Please advise that any test set is indeed a test set, to go with the more completed sets, there are 3 to choose from - you are not obligated to test anything that is still in Work in Progress (WIP).
________________________________
Most recent test set(s):
- Near Deadline Set (1/22/16)
Most recent completed set:
- New High Sprint Set aka New HSS (1/1/16)
No Longer Worked On Set(s):
- Normal Holiday Set (normal game speed to prevent bursting)
- The Holiday Set (Still testing to combat ADD and bursting, and overall gameplay)
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1/25/16 - Optional Testing -
To be completely transparent, I have been silently working on some values. I didn't post the testing on Twitch because we are so close to the deadline day, but what I have seen so far is significant enough now to post.
The reason I just had to look is I wanted to make sure there isn't something missing. We had never tried Accel at 51/51 (higher than, or at 50) and it seems to have been a positive change for previous sets, in particular the theory of Set M.
I did a couple things to the Deadline Set, because as I got the length lower than 60 for the CPU, they would be much more clicky. Once I spread them out to 60 in length, they started to struggle and force passes, which led to much more variety than I had seen before. A long ball from the defense was back, the clearances were back, overall, it felt right. It felt like the space was on point of what we see IRL - true build up, not combo passes as the common method of attack.
Here were the TEST adjustments:
Near Deadline Set, except for:
Run Freq from 30/30 to 1/1 (compensate for higher length, allows for variety as well)
Height from 52/52 to 50/50
Length from 40/40 to 55/60 (User's center mids may get out of position, but not as bad, still able to stay in front of defensive line)
Width from 48/48 to 50/50 (Not necessary to have at lower than 50 when length is extended.)
FB Pos from 15/15 to 1/1 (keeping the "1" sandwich formula from Set M)
FT Control from 55/60 to 60/60 (evened up per Reaper's suggestion as it seemed to have increased CPU's physicality)
Again, this is just something I was looking at. If the length at 40/40 is good, then use it. I would personally start with 50/50 height on the deadline set and see if that plays any different. With exactly 1 week away from the Deadline, I just had to look one last time and not feel like I was settling. Hope that makes sense - thanks.
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Near Deadline Set
Okay, this is what I finished with the morning/afternoon. The premise is basically to free up the pitch, but not the space. I wanted the midfielders to stay in front of the defensive line a bit better so the banks are doing their part as they should. I also want there to be some more variety.
Acceleration at 51/51 plays nice as it seems to even up the User and CPU both on WC and Legendary. Sprint at 50/50 to prevent too much jogging animation (it still occurs under 51 sprint), but it does still result in some proper play on the ball. The reactions are much better with this as well.
My two areas of concern are still the same ol' lack of fouls and too much running off the ball. It's a tough balance though because if you go lower in length to achieve the midfield, you lose the length of what creates the variety (Set M for example). However, there are multiple ways to skin this cat, so I'm hoping the settings as a base can be worked on to achieve more fouls and more variety.
Lastly, the Height change was a huge act of reluctance for me. I had been fighting it all last night/morning, but the higher height really is just a way for the players to be squeezed out of position consistently. The CPU's directness stems from this as well unfortunately as they are just looking to push up the field as fast as possible because the line height is not only squeezing players out of position offensively AND defensively.
So, the scare with lowering height is the defensive line meeting the attackers. It's not a problem because the lowe length actually pulls the defensive line up to meet the forwards, and the lower length allows the defensive midfield to pack in as well. It's a win-win.
Here is what is being worked on, would love more eyes on this one than usual, please:
Quote:
Set Updates: 1/22/16: Height 52/52 - previous 53/52 - according to papinho, the ADD is lessened when the height values are even and it also brings more sense of 50/50 balls. Please test! Set Updates: 1/19/16: Width 48/48 - previous 50/50 - trying to prevent too much wing play from every team. 48 is just about right as it doesn't tuck in the outside backs too much either. Pass Speed 45/45 - previous 35/35 - this is the perfect pass speed as it isn't too slow where the ball doesn't seem to be its own entity and isn't glued to player's feet. Also compliments the lowering of FT control for CPU so they are not playing hot potato constantly (pass and move, and run, one track mind). Run Frequency 30/30 - previous 20/20 - allows the FB positioning to still move up the pitch, and not make every attack one-dimensional now with the width adjustments. FT Control 55/60 - previous 55/65 - just enough of a difference to allow the CPU's tackling not be so perfect, also compliments the pass speed increase from 35 to 45. Lowering FT seems to prevent the Hot Potato mentality of the CPU's attack by constantly passing and moving at sprinting speeds, which leads to a more chaotic game than proper build up is concerned. |
Near Deadline Set 1.0
DEADLINE - FEBRUARY 1st 2016
Sprint 50/50 - keeping it simple here, less bursting, more physicality, very little jogging animation.
Accel 51/51 - like this because of the physicality that shows up, and the user has a chance to win the ball same as the CPU, both on WC and Legendary.
Shot Error 53/53 - more defensive focus, so need a bit more precision from the shot department.
Pass Error 55/62 - thanks to james for recommending 62 pass error CPU, works well relative to the pass speed.
Shot Speed 50/50 - realized on certain camera angles the higher shot speeds looking pretty ridiculous. As much as backward save animation is hated.
Pass Speed 45/45 - previous 35/35 - this is the perfect pass speed as it isn't too slow where the ball doesn't seem to be its own entity and isn't glued to player's feet. Also compliments the lowering of FT control for CPU so they are not playing hot potato constantly (pass and move, and run, one track mind).
Injury Freq 75/75
Injury Severity 35/35
GK Ability 20/20 - lowers the OP free kick goals, good variation of saves and mistakes.
Marking 54/54 - the threshold, per Orion, of marking, started off pretty high on this, but relative to the marking and line settings, it's too inconsistent to keep adjusting.
Run Frequency 30/30 - previous 20/20 - allows the FB positioning to still move up the pitch, and not make every attack one-dimensional now with the width adjustments.
Height 52/52 - ADD is lessened when the height values are even and it also brings more sense of 50/50 balls
Length 40/40 - had been in the 30's but resulted in no physicality through the half-line mark and past the circle, because the line length was simply too low that there was no overlap. Teams were backing off, etc. Still figuring this one out, but so far so good with 40.
Width 48/48 - previous 50/50 - trying to prevent too much wing play from every team. 48 is just about right as it doesn't tuck in the outside backs too much either.
FB Positioning 15/15 - keeping it below run frequency so the FB's are not taking over the outside midfielder's role as much.
FT Control 55/60 - previous 55/65 - just enough of a difference to allow the CPU's tackling not be so perfect, also compliments the pass speed increase from 35 to 45. Lowering FT seems to prevent the Hot Potato mentality of the CPU's attack by constantly passing and moving at sprinting speeds, which leads to a more chaotic game than proper build up is concerned.
1/13/16 --- This set I've been working on all night is called The Back to Basics Set (B2B). The goal here is to bring back the beauty of Set E and Set D. Set E brought back the midfield, while Set D brought back a defensive attitude and forced the CPU to use the width of the pitch. I think that is something I have not seen in quite a while, amongst all the sets afterwards, that actually utilized the width of the pitch. In proper football that should never happen as the width of the pitch is an outlet to build attacks. Not many teams can go right down the middle for 90 minutes in a match, why do we let ourselves play, and be played, that way.
So, here is another set, and I can see myself starting a CM here with this one more than any other based on what 1.05 has to offer us.
[B][U]Back to Basics Set (B2B)[/U][/B]
Slow, 10-15 Minutes, World Class/Legendary
Legacy/Tactical Defending
[B]Sprint[/B] 50/51 - given the advantage to CPU to get more physicality
[B]Accel[/B] 48/48 - has been good to slow down the pace
[B]Shot Error [/B]55/55
[B]Pass Error[/B] 65/65
[B]Shot Speed[/B] 52/52
[B]Pass Speed[/B] 50/50 - not seeing any ADD with this, sucks because it's fast, but it also creates less accuracy by the CPU.
[B]Injury Freq[/B] 75/75
[B]Injury Severity [/B]35/35
[B]GK Ability[/B] 20/20
[B]Marking[/B] 50/50 - possible to be changed, but keeping it simple for now.
[B]Run Freq[/B] 5/5 - relative to the line height this works because the line heights are higher than what we have had, so it pushes the players up the pitch already without making them look like they are charging constantly.
[B]Height[/B] 71/70 - taking a page out of Set D here to create a bit of a discrepancy in attacking attitude to bring in some variety and proper clearances.
[B]Length[/B] 40/39 - given the CPU has a slight advantage on WC and Leg, plus they now have a sprint advantage, I needed to drop their length just slightly. They still attack just fine, but they have to get through a midfield now.
[B]Width[/B] 80/70 - really important here as the CPU will mark as far as the width you give them, so putting it at 80, and theirs at 70 produces a bit more physicality on the wings, but also doesn't make them completely lost in the middle of the pitch, relative to the line length and line height.
[B]FB[/B] Pos 30/30 - increasing of line height and lowering of runs makes sense here. Using the FB Pos as a substitute for run frequency.
[B]FT[/B] 70/70 - slows the game down but also prevents constant bursting, not saying it's fixed, but it's a step in the right direction.
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[B][U]The Holiday Set[/U][/B]
10-15 Mins, World Class//Legendary
Legacy/Tactical Defending
*Indicates Work in Progress as of 1/12/16
[B]Sprint[/B]* 52/51 - WIP because of ADD showing up when this is raised past 50.
[B]Accel[/B]* 49/49 - WIP because bursting occurs on even accel, might give CPU an advantage to compensate.
[B]Shot Error[/B] 55/55 - personal preference, but shot error has always helped shot variety.
[B]Pass Error[/B]* 64/64 - WIP trying to find the balance of bad passes, but also where the GK will clear the ball versus trying to short pass only.
[b]Shot Speed[/b]* 51/51 - WIP accepted that backward save animation will occur, but now it's about how it looks on the pitch.
[B]Pass Speed[/B]* 40/40 - WIP as we lower pass speed, relative to the sprint speed, the ADD kicks in. If Pass speed is at 50, with the higher sprints, less ADD occurs. It's about finding the right balance now. 50 is quite fast, but relative to the pass error, it allows the CPU to miss some passes more than the lower speeds.
[B]Injury Freq[/B] 75/75, - Orion's suggestion, perfect.
[B]Ijury Severity[/B] 35/35, - Orion's suggestion, perfecto.
[B]GK Ability[/B]* 20/20, - WIP still exploring the balance here. Go too low and the GK's goalkicks and punts are very short compared to where they should be. In addition there are times when they will drop downwards when the ball is clearly kicked higher or in the middle of their line of sight.
[B]Marking[/B]* 60/60, - WIP relative to what Sprint and Acceleration will be found. With the way it's going on bursting through the CPU, it may need to go either higher because the CPU's defensive ADD is much more apparent when you try to sprint through them.
[B]Run Frequency[/B] 45/45, - allows the match to take shape in different attacking, and defending, styles. Run Frequency is very sensitive as you can go too low and the safe passes are used more often, resulting in bloated passing %, so 45 run freq is the proper balance away from default - but still has the chance to look as if it's lower.
[B]Height[/B] 65/65, - Essential to have the defensive line step to the attackers.
[B]Length[/B] 50/51, - Too high and the CPU will fear to be more offsides and not try to be more creative with their attack. At the same time they will not be as direct to bypass the midfield because the user's midfield is still in better shape.
[B]Width[/B] 50/50, - very easy to go down the rabbit hole with width as it impacts many different values and attitudes of players. Go too wide and the CPU stops playing with variety, go too narrow and your teammate AI is squeezed/exploited out of position. Relevant to the line height and line length, 50 width just works better.
[B]FB[/B] 40/40, - Recently discovering the ADD lessened with FB and FT at lower values, so this is still a [color=red]WIP[/color]. The original testing was done on a 40/40 FB, so that would be the way to gravitate as long as there is still less ADD.
[B]FT[/B] 60/60 - Recently discovering the ADD lessened, as mentioned above, with the FB and FT at lower values. This is a [color=red]WIP[/color], original testing was on 60/60.
The Holday Set in action (original testing video, before testing FB and FT at 0/0)
[url]http://www.twitch.tv/matt10l/v/33130147[/url]
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[B]Normal Holiday Set[/B]
World Class, NORMAL SPEED, 10-15 Minutes
Legacy/Tactical Defending.
[B]Sprint[/B] 30/30, - lowered to help normal speed not go crazy fast. Still testing.
[B]Accel[/B] 48/50, - User can still compete just fine, nice to see some CPU fouls as well
[B]Shot error [/B]55/55,
[B]Pass Error[/B] 64/64, - down one notch from 65, still plays nice, tried variations of 60-62 as well.
[B]Shot Speed[/B] 50/50, - lowered to compensate for the faster speed at normal
[B]Pass Speed[/B] 40/40, - still testing pass speed
[B]Inj Freq[/B] 75/75,
[B]Inj Severity[/B] 35/35,
[B]GK[/B] 30/30, - increased just to see less bonehead save attempts, makes free kicks less OP and really earn goals considering the shot speed adjustment.
[B]Marking[/B] 60/60, - difference here is with the speed advantage user's teammate AI marks fairly well, still testing this, but 48 is a nice balance to give enough space - but not so much that the CPU will walk all over you. 60 for the CPU to get more fouls - thanks to sinch for the suggestion.
[B]Run Freq[/B] 45/45, - still testing.
[B]Height[/B] 65/65,
[B]Length[/B] 50/50, - evened up, still testing
[B]Width[/B] 65/64, - hoping CPU will take more aggressive angles to the ball not just the shoulder of the dribbler. needs width for variety as well.
[B]FB[/B] 20/20, - hoping no retreating ADD, but FB will get chaotic with run frequency.
[B]FT[/B] 60/65 - may need a bump, but 60 has always been a good balance, no ADD either!
________________________________
[B]OS Sliders - Gameplay Wishlist[/B]
[B]1.[/B] START & STOP - @Matt10 - more standing with the ball, trying to find a pass, not just mindlessly racing up the pitch and making perfect passes.
[B]2.[/B] FOULS - @Valisen - Fouls. I know its hard because we play a 20-30m versus a real game being 90 but I want more fouls.
[B]3[/B]. MORE TIME ON THE BALL - @Tonyafc23 - would be great, so i can be more creative with my passing and a little bit more space for a skill move, without feeling panicked to pass. ([I]response[/I]: test tactical low pressure teams during slider testing to verify effectiveness)
[B]4[/B]. LESS CPU MINDLESS POSSESSION - @Notron - Being less "helpless" when the CPU just wants to stay in possession.
I think everyone of us knows that, if the cpu-team only wants to maintain the score and is in possession you haven´t got a real chance to win the ball for like 10 virtual minutes sometimes.
[B]5.[/B] MIDFIELD SPACE - @papinho81 - I want the space between the defensive and the midfield lines to be a war zone. I don't want to see the ST or the CAM waiting the ball free of marking or having WAY too much time to control walk and so on. Pressure should be insane in that part of the pitch and only good players should be able to feel comfortable and have more than 3 or 4 touches before passing or losing the ball.
The Holiday Set- Matt's Favorite
10-15 Mins, World Class//Legendary
Legacy/Tactical Defending
Sprint 52/51 - creates an advantage for the user against the already advantaged CPU.
Accel 49/49 - on 48 accel it was still easy to burst past players.
Shot Error 55/55 - personal preference, but shot error has always helped shot variety.
Pass Error 65/65 - key to getting realistic passing stats and overall humanizing of the CPU without making them a threat.
Shot Speed 52/52 - any lower and backward save animation starts to occur.
Pass Speed 35/25 - CPU pass speed under 30 is a perfect compliment to the pass error. Also crosses and air ball physics at lower speeds are some of the best they have ever been.
Injury Freq 75/75, - Orion's suggestion, perfect.
Ijury Severity 35/35, - Orion's suggestion, perfecto.
GK Ability 12/12, - personal preference, but keepers can make saves - but not catch bullet shots. Great animations. Adjusted to 12/12 from 10/10 to prevent GK down as soon as shot is still mid level height.
Marking 60/60, - Perfect for the amount of pressure through the pitch without any, or very little, defensive ADD. Sprint holds a true compliment in this set up.
Run Frequency 45/45, - allows the match to take shape in different attacking, and defending, styles. Run Frequency is very sensitive as you can go too low and the safe passes are used more often, resulting in bloated passing %, so 45 run freq is the proper balance away from default - but still has the chance to look as if it's lower.
Height 65/65, - Essential to have the defensive line step to the attackers.
Length 50/51, - Too high and the CPU will fear to be more offsides and not try to be more creative with their attack. At the same time they will not be as direct to bypass the midfield because the user's midfield is still in better shape.
Width 50/50, - very easy to go down the rabbit hole with width as it impacts many different values and attitudes of players. Go too wide and the CPU stops playing with variety, go too narrow and your teammate AI is squeezed/exploited out of position. Relevant to the line height and line length, 50 width just works better.
FB 0/0, - Recently discovering the ADD lessened with FB and FT at lower values, so this is still a WIP. The original testing was done on a 40/40 FB, so that would be the way to gravitate as long as there is still less ADD.
FT 0/0 - Recently discovering the ADD lessened, as mentioned above, with the FB and FT at lower values. This is a WIP, original testing was on 60/60.
The Holday Set in action (original testing video, before testing FB and FT at 0/0)
http://www.twitch.tv/matt10l/v/33130147
New High Sprint Set WIP
Slow, 10-15 Mins
World Class/Legendary
Legacy/Tactical Defending
Sprint 53/53
Accel 49/49
Shot Error 55/55
Pass Error 58/58
Shot Speed 52/52
Pass Speed 40/30
GK 12/12
Marking 70/70
RF 50/50
Height 57/57
Length 58/58
Width 50/50
FB 10/10 - (0/0)1/3/16
FT 20/20
12/23/2015
The advantages of Higher Sprint
- Better teammate AI
- Better reactions to loose ball
- Responsiveness increase
- Player's weight, inertia and momentum can be felt
- Better marking positioning
- Legacy players can shoulder barge with super-cancel
- User defenders are much more physical
- Air Ball physics are much more realistic
Higher Sprint Set
10-15 Mins, World Class//Legendary
Legacy/Tactical Defending
Sprint 52/51 - creates an advantage for the user against the already advantaged CPU.
Accel 49/49 - on 48 accel it was still easy to burst past players.
Shot Error 55/55 - personal preference, but shot error has always helped shot variety.
Pass Error 65/65 - key to getting realistic passing stats and overall humanizing of the CPU without making them a threat.
Shot Speed 52/52 - any lower and backward save animation starts to occur.
Pass Speed 35/25 - CPU pass speed under 30 is a perfect compliment to the pass error. Also crosses and air ball physics at lower speeds are some of the best they have ever been.
Injur Freq 75/75, - Orion's suggestion, perfect.
Ijury Severity 35/35, - Orion's suggestion, perfecto.
GK Ability 10/10, - personal preference, but keepers can make saves - but not catch bullet shots. Great animations.
Marking 60/60, - Perfect for the amount of pressure through the pitch withoutany, or very little, defensive ADD. Sprint holds a true compliment in this set up.
Run Frequency 20/20, - still works great to get a good amount of variety and runs off the ball without it feeling like "charge!" all-out attack.
Height 65/65, - Essential to have the defensive line step to the attackers.
Length 52/53, - Keeps the pitch's shape to compress and decompress when necessary. Proper positioning behind the ball as well, Sprint helps both ways here.
Width 70/70, - best set up to have the FB still tucked in but not completely taking over the CB's role.
FB 40/40, - allows the outside backs to step up with the height, but not so much that they completely leave the gaps wide open (unless specified by team tactics)
FT 60/60 - Best set up for bad touches and hesitation by CPU. Works well with CPU's min pass speed of 25 (driven passes equivalent to 40 pass speed).
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Twitch Set (collaboration on Twitch with @Joshc1977 , @EvertonianSteeler , @Gnemi , @chambo7 , @papinho81 , @Orion523 , @Ettnolbajen )
World Class, 10-15 minutes, Slow
Legacy Defending (not tested Tactical)
Sprint - 40/41 - more physical play, but also allows the CPU not to gie up on certain defensive situations/loose balls.
Acceleration - 48/48 - removed accel discrepancy - balance to get more fouls but also keep CPU in most challenges.
Shot Error - 52/52 - lower for more shots on target or if playing on minutes under 10.
Pass Error - 70/70 - helps the CPU and user to have a more human like approach, crosses are fine.
Shot Speed - 50/50 - keeping it simple, change for personal preference.
Pass Speed - 40/40 - the attack is too crazy and unrealistic pass speed is part of that.
Injury Frequency - 50/50 - untouched
Injury Severity - 50/50 - untouched
GK Ability - 20/20 - lowered to 20 from 30 - CPU performs backward save animations at different shot speeds and GK ability, keeping it simple at the reliable 30, adjust as you see fit.
Marking - 54/54 - changed from 40 due to ADD and absent minded defending.
Run Frequency - 20/20 - With more compressed lines, means more runs need to occur off the ball without making it too end to end.
Line Height - 65/65 - Threshold between backing off to top of the box, or slightly inside, and still maintaining a balanced attack.
Line Length - 50/50 - Reluctantly changing to 50 because the midfielders push up too far past their marks on higher lengths. Also, with higher lengths, the height needs to be dropped which results in very absent-minded defensive line activity.
Line Width - 80/75 - Keeping the width for the user at 80 so the FB doesn't have too much of a chance to lose their spot on transition. This also helps the center of the midfield to cover passing lanes a a bit better.
Fullbacks - 20/20 - No more 1 sandwich as in Set M because of the line settings, 20 seems to do the trick without making it too easy to exploit on transition.
First Touch - 65/65 - Personal preference, slows down the pace of play slightly.
Alternative Set:
SET M
The line length discrepancy is the biggest importance because it allows the user's midfield to play defense a bit better, and stay in front of the attacking midfielders. The CPU will use plenty of variety in achieving their offensive strategy as a result.
This is a BASE, but do not change the sweet spot of what I call the "1 sandwich" which indicates Run Frequency at 1/1, followed by the meat of HLW, finished with 1/1 for Fullbacks. The reason for the 1/1 is because 1.05 already has a priority on run frequency being increased, which is why the game seems fast at times, and then the FB positioning at 1/1 is another outlet of run frequency. This is why when they are near default, it becomes hectic and does not represent the real life game we all love.
Enjoy!!!
Set M - "M" for midfield
World Class, 10-15 minutes, Slow
Legacy Defending (not tested Tactical)
Sprint - 40/40 - this has been a value that has always worked since Set E. Lower it further, but beware of jogging animation.
Acceleration - 48/48 - the sweetspot to get enough fatigue/stamina drain, but also not make players feel like they are ice skating.
Shot Error - 52/52 - lower for more shots on target or if playing on minutes under 10.
Pass Error - 60/60 - helps the CPU and user to have a more human like approach.
Shot Speed - 50/50 - keeping it simple, change for personal preference.
Pass Speed - 40/40 - the attack is too crazy and unrealistic pass speed is part of that.
Injury Frequency - 50/50 - untouched
Injury Severity - 50/50 - untouched
GK Ability - 30/30 - CPU performs backward save animations at different shot speeds and GK ability, keeping it simple at the reliable 30, adjust as you see fit.
Marking - 60/60 - Patch 1.05 allows marking to be increased without ADD. This is the perfect number as players will remain in the passing lanes but also allow for some physicality.
Run Frequency - 1/1 - Patch 1.05 introduces better runs, but a higher run frequency creates a very chaotic game, consider 1/1 being equivalent to a setting like 30/30 because FB positioning has a lot to do with those runs as well.
Line Height - 50/50 - Careful adjusting height as it can hurt the entire shape and the defensive attitude. Leaving this one to personal preference, but don't say we didn't warn you.
Line Length - 70/60 - The most important value here. The 10 pt differential allows the CPU to actually build up their attack, and make some tough decisions. The user also is forced to build up their attack. The defensive support is there, as is the offensive support. You can also go to 50/40, or the preferred 70/60 if you'd like, but remember 10 pt differential and CPU must be lower than user in length.
Line Width - 50/50 - Untouched, keeping this one true to the tactics selected - does not affect defensive width anyways.
Fullbacks - 1/1 - Very important here too, the FB will get up the pitch - do not worry about that - they are another layer of run support, so if you increase this one, it will become chaotic and very end to end because they are out of position quite a bit.
First Touch - 60/60 - Personal preference, slows down the pace of play slightly.
Previously Spoilered:
12/18/15 - Suggested Testing (work in progress, keeping updated testing suggestions)
OPTION #1 ---ES gave me the go ahead to post his settings if anyone has time to test.
SET M except the following:
Sprint: 40/41 - 1 pt discrepancy to help acceleration for CPU
Accel: 49/48 - prevents bursting, and also allows for more physicality
Height: 60/60 - higher height, we are both annoyed by defenders running backwards.
Length: 50/45 - more compression, more physicality and foul chances.
Width: 56/56 - proper width throughout the pitch without increasing FB or Run frequency.
What I saw was really good. Defenders meeting attackers, etc.
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OPTION #2 ---Also, to stay on point of the line settings with Set M, papinho has been tireless testing all morning, and using what Orion had suggested to him:
edit: Orion stated this might not work with Legacy defending however (explanation pending).
Sprint 39/39
Accel 50/50
Pass Error 65/65
I am seeing some good things as well, so this is another good option for those that enjoy the line settings of Set M.
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Welcome to 1.05, guys. You're probably in that hype stage that us PC guys were in.
Might as well address it now, but EA have screwed up defensive width. You all know I'm not very negative, at all, when it comes to FIFA - but the defensive width issue, is a significant one.
Try it, increase width to 100. Updates and titles before would have the defensive line spread far out, as would the entire pitch. Now, only the attacking shape is spread out, but not the defensive line.
Watch my stream from last night on several attempts to get this right:
http://www.twitch.tv/matt10l/v/30005496
As you can see, there is no fixing the defensive width. This actually hurts the midfield because the defensive line is so tucked in (inside the semi circle's width), so that just creates further confusion and chaos. This is why the outside backs are all over the place on the pitch. There is no fix.
So, because there is no fix, we have to address the problem this creates. The problem this creates is the midfield bypass, where the middle of the field is left wide open and passes behind the midfielders to the forwards is very direct.
What I propose is the following "combo-set", where I worked on this late last night and early this morning. The goal is to combine previous Set features of Set D, E and N. It's very important to get that compression because if there's too much space, the outside backs will be way out of position - and your CB will cover his space more often than not (btw, it still happens on the combo set, like I said no remedy, but at least there is a midfield).
Please test and provide feedback. FWIW, reaper and I tried Set Update 1.05 all last night and it's simply not going to work. Watch last night's stream for further proof. Now, at least there is a midfield, finally.
Combo Set - 1.05
World Class, 10-15 minutes, Slow
Legacy Defending (not tested Tactical)
Sprint - 40/35
Acceleration - 50/50
Shot Error - 53/55
Pass Error - 65/65
Shot Speed - 51/51
Pass Speed - 40/40
Injury Frequency - 65/65
Injury Severity - 40/40
GK Ability - 30/30
Marking - 54/54
Run Frequency - 5/5
Line Height - 65/60
Line Length - 39/40
Line Width - 56/56
Fullbacks - 55/55
First Touch - 65/65
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It still needs testing, but we are feeling good about the following. Hopefully the patch drops for consoles so you guys can see what we've been looking at for the last couple of days.
The main difference between 1.04 and 1.05 defensively is the outside backs are much more tucked in than before, almost to a fault. This is why spreading the length of the pitch is important. Increasing width is actually more hurtful throughout the midfield, so we have gone as low as 25 and am now starting to see more of a midfield battle without being too narrow. The issue at hand is still the outside back will find himself in the middle of the field (appearing as a CB sometimes), but eventually find themselves back to their designated outside back role. In the grand scheme of things, it is not a game-breaker at all, but it does look strange at times.
1.05 Intro Set
World Class, 10-15 Minutes, Slow (not tested Normal, but it seems fast)
LEGACY defending (Gnemi will touch upon why Legacy is best against the CPU vs Tactical)
Sprint 45/45 - Stay on point with what we have been using for previous sets.
Accel 49/49 - The slight lowering from 50 allows some smoother animations, but of course is personal preference.
Shot Error 50/50 - There are enough missed shots with it at 50.
Pass Error 58/58 - CPU still remains a threat, but not tiki-taka.
Shot Speed 50/50 - Still researching, but seems to be a good mix relative to the shot error. Have gone as low as 48 as well fyi.
Pass Speed 50/45 - Still researching, but pass speed also contributes to pass error. Drilled passes are still there, so it's something to pay attention to.
GK 25/25 - Lowered to prevent some OP goalkeeping and more slight deflections. Still researching as free kicks are a bit OP as well.
Marking 60/60 - The beauty of 1.05 is that you can increase marking without too much ADD showing up.
Run Freq 30/30 - Runs are much better in 1.05 - this is personal preference, but relative to the increased line length, 30 feels like a sweet spot.
Height 50/50 - Still researching, ensuring that the defensive line is meeting the attackers by way of length, not necessarily height as in previous sets.
Length 60/60 - On 50 the field is too narrow, increasing the length brings a lot more width, but also much more realistic space for players to sit in. Compressed and decompresses the pitch accurately.
Width 25/25 - This is important to help the midfielders stay on point with what is happening behind and in front of them. Can go as wide as 35, but no higher as it tends to create the midfield being bypassed effect.
FB 100/100 - Still researching here, but it has not made a difference in terms of runs, the FB gets up the pitch regardless. They also do not stay forward (in no man's land), but the outside mid will cover correctly if need be.
FT 55/65 - Personal preference, but it does help slow down some of the quick play that has happened this year.
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1.04 Set
SET N - as it stands as of 12/9/15 *subject to change*
World Class/Legendary, 10-15 Mins, Semi/Manual
SLOW/NORMAL GAME SPEED (User Preference), Legacy or Tactical Defending
Sprint - 40/40
Acceleration - 48/48
Shot Error - 53/55
Pass Error - 52/58
Shot Speed - 51/51
Pass Speed - 45/40
Injury Frequency - 65/65
Injury Severity - 40/40
GK Ability - 10/10
Marking - 53/53
Run Frequency - 5/5
Line Height - 52/53
Line Length - 51/50
Line Width - 53/54
Fullbacks - 40/40
First Touch - 55/55
*Power Bar is User Preference*
EXPLANATION TO COME. STAY TUNED.
PLEASE DO NOT PROVIDE FULL SLIDER SETS.
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12/4/15: FYI, we are going to look at some things. In particular pass error. Watching Gnemi's stream concerns me with the pass error in relation to the Acceleration value at 49.
So we have 2 options
A. ---- Accel discrepancy of 50/49
*problem - bursting for the user
B. ---- Pass Error from 40 to ...higher (50-65?)
*problem - direct CPU passing, bad crosses, etc.
I personally would go wtih Option B, and explore from there. The experiment with 40 Pass Error for the CPU will not last long enough to warrant that extreme of a change. It was promising to start, but the reality is it will not stick with the acceleration above 48.
SET F - with 12/3/15 adjustments in RED.
World Class/Legendary, 10-15 Mins, Semi/Manual
Slow/Normal (User Preference), Legacy or Tactical Defending
Sprint Speed- 40/40 - Just following the consensus of the majority's enjoyment of lower Sprint speed, but not so low jogging animation dominates.
Acceleration- 49/49 World Class (previous 49/49)
*Acceleration in the 40's is key to establishing better animations and proper physics throughout the pitch. This also allows the passes by the CPU to be off target, on occasion, combined with the high FT error. The acceleration also allows the players to stay within themselves, where they do not over-commit constantly, and are not constantly out of position.*
Shot Error- 55/55 - Personal preference, but have not had many complaints. If I could sell this I would pay attention to the shot variety from the CPU and user. Before there was mention that the CPU doesn't use finesse shooting, well now you see it quite a bit - and some of the close chances are breath-taking to watch at times. No professional football player can strike the ball perfect, everytime. Look on youtube and find your favorite player, and you will find them with blooper reels a plenty.
Pass Error: 50/40 (previous 55/55) --------------- WIP, HIGH PROBABILITY TO CHANGE ---------------
*Yes, the weird one that stands out. However, at higher values it had seemed like the CPU didn't really care who they passed to or in what manner. Basically it seemed that they were not focused on keeping possession - but only on how to attack the quickest way possible. Along with the line setting adjustments, the lower pass error of 40 really brings in a purposeful attack by the CPU. They will take their time, they will use the width of the pitch, and they be less about direct attacking - and more about building up to the attack. You must be disciplined in your defending here.*
Shot Speed- 51/51 - Relevant to the GK ability being lower, this allows a little bit more of a dynamic save mechanic with deflected balls versus just cushioned saves or even cushioned diving saves, etc. A hard shot should be met with a hard deflection, depending on shot location of course.
Pass Speed- 45/45 (previous 40/40)
*Moving pass speed up in attempt to compensate for the increased CPU acceleration from 47. The CPU was able to misplay the ball at 47 accel because they simply couldn't keep up with the passes. So now with the increase in speed, it will create the same effect relative to the acceleration, but also take into account of the higher FT control error.
Injury Freq - 66/66 - No changes here, have not done any research/testing.
Injury Severity- 40/40 - No changes here, have not done any research/testing.
GK Ability- 10/10 - Found that 10 is right in the sweet spot of allowing shots to go in, but also allow the keeper to make reaction saves which are indicated by the animation of the ball not hitting their hands at times. In addition it makes the reactions look less predictable whereas on higher values before the keepers hands would come up the second the shooter made contact with the ball, before direction was even established.
Marking- 50/50 - Jury still out here. Trying to figure out what is the balance between proper pressure/coverage and the thresholds of ADD (Attention Deficit Defending, where the players are trying to mark those around them versus the ball carrier when needed).
Run Frequency- 5/5 (previous 45/45)
*Makes the game less chaotic, more controlled build up, more realistic start and stop where necessary. CPU attack is not affected by run frequency at all. This is a common misunderstanding among those that modify sliders. The lower run frequency also brings in the defense to be more posted up to the attackers because they are not spent chasing down every player throughout the pitch.
Line settings have to compliment several other values, from Sprint, Accel, Marking, Run Frequency and FB Positioning.
Height: 52/52 (previous 50/50)
*An increase in height always is necessary because the defensive line just sits too far back as it is. Slight increase for now, we will see how it looks further in testing.*
Length: 51/50 (previous 45/45)
*A discrepancy in length because adjusting marking can be an ADD-fest unfortunately. So creating a slight line increase for the user pushes the players slightly closer together - but not so close that the positions are compromised.*
Width: 53/53 (previous 50/50)
*Gradually moved up from 50 to 53, the LB is still tucked in, and the outside midfielder is doing his part in the defensive shape, and deeper into the defensive third.*
FB: 40/40 (previous 50/50)
*On default the FBs really get up the pitch. This results in some very easy counters running back, but also makes attack more direct - resulting in an end to end match.*
FT: 70/70 (previous 50/50)
*Thank goodness we can raise this up. The pressure to perform is still there (despite the pass error value) and you can still put proper pressure on the CPU to make things happen. Matches now come down to your skill and not being cheated by the CPU*
*PowerBar is personal preference*
11/17/15: Here is the update to the SET D sliders per Orion's suggestions:
Sprint 40/40 - Although not a major difference aesthetically, the additional sprint speed has helped with the CPU's tendency to give up penalties, and it's forced quicker decisions from both sides making the game more interesting IMO.
Marking 54/54 - For me 54/54 has always provided the right mix of aggressiveness and a willingness to provide help without the defender losing sight of his assignment.
Run Frequency 50/50 - Run Frequency for me cannot stray from default. Any higher and the game becomes looney tunes. When lower, the more interesting type of runs dry up and the game becomes very stale and one dimensional.
Line Length 49/50 Just a slight one point discrepancy, but it really plays well off of the height discrepancy. Midfield remains tight and intact, defenders meet their marks, and the overall balance is improved.
Width 56/56 - Offered up by Evertonian Steeler, it plays very well off of marking, sprint speed, and the other line settings to provide space needed to create offensively while also giving the defense the opportunity to provide backup help when necessary.
Fullback Positioning 55/55 - Another sensitive beast, too high and the FB and wingers are constantly swapping positions, too low and the FB's provide no offensive assistance, 55 provides the best balance.
SET D - 11/17/15
World Class/Legendary, 10-15 Mins, Semi/Manual
Slow/Normal (User Preference), Legacy or Tactical Defending
User/CPU
Sprint Speed- 40/40
Acceleration- 50/50
Shot Error- 51/51
Pass Error- 55/55
Shot Speed- 52/52
Pass Speed- 45/45
Injury Freq - 65/65
Injury Severity- 40/40
GK Ability- 30/30
Marking- 54/54
Run Frequency- 50/50
Line Height- 65/60
Line Length- 49/50
Line Width- 56/56
FB Positioning- 55/55
FT Control- 65/65
*PowerBar is personal preference*
11/6/15 - So moving on with Set D. I agree with Gnemi, the shot error at 58 won't fly with the way we have the minutes all in one.
I will say the beauty of Set D is now those of you like to play 20+ mins - you are in for a treat with Set D as is.
For the 10-15 min play, yeah shot error needs to go back down - I am thinking 51/51 here. CPU still gets plenty of chances, they just need to convert them - then all will be happy.
The only other value that I could see would be Run Frequency, but not enough feedback yet on how it's impacting. I personally am using several values different than Set D, mainly because they are of personal preference and I know the "extreme" values would not sit well with the majority. I will however, have them in parentheses just so those who have reached out to me know where they are.
If there are any other values to look at, have at it! I think Set D is fantastic. To think, a couple weeks ago we called the drilled pass OP - now it's well defended, and the CPU is forcing passes - playing with the variety, etc. Sure there is room for improvement, but I think it's a significant improvement from the previous Sets.
SET D - 11/6/15
World Class/Legendary, 10-15 Mins, Semi/Manual
Slow/Normal (User Preference), Legacy or Tactical Defending
User/CPU
Sprint Speed- 35/35 (Matt's 10/10)
Acceleration- 50/50 (Matt's 50/49)
Shot Error- 51/51
Pass Error- 55/55
Shot Speed- 52/52
Pass Speed- 45/45 (Matt's 50/45)
Injury Freq - 65/65
Injury Severity- 40/40
GK Ability- 40/40
Marking- 53/53 (Matt's 60/60)
Run Frequency- 40/40 (Matt's 5/5)
Line Height- 65/60
Line Length- 50/50 (Matt's 50/51)
Line Width- 60/60 (Matt's 55/55)
FB Positioning- 50/50 (Matt's 99/99)
FT Control- 65/65 (Matt's 60/65)
*PowerBar is personal preference*
SET E
World Class/Legendary, 10-15 Mins, Semi/Manual
Slow/Normal (User Preference), Legacy or Tactical Defending
User/CPU
Sprint Speed- 30/30 *user preference, can go to 30-50 values*
Acceleration- 49/49
Shot Error- 52/52
Pass Error- 60/60
Shot Speed- 51/51 *Updated to 51 (10/21) still researching the right value relative to GK ability*
Pass Speed- 45/40 *still researching CPU's best pass speed, hesitant to modify if it relates to types of passes CPU performs*
Injury Freq - 65/65
Injury Severity- 40/40
GK Ability- 49/49 *main focus at the moment to see what is the best value to make realistic looking reflexes on saves, etc*
Marking- 50/50
Run Frequency- 60/60
Line Height- 55/55
Line Length- 35/35
Line Width- 100/100
FB Positioning- 51/51
FT Control- 55/55 *still a value to look at and see how/if it's relative to pass percentage, etc*
*PowerBar is personal preference*
Code:
SET D
World Class/Legendary, 10-15 Mins, Semi/Manual
Legacy or Tactical Defending
User CPU
Sprint Speed 51 50
Acceleration 49 50
Shot Error 53 52
Pass Error 60 60
Shot Speed 51 51
Pass Speed 45 35
Injury Freq 65 65
Injury Severity 40 40
GK Ability 23 23
Marking 50 50
Run Frequency 50 50
Line Height 40 40
Line Length 45 45
Line Width 50 50
FB Positioning 50 50
FT Control 75 75
*PowerBar is personal preference*
Set C is posted to be tested, please.: http://www.operationsports.com/forum...postcount=1615
Explanation of Sets:
Set A is closer to default in terms of lines, and has lowered the pace on NORMAL by addressing Sprint and Acceleration. The midfield can be a bit more clogged, and there will be a bit more short passing by the CPU, but there will still be that ball over the top to keep you on your toes. The CPU is not easy to break down, and neither is your defense. The CPU does not abuse the one touch passing at the top of the box, followed by a shot, as much as before either.
SET "A" as of 10/7/2015
World Class/Legendary, NORMAL, 10-15 minutes
Sprint 47/47 -- not as much jogging animation as expected.
Acceleration 49/49 -- allows a bit more control of players.
Shot Error 53/53
Pass Error 65/65
Shot Speed 52/52 -- mix of shots, and gives the keepers a chance to catch tame shots.
Pass Speed 45/40 (test 45/10) -- lessens CPU OP drilled passes.
Injury Freq 65/65
Injury Severity 40/40
GK Ability 25/25 -- better reactions and deflections paired with the shot power.
Marking 70/54 -- Very important for user to have marking discrepancy. Brings defenders closer to their mark, versus OP drilled pass and allowing CPU attacker to turn 90% of the time.
Run Freq. 20/20
Height 56/56 -- brings up the defensive line.
Length 49/40 -- CPU builds up without drilled OP passes. Also with the marking it brings the user's midfield to track back to help said defensive line.
Width 51/51 -- maintains shape and proper marking defensively, while providing enough width to build attack, but not to the point it is OP.
Fullbacks 55/55
First Touch70/70 -- back to higher FT to get some more "human" approach of attacks, etc. The theory of less off the ball avoidance on 50/50 may have been a placebo, but this is one area we will continue to look at.
Set B is the set that addresses one fundamental that EA has lost upon the defensive line - and that is meeting the attacker at the top of the box or defensive third. The reason the CPU out-shoots the user is because there is no pressure on the attacker - the defender does not make his presence felt - as a result, the CPU can pass around and finish with a shot easily. This set lessens the chance of that occurring, and builds up much more chance of turnovers in the middle of the pack. The one drawback with the higher length is the increase of space between midfielders to their attackers. Other than that, the shape of the defense is intact and the defensive players are much more alive in their positioning.
SET "B" as of 10/8/2015
World Class/Legendary, SLOW/NORMAL, 10-15 minutes
Sprint 50/50
Acceleration 50/50 -- back to 50 since the CPU pass speed has been tamed.
Shot Error 53/53
Pass Error 50/50 -- currently testing to see the quality and variety of passes. This will make those complaining about crosses happier as well. Not to mention though, pass speed affects crossing as well - which is great.
Shot Speed 52/52 -- keepers still have a chance to save, and make their deflections. score some beauties as well with this one.
Pass Speed 45/15 -- advantage for the user because CPU will abuse drilled passes on higher pass speeds and user's defenders are unable to keep up.
Injury Freq 65/65
Injury Severity 40/40
GK Ability 20/20 -- best balance of deflected shots and occasional catches.
Marking 60/60 -- working well considering the pass speed. CPU defends great, it's all about the user's defense here.
Run Freq. 20/20 -- balances out the runs into the box considering the line length so players are not running offsides before the ball is crossed.
Height 52/52 -- Allows the defensive line to meet the attackers in defensive third on transition.
Length 62/62 -- Key value to get the defenders to meet the attackers at the top of the box and be "active" throughout the entire pitch, not just their designated area behind the defensive third.
Width 32/32 (previously 42/42) -- The only value still exploring, but 42 matches well with the significant increase of length nicely. Not too tight, but not too wide.
Fullbacks 52/52 -- Allows FB's to still overlap and be aware on transition/counter-attacks.
First Touch 40/50 -- Possible placebo, but it seems lower FT Control for user allows less "avoidance" (where the user AI runs away from a loose ball). Still seeing bad touches as well.
SET "C" as of 10/10/2015
World Class/Legendary, SLOW, 10-15 minutes
Sprint 48/49
Acceleration 48/49
Shot Error 53/53
Pass Error 65/65
Shot Speed 52/52
Pass Speed 45/15
Injury Freq 65/65
Injury Severity 40/40
GK Ability 20/20 (prev 30/30)
Marking 49/50
Run Freq. 45/50
Height 50/50
Length 50/50
Fullbacks 50/50
First Touch65/65 (prev 50/50)
**10/4/15 Update** - Played a couple more matches live, and saw some good - some bad. No deal-breakers as the values were tested to the limit, and below may be the best I can come up with at the moment while I wait for Orion and you console guys to get the patch update:
EA Patch Update Set; Current Set, as of 10/4/15
World Class/Legendary, Slow, 10-15 minutes
Sprint 50/50
Acceleration 50/49 -- CPU is just a step ahead on default.
Shot Error 53/53
Pass Error 65/65 -- CPU less tiki taka, and has to take some chances.
Shot Speed 53/53 -- really like the speed now, versus just dipping shots.
Pass Speed 45/40 -- CPU drilled passes are no longer OP.
Injury Freq 60/60
Injury Severity 40/40
GK Ability 20/20 -- balance between deflected saves and catches, remember shot speed.
Marking 50/50 -- very sensitive, this feels like the aggression slider more than anything.
Run Freq. 20/20 -- CPU less "clicky" and build up properly now, also length takes care of attack.
Height 52/52 -- Important to get the CB's meeting the attackers at the top of the box.
Length 62/62 -- Essential to get the CB's to step up, and prevent top of the box siege.
Width 62/62 -- Balance out with the increased length.
Fullbacks 52/52 -- Provides enough overlap without going too crazy high in attack.
First Touch [u]40/50 -- Discrepancy to avoid too much "Loose Ball ADD"
Power Bar 50 - user preference
**10/2/15 Update** - Marking at 1/50 is proving some good results with the defensive line not turning around to follow attackers into the box. Please test 1/50. see post: http://www.operationsports.com/forum...postcount=1034
**10/1/15 Update** - We are looking at length discrepancies to see if it builds in more to the defensive line stepping in front of the box without over-adjusting line height significantly (since it doesn't work to meet players). Thanks to Pat Fenlon for the idea of length.
Okay guys, here is Version 7. We feel that it will be the official Version 1. Orion again says he's ready to start his CM
This set addressed the feedback received from test version #6.
- Better CPU attack
- Less frantic pace due to removing Sprint/Accel discrepancies
- Better CPU crosses by lowering pass error
- Line settings stronger to allow CPU to attack, but User to defend
- FT Control raised again to slow down the play - result in more build up. Humanize the CPU is the aim here, not every pro player can control passes - even simple ones. Pressure to perform, remember!
Test Version #7; Current Set, as of 10/1/15
World Class/Legendary, Slow, 10-15 minutes
Sprint 50/50
Acceleration 50/50 ---> Test 51/50 please. 9/30
Shot Error 53/53
Pass Error 60/60
Shot Speed 51/51
Pass Speed 37/32
Injury Freq 60/60
Injury Severity 40/40
GK Ability 15/15
Marking 50/50 ---> Test 1/50 please. 10/2 see post: http://www.operationsports.com/forum...postcount=1034
Run Freq. 30/30
Height 60/60 ---> Test 55/55 please. 9/29
Length 50/48
Width 52/48 ---> Test 52/50 please. 10/1
Fullbacks 60/60
First Touch 85/85 ---> Test 1/1 please. 10/2 see post: http://www.operationsports.com/forum...postcount=1034
Power Bar 50 - user preference
Thank you again for those that provided constructive feedback. Thank you as well to those of you that streamed the sliders in progress. OP has been updated.
Here is Test Set #6 to further enhance what we are working on. Thanks to Orion for the finding out that Sprint controls a lot, so we can't lower it - or it will be back to Ping Pong City!
Based on Reaper's stream, things are looking up. Try these out and report back please, everyone.
Current Set, as of 9/27/15
World Class/Legendary, Slow, 10-15 minutes
Sprint 53/50
Acceleration 50/48
Shot Error 54/54
Pass Error 68/68
Shot Speed 51/51
Pass Speed 37/32
Injury Freq 60/60
Injury Severity 40/40
GK Ability 15/15
Marking 50/50
Run Freq. 30/30
Height 60/60
Length 50/45
Width 52/48
Fullbacks 60/60
First Touch 70/70
Current Set, as of 9/25/15
World Class/Legendary, Slow, 10-15 minutes
Sprint 50/50
Acceleration 50/50
Shot Error 54/54
Pass Error 58/58
Shot Speed 49/49
Pass Speed 37/32
Injury Freq 60/60
Injury Severity 40/40
GK Ability 15/15
Marking 70/70
Run Freq. 30/30
Height 52/52
Length 50/50
Width 52/52
Fullbacks 60/60
First Touch 70/70
Here is Test Set #4 to further enhance what we are working on. Give it a try, Orion said he "really, really" likes it.
Current Set, as of 9/24/15
World Class/Legendary, Slow, 10-15 minutes
Sprint 48/48
Acceleration 50/50
Shot Error 54/54
Pass Error 58/58
Shot Speed 48/48
Pass Speed 42/42(with FT value, should be good)
GK Ability 15/15
Marking 55/55
Run Freq. 30/30
Height 48/48
Length 52/52
Width 52/52
Fullbacks 60/60
First Touch 70/70
Current Set, as of 9/23/15
World Class/Legendary, Slow, 10-15 minutes
Sprint 48/48
Acceleration 50/50
Shot Error 54/54
Pass Error 60/60
Shot Speed 48/48
Pass Speed 42/42(with FT value, should be good)
GK Ability 42/42
Marking 55/55
Run Freq. 5/5
Height 48/48
Length 52/52
Width 48/48
Fullbacks 60/60
First Touch 85/85
Current Set, as of 9/22/15
World Class/Legendary, Slow, 10-15 minutes
Sprint 48/48
Acc 50/50
Shot Error 54/54
Pass Error 65/65
Shot Speed 48/48
Pass Speed 36/36
Injury Freq 75/75
Injury Severity 40/40
GK Ability 43/43
Marking 56/56
Run Freq 50/50
Height 48/48
Length 51/51
Width 47/47
Fullbacks 60/60
First Touch 85/85
Details of changes TBD
Current Set, as of 9/17/15
World Class/Legendary, Slow, 10-15 minutes
Sprint: 50/50
Acceleration: 51/51
Shot Error: 54/54
Pass Error: 59/59
Shot Speed: 48/48
Pass Speed: 40/40
Injury Freq: 63/63
Injury Severity: 40/40
GK Ability: 40/40
Marking: 55/55
Run Freq: 50/50
Line Height: 49/49
Line Length: 52/52
Line Width: 47/47
Fullbacks: 60/60
First Touch: 70/70
Power Bar: 55