♦♦♦ Goal: This is the set that anchors the other ones. It is the base of what we have had for a number of months now. Some subtle adjustments to make for even better gameplay than before are in place now. The goal is to get a good balance of build up and necessary tactical adjustments when called upon.♦♦♦
Sprint - 48/52
► The adjustment of Sprint to be in favor of the CPU is primarily based on their tendency to jockey at random when faced in 1v1 situations down the sidelines or when facing an opposing center-back. This has been a [reported] bug for a while to EA, but still has not been fixed. As a result, we have to keep the CPU in the game, and as a result, Sprint and Acceleration go in favor of the CPU.
Acceleration - 50/51 | 50/52 for Pro and World Class difficulty - or for harder Legendary
► As mentioned in the Sprint section, we have to keep the CPU in the game due to the jockey bug that seems to occur in 1v1 situations. In addition, the slight acceleration discrepancy in the CPU's favor makes it a bit more challenging overall. As the user we will always have the advantage due to the ability to get off the rails of programming (super-cancel for a lot of us), which the CPU does not have.
Shot Error - 70/70
► This value was reviewed and kept the same as it has been. Really good teams will have variety with their shots on target, but the odd scuffed shot will not be left for just poor quality players - as we want to humanize the CPU here. The combination of shot speed adjusted and GK ability makes for some incredible shooting interactions.
Pass Error - 55/55
► No reason to change this value as it has brought the best balance on the ball between scuffed passes and gorgeous balls over the top. Truly a good way to separate the exceptional players for the rest of the pack.
Shot Speed - 50/50
► This value got a one point increase because it was starting to become noticeable of how often the GK could catch the ball and how shots started to feel softer and softer - especially with such a high shot error at 70. With this return to normal value of 50, the shot variety can stand out.
Pass Speed - 50/50
► No need to change this value as 50 remains a strong one when relative to the entire movement of the pitch and the significance in passing error. Driven passes this year are tame compared to previous years, and when paired up with the pass error - it definitely makes passing forward more of a risk/reward situation - as it should be.
Injury Freq - 90/90
► Still brings enough variety as before.
Injury Sev - 40/40
► Again, enough variety and nothing so consistent between multiple users at this point.
GK Ability - 40/40
► A more significant drop here from 49, however because the shot speed has increased, we need a more reactive look to the keeper versus a psychic look that higher values had caused. FIFA's programming is cause and effect, the GK animations are programmed based on the shot animation. We do not want the keeper to start moving as soon as the foot makes contact without even seeing the direction, so this adjustment brings in that sense of just a slight hesitation (and often times reflex) to make some amazing saves - but also more rewarding scoring.
Marking - 72/72
► This value is so important to the set. It's been tried at 71, 70 and below, and with the structure of how defensive resistance is built in FIFA (man marking vs zonal), the value of 72 has to be kept. If we think about all previous FIFA versions and how we had begged for the defenders to meet the attackers, or the midfielders to follow the players into the box, we'd be foolish to ignore the benefits of this value set. It's not to say 72 is absolute, but it is the safest value without needing to raise too much else. Note: I have changed this value for the other two sets, in particular the Harder Legendary Sliders because, frankly, if you try them - you will want some type of defensive relief as the resistance is quite strong).
Run Frequency - 5/5
► A slight bump, but a significant result. This brings in the runs off the ball, especially in crossing positions, so it will make the CPU cross and it will also bring in those players to get on the end of the crosses.
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. In the past, we could adjust these values to achieve a lot of the shape we are looking for. However, this year of FIFA 20 in particular is in favor of referring to the team tactics to dominate the HLW more than anything. With that said, this version of the sliders has an aim to get more midfield play and adhere properly to different formations/tactics available.
Height - 51/51
► Have played around with this value as well, but there is no need to change from the 51 that has been in place for a while.
Length - 46/45
► A very slight change is creating a discrepancy in favor of the user. This allows the the user's defensive positioning of the midfield to sit just a bit higher to block the forward passing lanes that often resulted in the CPU moving the ball from side-to-side and easily passing to their forward. With this change, they will now to use proper outlets such as pushing all the way to the opposite midfielder or sending a ball over the top - or even playing backwards.
Width - 48/48
► Another value that does not get any change because of the strength in narrowing the pitch defensively. It keeps every player goal-side as best as possible, with the exception being FBs in a 5-back formation, who stay too wide in that instance. Unfortunately, adjusting for that value can ruin the composition of the set, so it's better to leave as is until FIFA's tactical programming can improve their defending logic.
FB Pos - 5/5
► Another slight bump here to allow the fullbacks up the pitch just a bit more, but not so high that they are in constant exposure for counter-attacks and switches over the top. Remember, their positioning is also based highly on team tactics and individual instructions. For example, set your FBs to overlap if you want them to get further up the pitch in the attack.
FT Control - 70/70
► With the increase in run frequency, it was clear that the CPU started to get into tiki-taka passing. This needed to be addressed through the first touch control so they can take just a bit more time to settle the ball before moving on. Of course, exceptional players will stand out more with this value raised - but again, humanizing the players is the goal, so no player is exempt.