FIFA 22 Discussion (Console Versions)

What about the AI missing a lot and shooting over the cross bar. I wish they would miss more shots while going low! Too many going high! Am I alone?!
Yeah i noticed this last night. Either the patch or live update changed it. Glad they are missing right enough.

Playing 2 player games with my son earlier and it was mostly absolutely amazing. Best games were Porto v Benfica and West Ham v Wolves....

The only negative was when we played 5 star v 5star teams it seemed to break the game in that it was constant counter attacks and we were through on goal with just the keepers to beat loads in the games. The other matches you had to work to get shots on goal the 5 star games 2 or 3 passes and you could score or be through on goal.

They really need to tone down the better teams a bit they are super human the now.
 
What about the AI missing a lot and shooting over the cross bar. I wish they would miss more shots while going low! Too many going high! Am I alone?!
I noticed this and thought it was the Shot Error in the sliders (using similar modified-OS to most here). Is that happening on vanilla sliders too?

If that's an EA coded thing, I'd really like them to make the GKs catch and hold a higher % of soft shots.
 
I noticed this and thought it was the Shot Error in the sliders (using similar modified-OS to most here). Is that happening on vanilla sliders too?

If that's an EA coded thing, I'd really like them to make the GKs catch and hold a higher % of soft shots.
I am not sure what’s it related to. maybe I was took hooked to the game the first hours I did not notice as much (Before patch).
 
Now let my introduce to you, and I’m proud, the biggest snakes around…

Master League Default United - a club from the EFL League Two, striving for glory!


yeah, I am that guy pressing the triangle button for 45 minutes to get a decent squad that has a nice mixture of nationalities. :APPLAUD:

rule number one of the club: only generated players! Question: is the only way to get new regens from the youth team?

In goal we have the 16 year old russian kid named Vasilyev. I have great hopes in him.
B&B, Blaszczyk and Butcher take care of the center back position. Blasy bringing a lot of „crazy“ letter and Butcher the perfect name for that position.
Rodrigues is our captain from Brazil, his ball handling is second to his hair cut but he’s a leader. Santos our striker is from Portugal, not sure why he came to the team wearing that Berlin 1982 hair cut, but anyway, he’s here to score goals. McMullan on the right wing is from Ireland, an 32 year old fella from the isle. He knows his football.
ah, the coach is me. 42 year old Toni Trapatoni from Italy. havent had a job in football for 2 years but is willing to bring a team of no names to the top!! :D

edit: the first ever match of the team ended in a draw, 0:0. Vasilyev did so good, he became man of the match. :LOVE:
 
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The defence needs patching... So easy to break down the wing whilst the centre backs dawdle back leaving your strikers in acres of space for the cross and easy finish. This is so annoying as we are so close to a great game but the defence is awful!
 
There always a big debate about HGIG and Dynamic Tone Mapping.

If you would like it brighter, I recommend DTM in your tv settings and you can also set your tv to PC mode which brightens the image too. Probably do the HDR calibration after those settings.
I have trouble with the HDR calibration with HGIG on.
What DTM stands for?
 
I played those exact settings of yours today. Was switching back to v5 default at halftime. Felt more compressed your way, the whole team shape. Not 100% sure though. What are the downsides? what does @Matt10 has to say about it?

I haven't found a need to get away from V5 currently. There may be a slight update that I'm testing (Sprint 15/20 on legendary, 50 width on the rest) and really enjoying my matches. At some point you could go anywhere with the values and probably find enjoyment. This year's game is incredible. Nothing has been more game-changing than run frequency at 50 for me though. Relative to the set, there's just so many incredible reactions to the ball that I really can't complain. There are definitely issues with FIFA in general, such as the CB jockeying (CBs not covering oncoming runners when ball is wide), but sliders can't seem to fix that - no matter how hard I've tried.

Two matches I played today, the first World Class v5, the second Legendary v5 with the adjustments I mentioned:


1st half

2nd half
 
Also, @Anth James what's your slider set?
At the moment I’m playing with @Matt10 v5 with a few changes and I’m really enjoying it. The biggest change is the line adjustment, which I really think helps with engagement. As you said yesterday though, if they could just fix that one thing with the retreating, the potential for midfield would be amazing.

The way the defensive line can retreat, if you play with lower length then it’s going to mean that the midfield will also retreat to keep the length short. With a higher length on Hypermotion they still collapse into a compact shape deep, but the added length means the ‘scope’ for engagement is higher up the pitch - and this applies for all lines, so the defenders also step up more often too.


World Class, Manual, Slow

Sprint Speed: 10/10
Acceleration: 50/50
Shot Error: 65/65
Pass Error: 52/52
Shot Speed: 49/49
Pass Speed: 40/35 EDIT: I’m quite liking 35/30 now.
Injury Frequency: 75/75
Injury Severity: 25/25
GK Ability: 50/50
Marking: 75/75
Run Frequency: 50/50
Line Height: 100/100 (can’t see any real impact)
Line Length: 90/90
Line Width: 55/55
FB Positioning: 50/50
First Touch Error: 95/95

Power bar (for manual): 80
 
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I’m testing at the moment to see if there’s a sweet(er) spot for this longer length. I’ve only tried 90 and 100. At the moment I’m testing 75 to see if it creates any differences in distances. Also testing some discrepancies (like 85/90) and looking at higher and lower marking values...

In regards to the retreating itself, the good thing is that it doesn’t happen every time. It seems contextual - just a little too often. On Pes, it’s literally you get the ball, they run away - and repeat.
 
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At the moment I’m playing with @Matt10 v5 with a few changes and I’m really enjoying it. The biggest change is the line adjustment, which I really think helps with engagement. As you said yesterday though, if they could just fix that one thing with the retreating, the potential for midfield would be amazing.

The way the defensive line can retreat, if you play with lower length then it’s going to mean that the midfield will also retreat to keep the length short. With a higher length on Hypermotion they still collapse into a compact shape deep, but the added length means the ‘scope’ for engagement is higher up the pitch - and this applies for all lines, so the defenders also step up more often too.


World Class, Manual, Slow

Sprint Speed: 10/10
Acceleration: 50/50
Shot Error: 65/65
Pass Error: 52/52
Shot Speed: 49/49
Pass Speed: 40/35
Injury Frequency: 75/75
Injury Severity: 25/25
GK Ability: 50/50
Marking: 75/75
Run Frequency: 50/50
Line Height: 100/100 (can’t see any real impact)
Line Length: 90/90
Line Width: 55/55
FB Positioning: 50/50
First Touch Error: 95/95

Power bar (for manual): 80
I think the run frequency is doing a lot more to help that step up too. That's something I noticed upon using it that it allows the defenders stay on their assignment when facing the ball. In my video you can see my defenders step and my mids come to help. This wasn't happening before changing the RF to 50. I think it's too essential for tactical adherence, for both defending and attacking.
 
Have to say - since they fixed this broken indicator with the patch - Player Based Difficulty adds a lot to the game!
Player individuality and unpredictability.
I dont know which of the players are the extra threat, which is awesome.
For the likes of me, playing manual/professional, this is a great feature to raise the challenge.
Most importantly - they dont abuse silly skills. They are just more bloodthirsty and much more dangerous in both offense and defense.
 
At the moment I’m playing with @Matt10 v5 with a few changes and I’m really enjoying it. The biggest change is the line adjustment, which I really think helps with engagement. As you said yesterday though, if they could just fix that one thing with the retreating, the potential for midfield would be amazing.

The way the defensive line can retreat, if you play with lower length then it’s going to mean that the midfield will also retreat to keep the length short. With a higher length on Hypermotion they still collapse into a compact shape deep, but the added length means the ‘scope’ for engagement is higher up the pitch - and this applies for all lines, so the defenders also step up more often too.


World Class, Manual, Slow

Sprint Speed: 10/10
Acceleration: 50/50
Shot Error: 65/65
Pass Error: 52/52
Shot Speed: 49/49
Pass Speed: 40/35
Injury Frequency: 75/75
Injury Severity: 25/25
GK Ability: 50/50
Marking: 75/75
Run Frequency: 50/50
Line Height: 100/100 (can’t see any real impact)
Line Length: 90/90
Line Width: 55/55
FB Positioning: 50/50
First Touch Error: 95/95

Power bar (for manual): 80
I hadn't tried Legendary on Next-Gen 22 before. I just had a couple of games with these sliders and manual, and I felt like there was less retreating overall.

The midfield felt really solid for the most part. I have a small sample size for now, so I'm not sure if the difficulty just works better with these sliders but has anyone else found the defensive line is held more often on Legendary?
 
Now let my introduce to you, and I’m proud, the biggest snakes around…

Master League Default United - a club from the EFL League Two, striving for glory!


yeah, I am that guy pressing the triangle button for 45 minutes to get a decent squad that has a nice mixture of nationalities. :APPLAUD:

rule number one of the club: only generated players! Question: is the only way to get new regens from the youth team?

In goal we have the 16 year old russian kid named Vasilyev. I have great hopes in him.
B&B, Blaszczyk and Butcher take care of the center back position. Blasy bringing a lot of „crazy“ letter and Butcher the perfect name for that position.
Rodrigues is our captain from Brazil, his ball handling is second to his hair cut but he’s a leader. Santos our striker is from Portugal, not sure why he came to the team wearing that Berlin 1982 hair cut, but anyway, he’s here to score goals. McMullan on the right wing is from Ireland, an 32 year old fella from the isle. He knows his football.
ah, the coach is me. 42 year old Toni Trapatoni from Italy. havent had a job in football for 2 years but is willing to bring a team of no names to the top!! :D

edit: the first ever match of the team ended in a draw, 0:0. Vasilyev did so good, he became man of the match. :LOVE:

LOL nice job, that was a fun read! :)
 
I firmly believe now when on manual the AI has its own set of pass error/shot error sliders regardless of what you select - i put it up to 90 for both and it made little to no difference. Put it back on semi and the whole AI approach to the game changes - the AI is far better when not playing on manual. i tested this mid match and the AI change is instant
 
Great found dude. I thrust you.
So they "missed" pass regarding the configuration or did you detected that they played more "like manual" when you play AI based? Or it's simply overally?

I don't mean missing passes like we do on manual, but i mean overally what's hard on manual decreased and what's "easier" or let's say that could be more effective to do on manual increased?
Easy to do to me : straight long shoot; or not easy to do but AI adaptation > passes that could be launched on particulars angles (so DEF AI positionning)

In brief : i'm asking if they not only gets overally weaker, but if they plays differently. That's interesting what you pointed.
 
Great found dude. I thrust you.
So they "missed" pass regarding the configuration or did you detected that they played more "like manual" when you play AI based? Or it's simply overally?

I don't mean missing passes like we do on manual, but i mean overally what's hard on manual decreased and what's "easier" or let's say that could be more effective to do on manual increased?
Easy to do to me : straight long shoot; or not easy to do but AI adaptation > passes that could be launched on particulars angles (so DEF AI positionning)

In brief : i'm asking if they not only gets overally weaker, but if they plays differently. That's interesting what you pointed.

Great found dude. I thrust you.
So they "missed" pass regarding the configuration or did you detected that they played more "like manual" when you play AI based? Or it's simply overally?

I don't mean missing passes like we do on manual, but i mean overally what's hard on manual decreased and what's "easier" or let's say that could be more effective to do on manual increased?
Easy to do to me : straight long shoot; or not easy to do but AI adaptation > passes that could be launched on particulars angles (so DEF AI positionning)

In brief : i'm asking if they not only gets overally weaker, but if they plays differently. That's interesting what you pointed.
The AI feels more aggressive going forward when on semi , try is outside of exhibition mode like Ina tournament ..start on all controls full manual world class with 50 pass error and then slide it up to 90 and then halfway through switch to all semi and do the same with the sliders. The other thing I noticed outside of sliders and controls is me and my son were playing co op at about 5pm ..had some great games , at 9pm I was playing on my own and it all felt so sped up to a point a reduced acceleration to 46 ...this morning booted back up with same accel and it was like playing in mud so upped back up to 50 ...I wasn't tired when I was playing either but it was noticably quicker
 
New sliders

Difficulty: World class.
Speed: Normal.
Time: 8-10 min part.
Controls: Full manual. Disabled all.
Camera: EAGameCam.
Attributes: Classic.
Top player intelligence: Disabled.

User / CPU

Speed: 30 / 30
Acceleration: 49 / 49
Shooting error: 54 / 70
Passing error: 54 / 60
Shooting speed: 50 / 50
Passing speed: 50 / 35
Injury frequency: 70 / 70
Injury severity 25 / 25
Goalkeeper skill: 48 / 48
Marking positioning: 55 / 52
Frequency of runs: 50 / 20
Line height: 60 / 60
Line length: 45 / 45
Line width: 55 / 55
Defensive positions: 50 / 50
Control error at first touch: 85 / 85

Compilation

 
All this slider talk.. Its kind of good they allow you to change and cater the game but at the same time.. Surely you just want to pick up the game and enjoy it from the start.

That way we all have the same experience and problems together which we can discuss. It's a catch 22. What's good for one person maybe different for someone else.
 
All this slider talk.. Its kind of good they allow you to change and cater the game but at the same time.. Surely you just want to pick up the game and enjoy it from the start.

That way we all have the same experience and problems together which we can discuss. It's a catch 22. What's good for one person maybe different for someone else.
We can dream... I just want the cb's to have some awareness and track back at speed on the break, not dawdle along leaving an alarm easy finish.
 
Gameplay

Made the following changes:
  • Reduced the effectiveness of AI controlled players blocking Lobbed Passes and crosses.
    • Specifically, AI controlled players were previously able to stretch too far when attempting to block Lobbed Passes and crosses.
  • CPU AI teams are now more likely to commit fouls during matches played on Semi-Pro difficulty and above.
    • This change does not apply to matches played with Competitor Mode set to on.

Addressed the following issues:
  • [PC only] Addressed some instances of visual stuttering occurring after performing Skill Moves during matches.
  • When requesting a Finesse Shot, the ball carrier could sometimes go out of their way to take it with their dominant foot.
  • The Outside Foot Shot Trait did not function correctly.
  • When two players make contact with the ball at the same time, the ball could sometimes fly unintentionally high into the air.
  • When attempting to Shield the ball when taking a touch, the ball carrier could sometimes move erratically.
  • In a rare situation, a player could disappear from the pitch during a match.
  • On rare occasions, the referee could incorrectly call for a free kick inside of the penalty box instead of a penalty kick.
  • The Automatic Player Switching setting did not always function correctly.
  • In Pro Clubs and Player Career matches, the Set Piece Specialist perk did not function during Free Kicks and Penalty Kicks.
  • Goalkeepers could have unintentionally performed a goal kick across the entire pitch.
  • When making a tackle inside of the penalty box, the ball could sometimes unintentionally travel towards the defender’s goal.
  • When calling a player short on a corner, the called player could sometimes perform unnecessary player humanization gestures.
  • When attempting to turn while Sprinting, the ball carrier could sometimes miss a touch on the ball.
Career Mode

Made the following changes:
  • Added News scenes for UEFA Europa League and UEFA Champions League draws.
  • Adjusted Player Career Player Objective selection logic to account for the difficulty of some Objectives.
  • Moved the unavailable player(s) pop up message so that it can appear during the pre-match flow instead of the Career Mode Hub.

Addressed the following issues:
  • Youth Academy players could disappear at the start of the second season.
  • Sometimes, a player’s Match Form could incorrectly decrease after completing a match that they were subbed in for.
  • In a rare situation when coming on as a sub in Player Career, both teams could be positioned in the same half during a kick off.
  • A Youth Player’s potential could incorrectly decrease if they were signed to the senior squad towards the end of a season, with no remaining matches to be played.
  • In Player Career, Match Objectives that were too similar could unintentionally appear.
  • In Player Career, OVRs could incorrectly display multiple values across different menus.
  • Post Match Interview audio could become corrupted when the Disable All Music for Streaming Purposes setting was enabled.
  • Training Drill names could display in incorrect places on the UI.
  • The Squad Hub could remain scrollable even when a pop up message appeared on screen.
  • When attempting to retire a player in the Squad Hub, the affected player was the one shown in the preview panel instead of the highlighted player.
  • Some international matches did not display on the Calendar.
  • The Player Performance screen did not always display 2D headshots.
  • In Player Career, the created Pro was unintentionally not being selected for some national team matches.
  • A placeholder menu was incorrectly visible when entering Game Settings during a match.
  • When Quick Simming a match, yellow and red cards could appear green on the UI.
Link: https://fifaforums.easports.com/en/discussion/610997/fifa-22-title-update-2
 
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