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I've said this many times before, and this is the same problem in older PES as well.
The key reason why speed feels off in the game is because Konami continuously fail to capture the turning speed and acceleration of players from stand still with or without the ball.
When players beat defenders and use speed to create space, there are two general cases.
1) The defender is beaten facing away from his own goal.
2) The defender is beaten facing towards his own goal (or partly).
In case 1, and you see this happen in real like such as Ronaldo on a break away. When the defender is not running towards his own goal and he is beaten, the amount of time it takes for him to turn and then accelerate from a stand still is multiple times longer than case 2.
This is why you see defenders turn and start running towards his own goal, so if he is beaten by pace of the attacking ball carrier, he can accelerate much quicker since he is already traveling in the same direction as the ball carrier.
In PES games, player acceleration does not the direction of the player into account, this is why even if you beat a defender, he can accelerate as if he is already facing the same direction as the ball carrier, so even with fast players, you can not create the amount of space that is possible in real life.
But this problem is compounded by the still poor defensive AI in the game. When teams play tight, it is hard for the ball carrier to use pace because in order to run fast, you must kick the ball further out. In a tight zonal defense, doing so will result in another defender kicking the ball away. PES defensive AI is a very simplified and unfaithful version of this system, where instead of defenders creating "funnels" to force the ball carrier, its the closest defender running forward to do a 1v1 against the ball carrier, thus breaking the shape, and failing to achieve what it was designed to do.
It's as if Konami thinks that adjusting speed of the players running speed will make the game more true to life, when what they need to do is to rework the Team AI as a whole, and as player individuals, both on the offensive and defensive side.
I've said this many times before...
This is why you see defenders turn and start running towards his own goal, so if he is beaten by pace of the attacking ball carrier, he can accelerate much quicker since he is already traveling in the same direction as the ball carrier.
In PES games, player acceleration does not the direction of the player into account, this is why even if you beat a defender, he can accelerate as if he is already facing the same direction as the ball carrier, so even with fast players, you can not create the amount of space that is possible in real life.
But this problem is compounded by the still poor defensive AI in the game. When teams play tight, it is hard for the ball carrier to use pace because in order to run fast, you must kick the ball further out. In a tight zonal defense, doing so will result in another defender kicking the ball away. PES defensive AI is a very simplified and unfaithful version of this system, where instead of defenders creating "funnels" to force the ball carrier, its the closest defender running forward to do a 1v1 against the ball carrier, thus breaking the shape, and failing to achieve what it was designed to do.
It's as if Konami thinks that adjusting speed of the players running speed will make the game more true to life, ...
On another note, I've just installed Camera tweak and changed the angle to 300 on the Pitch side cam.
Lovely.
About the freekick, it's way too easy to score if you use a second player to set up the main kicker. I've tried 5 times so far, and the success rate has been 100%. I can see it being exploited if it's not changed in the full game.
About the freekick, it's way too easy to score if you use a second player to set up the main kicker. I've tried 5 times so far, and the success rate has been 100%. I can see it being exploited if it's not changed in the full game.
Lami, are your other pitch cam settings at default, or can you share those as well? Looking forward to trying the new angle tonight.
I am used to jockey also but the AI just keeps pushing me backward then when I try to stop the AI player from advancing he goes past me with ease!
true but then mean's player should be more cautious of giving away FK's as often
After playing like 20 match, i'm not convinced at all with PES 2012, when i try it for first time, obviously i saw a change since 2011, but time to time i start to notice that the change was not so radical, and what konami did was only put some sparkles to the 2011 base (a little fluid movements and ai attack and defend) and not a global change.
About the people that they says that is a issue of tastes that some people love or hate 2012, i'll like to hear if someone hate PES 6, because that's the sensation that 2012 i've waited to give to me, love it 100% (like PES6)
But until Konami don't recover the supposed key programmers that went to work to EA (that's rumors) or do something 100% new, this next-gen engine is damned, not like the glorious PS2 one.
I hope the final code change the game a lot, if not, i will continue to play Shollym 2012 patch, that is a true example of evolution.
After playing like 20 match, i'm not convinced at all with PES 2012, when i try it for first time, obviously i saw a change since 2011, but time to time i start to notice that the change was not so radical, and what konami did was only put some sparkles to the 2011 base (a little fluid movements and ai attack and defend) and not a global change.
About the people that they says that is a issue of tastes that some people love or hate 2012, i'll like to hear if someone hate PES 6, because that's the sensation that 2012 i've waited to give to me, love it 100% (like PES6)
But until Konami don't recover the supposed key programmers that went to work to EA (that's rumors) or do something 100% new, this next-gen engine is damned, not like the glorious PS2 one.
I hope the final code change the game a lot, if not, i will continue to play Shollym 2012 patch, that is a true example of evolution.
I supposed I'll be getting a lot of them "It's just a demo" stupid kind of excuses now, right?.
Totally agree. Defending should get some improvements to hold attackers from advancing easily.Tell you what for all my qualms about defending i've just had a situation which doesn't help to alleviate the issue or suggest that i haven't learned how to defend yet. K.P Boateng is dribbling towards goal so i jockey with Ferdinand for about 10 yards. He's about 20 yards out and passes the ball straight forward to Ibra who is unmarked 5 yards out from goal basically just in front of the penalty spot. VIDIC WAS STANDING 4 YARDS TO THE SIDE OF HIM NOWHERE NEAR ANYBODY ELSE AND DIDN'T ATTEMPT TO MARK HIM. That's just terrible AI. No marking whatsoever despite the obvious threat. It's not a case of not putting on man-marking. In that situation Vidic should pick to mark the obvious threat, not allow him to stand unmarked. This didn't happen in an instant either, there was a lot of time to move over to Ibra. Watching the replay back, Vidic is about 5 yards behind the next defender and unnecessarilly playing Ibra onside by doing so. Geez.
Here's a picture. http://imageshack.us/photo/my-images/714/vidicibra.png/
Also half the problem with jockeying is that defenders get stuck jockeying backwards at a certain speed and you can't really jockey BACKWARDS whilst closing them down at the same time. You jockey backwards as fast as they dribble forwards so they're always the same distance gap between you unless you hold the tackle button in which case they can then go past you as they so often do. I need to be able to jockey slower backwards so the guy dribbles towards me and the gap between us becomes incrementally smaller until i'm at a distance where i feel comfortable going for the tackle. I don't always want to go forward into the tackle but this seems to be the only option at current for getting closer to the dribbler.
Tell you what for all my qualms about defending i've just had a situation which doesn't help to alleviate the issue or suggest that i haven't learned how to defend yet. K.P Boateng is dribbling towards goal so i jockey with Ferdinand for about 10 yards. He's about 20 yards out and passes the ball straight forward to Ibra who is unmarked 5 yards out from goal basically just in front of the penalty spot. VIDIC WAS STANDING 4 YARDS TO THE SIDE OF HIM NOWHERE NEAR ANYBODY ELSE AND DIDN'T ATTEMPT TO MARK HIM. That's just terrible AI. No marking whatsoever despite the obvious threat. It's not a case of not putting on man-marking. In that situation Vidic should pick to mark the obvious threat, not allow him to stand unmarked. This didn't happen in an instant either, there was a lot of time to move over to Ibra. Watching the replay back, Vidic is about 5 yards behind the next defender and unnecessarilly playing Ibra onside by doing so. Geez.
Here's a picture. http://imageshack.us/photo/my-images/714/vidicibra.png/
Also half the problem with jockeying is that defenders get stuck jockeying backwards at a certain speed and you can't really jockey BACKWARDS whilst closing them down at the same time. You jockey backwards as fast as they dribble forwards so they're always the same distance gap between you unless you hold the tackle button in which case they can then go past you as they so often do. I need to be able to jockey slower backwards so the guy dribbles towards me and the gap between us becomes incrementally smaller until i'm at a distance where i feel comfortable going for the tackle. I don't always want to go forward into the tackle but this seems to be the only option at current for getting closer to the dribbler.