that I tried desperately to increase, only to find that the CPU sees it as their out to try to be extra direct again.
FB Positioning - 55/55 - The higher height and lower length promotes the need to indeed lower the FB positioning. This value has been found to be just about right as it doesn't start the FB's run too soon such as immediately going on the run once possession is regained, but it does make the runs a priority in the deeper defensive third. This value also helps with the crossing as it pushes the midfielder to be more into the box and thus bringing in another body for the crosser to aim for.
FT Control - 65/65 - Had to raise this up with the lower pass speed and error. The combo of a higher FT control and pass error is delightful and will make elite and poor players stand out respectively. Not to mention the fact that dribbling experts can also stand out.