FIFA 22 Discussion (Console Versions)

Playing offline v the ai is it really enjoyable and interesting to play?

Pes 2021 is excellent v the ai apart from sometimes not getting penalties. Tempted to buy after the rubbish efootball although I do have PES2021 with klashmans tactics set up.
I Installed the new PES uni file.with klashman tactics ..was enjoying it again but after 22 on ps5 I've tried it again and it's no comparison in my eyes inturned it off after a couple of mins
 
Still playing my 10 hour trial, as I am still wary of EA speeding this up. For some reason tonight i tried playing kick off mode on the trail and all of a sudden it now feels super quick on slow setting, and players all feel with no weight what so ever! Anyone experiencing this?? Version is 1.000.001
 
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I tend to agree when it comes to OS sliders. I mean no offense to Matt10 or other users who spend a copious amount of time tinkering with the game for the benefit of the community, but the OS sliders make the game feel a bit off to me. It feels too static and it loses a lot of the challenge and dynamic nature of a more default experience. Changing the run frequency, line height and width makes the game feel wonky in my opinion. I also find that a passing speed of 40 to be far too slow on manual passing. Anyway, they're personally not for me, but I admire the effort.

I play FUMA (except semi-shooting for now), Legendary, Slow, Competitor Mode and the star player feature off, with some minor tweaks to sliders. I lower Sprint Speed to 44, jack up the CPU pass, shot, and first touch error to around 60-65 (still experimenting as 65 seems a bit too high for lesser teams) and lower their passing and shooting speed a tad. Still tweaking things myself. I leave everything else untouched.
We just address items one by one, and then as a whole. I explain in detail in the spoilers every time I post the set of why we choose the values that we do. I don't think we expect everyone to like them - we just focus on the highest priority, and go from there. I've read a couple of posts on here that assume the reasoning of why we use certain values, but that's just a waste of time to assume - as I write in detail on why the values are what they are relative to the set - not separated from the set.

The game is designed around FUT as the demographic, the guys that play 4-6 min halves, how one can't change slider values to accommodate those who play 10-20 mins is beyond me.
 
Well, it does not appeal to everybody. I can't look past the unrealistic speedy movements in close control. It has that oldschool ultra-responsive touch which kills the simulation approach to me.

The visuals are not really NextGen as well. Turfs look very flat and - depending on conditions - a little bit cartoony and oversaturated. Unlike many other games there are no ingame graphic adjustments (contrast/gamma...), which would allow to control the intensity.

But as you said, large parts of the community seem to be quite happy to my surprise.

My point was that these boards are always better when a game is good.
 
Thank you for your reply. In which way is it so much better? I know off the pitch fifa has all the bells and whistles, on the pitch imo compared to PES it always felt abit stale and flat.
I Installed the new PES uni file.with klashman tactics ..was enjoying it again but after 22 on ps5 I've tried it again and it's no comparison in my eyes inturned it off after a couple of min
 
Still playing my 10 hour trial, as I am still wary of EA speeding this up. For some reason tonight i tried playing kick off mode on the trail and all of a sudden it now feels super quick on slow setting, and players all feel with no weight what so ever! Anyone experiencing this?? Version is 1.000.001
Anyone?
 

Thank you for your reply. In which way is it so much better? I know off the pitch fifa has all the bells and whistles, on the pitch imo compared to PES it always felt abit stale and flat.
Key thing for me is much less space and variation especially with AI . Tacitcally the game is immense , have a look at my last video when you change your teams tactics and build up strategy the whole game changes from tight to end to end ..PES for me was just loads of space , end to end regardless and same AI attacking patterns .. fifa still has some issues , GK are overpowered , fouls are few and far between and still some animations look a bit fast and twtichy at times but I've found a slight tweak in pass slider to 46 helps this and it's the only slider I've touched ...any football game will have trade offs and aspects you won't like it just depends on what you can and can't live with
 
Feels exactly the same to me.

Cameras play a huge part in FIFA remember. EA Sport Cam game is lovely and slow but it’s harder to defend for me.

Change it to Tele Broadcast and it’s too fast. It’s been like this since forever.

Co-Op Cam makes the game very slow too. But I think it’s TOO zoomed out on that setting, plus angle for scoring goals is crap.
 
Feels exactly the same to me.

Cameras play a huge part in FIFA remember. EA Sport Cam game is lovely and slow but it’s harder to defend for me.

Change it to Tele Broadcast and it’s too fast. It’s been like this since forever.

Co-Op Cam makes the game very slow too. But I think it’s TOO zoomed out on that setting, plus angle for scoring goals is crap.
Was playing with the ea sports cam all week so I cannot explain the sudden change in the speed of the game :(
 
I dont know really, my console is set to auto update games.
But i saw that game version now is 2.0.
Seems faster and more skatey than release day/trial to me as well. I reckon they can up date the game without the need for a patch. Animations seem worse as well.
 
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The game is designed around FUT as the demographic, the guys that play 4-6 min halves, how one can't change slider values to accommodate those who play 10-20 mins is beyond me.
Hey matt which sliders to change from your base if i play 6-7 min halves? RF? But the HLW should stay the same? Or it would need more testing
 
I've been tinkering with different mechanics such as strafe dribbling, agile dribbling, as well as LB + RB directional nutmegs (although I also use them for general directional changes) to see if there's any patterns in regards to drawing fouls or even contact from the CPU. Likewise in terms of wrong footing defenders and "activating" momentum/inertia from said defenders. Contact wise, I feel like a basic burst of speed is the easiest way to force defenders into a reckless slide tackle (naturally). Outside of that, not a lot of joy in that department.

Initially, I wasn't seeing a lot of (if any) over commitment from defenders when I first played FIFA 22. LS dribbling became less practical and effective post FIFA 16, so it didn't surprise me that much. Unfortunately, FIFA 22 isn't like PES 2021 where you can delicately flick the LS to glide past your opponent as you watch them helplessly flail to the ground, but I still wanted to see what, if anything worked in a similar fashion.

The most consistent way to get defenders to over commit and hit them with the inertia stick is to utilize the various directional LB+RB "nutmegs" to create space and wrong foot the CPU. Now, this obviously isn't a new mechanic and it might have been equally effective against the CPU last year (I know it was meta for FUT), but I didn't invest a lot of time in 21 for obvious reasons. The timing is difficult, but again, it's one of the few methods I've used that actually puts defenders on their ass or stick a foot in. I'd prefer a more organic system, but it is what it is I suppose.

 
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Fifa 22 is addictive as **** on last gen (Xbox One here)! I´m sure it´s just as or even more addictive on current gen.

It´s seriously giving me those old school PES ´one more round´ feelings. Pretty insane for a Fifa game imo. Sure, I can name numerous faults, but all in all it´s game that just works and feels very fun and good play IMO.
 
Hey matt which sliders to change from your base if i play 6-7 min halves? RF? But the HLW should stay the same? Or it would need more testing

A couple things can be done for lower halves, which we're working on btw. The first is raise the run frequency from 5 to 15, then reduce the error values such as Pass and Shot - so something like Pass Error 55/55, Shot Error the same 55/55. Honestly, once you've done that, the game should open up a lot more because the CPU are a bit more direct in passing forward (since as pass error goes lower their tendency to use driven passes return).

Like I said though, we are working the shorter halves set, along with harder legendary set.
 
I've been tinkering with different mechanics such as strafe dribbling, agile dribbling, as well as LB + RB directional nutmegs (although I also use them for general directional changes) to see if there's any patterns in regards to drawing fouls or even contact from the CPU. Likewise in terms of wrong footing defenders and "activating" momentum/inertia from said defenders. Contact wise, I feel like a basic burst of speed is the easiest way to force defenders into a reckless slide tackle (naturally). Outside of that, not a lot of joy in that department.

Initially, I wasn't seeing a lot of (if any) over commitment from defenders when I first played FIFA 22. LS dribbling became less practical and effective post FIFA 16, so it didn't surprise me that much. Unfortunately, FIFA 22 isn't like PES 2021 where you can delicately flick the LS to glide past your opponent as you watch them helplessly flail to the ground, but I still wanted to see what, if anything worked in a similar fashion.

The most consistent way to get defenders to over commit and hit them with the inertia stick is to utilize the various directional LB+RB "nutmegs" to create space and wrong foot the CPU. Now, this obviously isn't a new mechanic and it might have been equally effective against the CPU last year (I know it was meta for FUT), but I didn't invest a lot of time in 21 for obvious reasons. The timing is difficult, but again, it's one of the few methods I've used that actually puts defenders on their ass or stick a foot in. I'd prefer a more organic system, but it is what it is I suppose.


Good post, I agree, skill moves definitely bring that sense of physicality that's possible.

You can definitely shuffle the ball with a slight flick, or change direction, and create fouls though - or at least physicality for them.

Here, just a very basic cut inside, and get fouled:



Or sometimes, just the momentum and aggression


Again, I just wish there was more, and more was called.
 
Good post, I agree, skill moves definitely bring that sense of physicality that's possible.

You can definitely shuffle the ball with a slight flick, or change direction, and create fouls though - or at least physicality for them.


Again, I just wish there was more, and more was called.

Exactly, the physicality is there, it's just not called very often. :BORED:
 
I can't look past the unrealistic speedy movements in close control. It has that oldschool ultra-responsive touch which kills the simulation approach to me.
I think you only had to watch the LiverpoolVMancity game today to how good close control has become in the modern game and how modern day players can quickly turn on the ball.I also think there’s a little bit of a over assumption fifa22 doesn’t have good inertia or mass.It’s clearly there both in the ball physics and player movement.Modern football can also be lightning quick.

It is possible to playing walking football,build form the back and your literally able to pin the opposition in there half.If you let the ball do the work you won’t be chasing shadows and it’s only end to end when the gaps appear and spaces appear.You can dictate the tempo and slow the game down to a crawl at anytime.

What’s great is you can genuinely create space and stretch the opposition.The brilliant teamate AI accommodates this.With runs,movement and just about everything else,and it’s exactly the same with the cpu AI.
 
Most effective and natural way to draw the fouls for me at the moment are simple Right Stick burst with direction change. AI, when they are close, are usually trying to reach out but all they are getting is my legs.
I suppose manual plays the part here, as passes quite often are made into space, so both myself and AI are trying to get to the ball. Then I just knock the ball away, leaving AI bloodthirsty.
 
Most effective and natural way to draw the fouls for me at the moment are simple Right Stick burst with direction change. AI, when they are close, are usually trying to reach out but all they are getting is my legs.
I suppose manual plays the part here, as passes quite often are made into space, so both myself and AI are trying to get to the ball. Then I just knock the ball away, leaving AI bloodthirsty.
Yeah I agree. Also while trying to drible past them and performing a dribling using right stick and holding R1 or L1.
 
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Well, it does not appeal to everybody. I can't look past the unrealistic speedy movements in close control. It has that oldschool ultra-responsive touch which kills the simulation approach to me.

The visuals are not really NextGen as well. Turfs look very flat and - depending on conditions - a little bit cartoony and oversaturated. Unlike many other games there are no ingame graphic adjustments (contrast/gamma...), which would allow to control the intensity.

But as you said, large parts of the community seem to be quite happy to my surprise.
check the accessibility settings during a match, its all in there! ;)
i changed my contrast to 8 and it looks better now.
I picked up the info here in the forums, not sure who posted it but I thank you! :TU:

here are three league games from my custom league tournament . 1st couple of games are manual and I get battered on world class ..last game starts on 45 mins against athletico on semi world class..finishes 3-3 but two of the AI goals oh my days ..worth a watch

nice FUMA header at 13:03 min! :LOL:
...happens to me too! :D

the World Class AI is too clinical/prezise in the pen area, for my liking!
 
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Still playing my 10 hour trial, as I am still wary of EA speeding this up. For some reason tonight i tried playing kick off mode on the trail and all of a sudden it now feels super quick on slow setting, and players all feel with no weight what so ever! Anyone experiencing this?? Version is 1.000.001
not sure whats going on here, multiple users reported it, but i feel an increase in speed as well.
started last night around 9:30 pm... so i turend it off. plays well over the day. i disabled my network connection and set back the consoles time by 4 hours but it did not help.
again, i dont know what this is but i can feel it at certain times too.
hm...
 
Good post, I agree, skill moves definitely bring that sense of physicality that's possible.

You can definitely shuffle the ball with a slight flick, or change direction, and create fouls though - or at least physicality for them.

Here, just a very basic cut inside, and get fouled:



Or sometimes, just the momentum and aggression


Again, I just wish there was more, and more was called.
last video, 0:19min, how lovely he stumbles... poor guy... but still plays the ball! :D

yeah, on that topic, and i love that its coming up (thx @Redhat & @Matt10 ) ... i had a tought about that myself last weekend.
i was thinking about enabling that agile dribbling again to have more fouls awarded. and i was thinking about those small (micro) stick movements, like i know them from the other game, to force more collisions... awesome that this is a more detailed topic now. cant wait to explore more!

since saturday i try to not move the stick to the fullest but "wiggle" a bit more in the center. what i really like, and i was a bit in fear when @Chris Davies mentioned a possbile exploit weeks before release, is the small boosts when using the sprint button. that burst of speed... to get by a nearby opponent. i dont feel its overpowerd (maybe below world class the oppoents fall a bit easy for that) and i'm still learning to use it wisely.

so much postives to talk about... so i'm asking again: anyone discording this week!? what about a nice chat while playing?

i officially announce the "EvoWeb Play&Chat FootballDep." :D hope there are no trademark issues here... dont sue, please! ;)
really, lets discord this week! i could think of a bunch of users hanging in the chat and while playing we exchange tips and tricks, tell some lovely career or match stories and so on...

edit: Dep. stands for department, as i couldnt think of something rhyming more appropriatly! :LOL:

Exactly, the physicality is there, it's just not called very often. :BORED:
i agree here, thats what i noticed as well!
 
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Another detail I noticed in career mode: League fixture order (at least for most important leagues) is exactly the same as in real life!

So nice to see this after so many PES games where this was immersion breaking.
 
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