Timestamp: 10/06/2020 | 2:17 PM CST --- It's been a busy day working off the Base set, and ensuring that it passed the test for multiple teams and their CTTs/instructions to follow. The line discrepancy has worked really quite well, but I do feel I needed to give a slight boost for the CPU to latch on sooner. As a result, the biggest change is an additional discrepancy, this time in the marking at 65/68.
For now, stick to World Class and Normal speed. After a while, try Legendary or Pro - but keep the game speed at Normal. As we've grown to understand that so far the Slow speed may not work in our favor because it affects so much off the ball defensively (especially back post runs for crosses, etc).
♦♦♦ Goal: What a difference a couple days make. We understood that the biggest issue was the midfielders not tracking, but what was more frustrating is that the usual adjustments weren't making that difference. The focus here was to use what FIFA 21 gives us, which is multiple runs off the ball. From there, it's about making sure the defending midfielders "latch on" to the runners, which will then force them into their proper positions - even after the runners have left them.♦♦♦
Sprint - 20/20
► Lower Sprint in FIFA always brings momentum and some form of foot planting. Since we're playing on Normal speed, it means even more of an emphasis needs to be made in getting that feel right.
Acceleration - 48/48
► This is a welcome surprise because so many of us love a lower acceleration. However, in year's past it hasn't been an option because of how it reduces fatigue rather than drain it. This year though, it seems like fatigue still happens at this 48 value. This probably has a lot to do with the run frequency as well as the marking positions. Lastly, the importance with the acceleration is also to ensure that it is not so low that both user and CPU can out-race eachother with ease.
Shot Error - 65/65
► A good balance of poor shots and quality strikes. The threshold here is for when bad shots result in a variety, including high over the bar shots that don't happen very often on default or under 65. Have to ensure that the lowest league player can also still strike a ball with decent quality.
Pass Error - 55/55
► The key with pass error is that we have to find the value that makes it where the CPU isn't going to constantly try the same types of passes to break the defensive line. The most common method on default is to try to thread a through ball in, and let the forward be 1v1 with the keeper. With this value just slightly raised, we get that variety we are looking for, and paired with the lower pass speed, it gives defenders more of a chance to intercept/deflect.
Shot Speed - 49/49
► A favorite choice here to lower shot speed, but with the acceleration value at 48, the keeper will also be just slightly delayed, giving that late reaction for some brilliant saves or clutching at thin air look. Makes for some fantastic interactions with the ball.
Pass Speed - 45/45
► Since pass speed affects both ground and long balls, it is important that we do lower this so much that every pass feels labored and takes 5 seconds to reach its target. At this value, the marking is good enough in which passes can still be intercepted, and users will still need to give thought to where they are passing. It also allows manual players to enjoy the proper feel of the ball of the players' foot.
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 - 48/48
► With the lowering of shot speed, and acceleration, the GK will be just slightly delayed. It's important that we do not go so low that they become completely delayed with reactions.
Marking - 65/68
► This is one of the key values in the set. It compliments the discrepancy of the line length to determine when the defending midfielder needs to latch onto the oncoming runner.
Run Frequency - 50/50
► For the first time in a long time, this year we actually need a lot of runs. This value is key because it essentially we be the trigger for the "bait" of ensuring the defending midfielder sees a run to latch onto.
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. This year for FIFA 21 they are essential to be close to default, with the exception of line length, which is explained below. [/color]
Height - 50/50
► We're going to leave it alone for now. By default it feels somewhat low, but every team tactic/instruction makes a difference in some spots.
Length - 40/45
► The core value of the entire set really. It ensures that the user's midfielders are low enough that they can prepare for the oncoming runners, then latch onto them via the marking. For the CPU, it's the same, but because they cannot come off the rails like the user can, we need to give them just a bit more space and marking to prepare. *Note, as the user you still need to manually control your midfielders and practice good tecnhique. This is not a 100% automated process. The FUT/PRO crowd made sure their misguided "AI defending" theories were the norm.*
Width - 50/50
► We're going to leave it alone for now. By default it feels somewhat low, but every team tactic/instruction makes a difference in some spots.
FB Pos - 50/50
► Again, no need to modify this as it can definitely hurt, or help.
FT Control - 50/50
► Keeping this as is because the higher pass error will create the first touch control errors by themselves.