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you mean timed finishing!? i turned that off as well... what nonesense, to me that is!Guys do You use this kind of shoot option that you need to tap 2x shoot button or You have this turned off?
Guys do You use this kind of shoot option that you need to tap 2x shoot button or You have this turned off?
That’s why I have 75/75 sprint. You shouldn’t see it at all anymore.First time today the CPU broke against me and 2 of it's strikers sprinted into the box unmarked while my defenders ignored them and shuffled back,.
I think you can do it with the right stick flicks. Not 100% sure thomoving the player in position freely before a free kick would be great too!
You can only move them between 3 fixed positions! What I meant is free movement! Like between the outer ones of these 3 spots!I think you can do it with the right stick flicks. Not 100% sure tho
To be honest, I just came on to post about this without knowing there was a current conversation.I know there's debate about this, but I'm in zero doubt that the gameplay is different on NG compared to CG. I played the PC version for over 40+ hours before I ever got my ps5. It's far more than cosmetic touches.
The easiest way to describe it without going into too many details: the whole flow of the game is different. The way teams move and position themselves is much better on NG. The way teams compress and decompress based on context is very different. The momentum of a counter attack for example. These elements have a very big impact in terms of outcomes on the pitch and how you play football. There are other elements also, but I think this is the most clear and obvious.
I think the PC version is also a good game and it's much improved from 21. The AI is better also and it does have some good elements in common with the NG version - but they are definitely different experiences.
Away for a couple of days so I can’t confirm, but that sounds very good if accurateMay be just pure smoke, but is it just me or the gameplay has changed again after the last patch with the team update?
Before applying the team update I was banging hat tricks and ended my games with 15+ shots on my player career. Now shots opportunities have drought around 5 shots and I only scored one goal in 3 games, which I prefer. Defense seems much tighter and players way harder to dribble.
I just had two games in my manager cm where the CPU only had 10 and 5 shots and pass % bellow 80% on WC and default sliders.
Ooof that Sprint speed though?
Can I play on Normal Speed with that Sprint so high?
My players stamina are very high through 90 minutes, what gives?
The keepers changed from 50 to 48!?
I don't want to use those control settings!
Another bug... Has any of you experienced this in Career Mode:
When players fx are injured, and changes needs to be made within the next game, there is coming the option of "make the change yourself and save the change"... But I ain't saving so the only solution is to let the game choose which changes there is made to your team!?
I guess I'm waiting for another update here....
Word of appreciation for the fouls in single player against the AI. After a good few sessions now I've still not seen anything too out of context, they have all been more or less appropriate to the match moment. Yes I would like a few more regular contact fouls rather than all slide tackle fouls. But I really never thought I would see the day there would be any fouls in FIFA. They really do add that missing extra dimension. Watching the True Brits career mode stream last night I saw many instances of fouls and he was waxing lyrical about them too. He had two shooting range free kicks in one match, and until the latest patch that was completely unheard of.
Those who initially saw lots of peculiar and out of context fouls, are you still seeing them?
It happened to me the other day, but there was nothing to suggest who the player was. So I let the computer pick. It benched one of my players and I put him on in second half. Really weird.Another bug... Has any of you experienced this in Career Mode:
When players fx are injured, and changes needs to be made within the next game, there is coming the option of "make the change yourself and save the change"... But I ain't saving so the only solution is to let the game choose which changes there is made to your team!?
I guess I'm waiting for another update here....
Is that the broadcast camera? Looks great. So far I haven’t been quite satisfied with the broadcast camera (too close) or the EA camera (too far out). I want something in between, something that feels like an actual broadcast experience and I wish we had more options to customize cameras.
yes, it is broadcast at 0; 0! Man, I am so with you on this! I want a bit more height broadcast cam and a bit more zoom in EA game cam! that would be my absolute sweet spot between broadcast presentation and tactical overview.Is that the broadcast camera? Looks great. So far I haven’t been quite satisfied with the broadcast camera (too close) or the EA camera (too far out). I want something in between, something that feels like an actual broadcast experience and I wish we had more options to customize cameras.
Yes, there is some bug and its very annoying one.It happened to me the other day, but there was nothing to suggest who the player was. So I let the computer pick. It benched one of my players and I put him on in second half. Really weird.
I’m telling you mate, it’s not easy for me. Sometimes it’s like the errors resulting from the cam are too much, but I keep on playing on hope to get better.I'm impressed how you can play manual with that angle. For manual i always use a camera with less angle possible otherwhise i miss everything.
You should be really used to it, and the cam's is immersive. You have the whole package when i got to use an "ugly" camera to play manual lol.
Yeah, smaller teams play better for me as well. Right, defending is very tough against the likes of PSG and Bayern.I also like the game with the new sliders and play more atm, but yes, there's still many goals. And i still got pretty hard to defend against CPU passing : i'm only on World class but sometimes they enchain a bit too quick and easy to get in front of goal.
Their ball control is a bit too precise, and even when they have to control the player is too quickly "re-positioned" to made his pass.
So it's pretty hard to defend against some teams around 75-75-75 or more.
I don't imagine against PSG lol. But i play a lot with smaller teams, Mexico, MLS, and some Euro countries or teams that never have been in PES for example. I like to discover new rosters and players from this season.
Version 7 of the OS Sliders are posted. Really enjoying this one. Got a lot back because of the Sprint findings from one of the OS users, but of course, I gave credit to @Anth James for his hard work in finding the thresholds. Even playing on normal this is a lot of fun. Hope everyone enjoys their Saturday footy!
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Changelog & Updates:
Timestamp: 10/30/2021 | 6:30 AM CST --- Set Version 7 posted.
*Instead of breaking down each set, value by value, I've decided to put out a summary that highlights the key values. Sorry, it's just too much to write each iteration and often gets ignored anyways. I've updated the Q&A section to supplement this change.*
♦♦♦Version 7 Goal: A lot of good came out of Version 6. We understood what we can do with certain value, and solidifed some that were still somewhat questionable, like the error values.We ran into issues with somewhat overcompensating - or rather forced to overcompensate - due to the CB jockey (shuffle as some say per the animation that unfolds) and eventually realized that run frequency at 1/1 was not going to cut it as it actually "cut" out a lot of the variety that FIFA 22 has boasted since release. As a result, we dove into a lot of feedback, and tried to dig up some gems here and there.Amongst all the feedback, the persistence of user @NorbertArsenal stressing that 55 Sprint and 49 acceleration (we opted for 48, more about that in a bit) was the real deal. Knowing that a high sprint was going to make the CBs start engaging in their sprint, thanks to the brilliant work of AnthJames (Evo-Web), it was tough to accept the animations that presented itself. "Slidey" was the common feedback that I could personally register, while it also just felt sped up...typical FIFA. However, with the 48 acceleration in play, we knew there was a value that could work - and it was a value that did not mean you could sprint for days and untouched against the CPU - if anything, you have to be more aware of your surroundings before going on a sprint like that.So once Sprint 55, Accel 48, was confirmed to REDUCE (never remove) the effects of the CB Jockey animation, we then could start to address values that had previously been left alone - in particular, Height Length Width aka HLW. I personally had held onto a specific HLW that I knew would do the job of creating a proper midfield experience (midfielders back to goal, forwards passing backwards, more patient build up depending on tactics), and for that it was a discrepancy in the length + marking. Enter HLW 65/65, 35/40, 55/55 + marking discrepancy (varied per difficulty/set). This instantly created the effect of players not only "meeting", but overlapping - which creates bodies in the way (aka passing lanes) and resistance in the middle of the pitch.What this does is allow the match to ebb and flow, and each match feeling different. More tactics can be used and you will not feel bad for using fast build up + direct runs that used to trigger the CB jockey. In addition, we can increase the run frequency, and only because of the length differences, the runs are set differently at 45/35 so players are not overrunning past the defensive line too often.Overall, this is the set I know we've all been looking for. It compliments FIFA 22's core of variety and tactics - with the random events that can happen anywhere on the pitch. The added resistance in the midfield, the pressure when appropriate, it all works and blends into the experience we deserve. I'm very happy with this set, and I hope you guys are too. Everyone played their role, and it's definitely appreciated. Enjoy! ♦♦♦
Common Q&A:
It is what it is at this point. The CB Jockey (shuffle) animation is such an immersion killer for some. If you're not part of that crowd, then feel free to put this value to wherever you like. We have found that 55 is just perfect so it doesn't feel charity when those CBs act up.
Actually, yes. The 48 acceleration makes a big difference. Normal speed plays really smooth - and the ball seems to be more alive on that setting in some cases. All personal preference in the end though!
Acceleration at 48 is a great feel for the game, but it always results in less stamina depletion. Feel free to raise it if you would like. I personally believe that you still "feel" the players fatigue regardless of their stamina bar indicator.
Please feel free to raise the value to 100 if you'd like. You have the game just like we did, so feel free to test to find the value that suits you. 48 is just a value to match the shot speed, and hope that the GK play is better. It's a strange one with keepers this year. They make brilliant saves, but at times, they make terrible animations play out (dive under the ball's flight, etc).
That is perfectly fine. This is why the word "optional" is written everywhere in that section. We merely want to provide transparency on what control settings the sets were tested with.
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I noticed that too. That's why I leave sliders for positioning all at 50. Gives me mkre variety and things I can't see if I modify the sliders above.Cheers for the sliders as always. However, for me one thing I've found this year is these sliders all have a really high defensive line and it's far too easy to get in behind the defense.