
It's not perfect, and definitely needs to be looked at. Just a bit more hesitation is the goal here. Go up higher to like a 10/10, now it's an unlimited amount of players that can run on these streaks, which causes a lot of issues and that constant end-to-end action. So if you have 2/2 it's two forwards who run at a streak. I like to think that 1/1 means that 1 forward makes the streaking run, and the other makes a check to the ball run. If that means nothing, then consider it more so the amount of runs and the positions. The concept is that a 50/50 RF is like a 70/70, and a 20 is like a 40, so 1 is really like a 10. Throughout all final sliders, we always end up here. Run Frequency - 1/1 - As mentioned in the preview, this is just something that tends to happen no matter what. Marking - 52/52 - Good suggestion for a slight increase here, and with the length discrepancy + change to width, we should see a bit better coverage throughout the pitch. Can't go too low on this value as it can result in the GK dropping underneath the flight of the ball when attempting to save. If the cross is high and floaty, then sure, but if it's driven, it shouldn't mean the GK can anticipate it so quickly. GK Ability - 48/48 - Lowered this just a tad to stop the ridiculous saves, but more importantly, the constant need for the GK to try to intercept every cross. Injury Severity - 4/4 - still plenty of severe injuries and variety of injuries. Injury Frequency - 64/64 - less players walking off the pitch, and more recovering from injuries.

TWITTER EA SPORTS FIFA 18 UPDATE
Pass Speed - 48/48 - update 3/7: Looking into Pass speed + Sprint Speed relevant to the DAA and Locomotion animations.

This has been my hesitation with increase shot speed in the past. Note, pay attention to keeper save animations, in particular backward save animations (where they jump backwards to save powerful shots).
Nice to see some venomous strikes and creating that sense of anything can happen as a result. Shot Speed- 51/51 - Very slight bump here because there were many powerful shots that were being cushioned instead of deflected. While this isn't the answer alone, it definitely has shown to have helped in combination of the slider set. More possession versus just going forward as quickly as possible. Pass Error- 50/50 - Pass Error gets a look here to actually help the CPU be a bit more mindful of their passing. May have to live with it, but for now, we'll go back to 50/50 per the previous set. Shot Error - 50/50 - Clarification on this one just because I had made the recommendation for 49/49, but shooting became too clinical, and still some posts hit. Animations seem much smoother as well since putting these back to 50. I believe why there is a bit more open play here - and in favor of the user.Īcceleration- 50/50 - Wanted true fatigue back. The user can always start their sprint over, but the CPU is at the mercy of this setting which results in them slowing up, and often times being beaten. Sprint Speed - 45/48 - Need this discrepancy so the player marking the ball carrier doesn't give up too soon. World Class/Legendary, 10-15 Mins, Slow Speed There will be an explanation of the values as well as the credits when sets are finalized.įIFA 18 Operation Sports Sliders | Version 1.10 Update This will be marked red in this format: "BetaV3" (Beta Version 3). Since most of the time we are testing the values of previous sets, you will see the same value twice if it is currently in beta testing status. This thread moves FAST, so please refer to this original post if you need the current sliders, or sliders that are in beta for testing. We are focused on providing a sim/realistic experience. Yes, we are aware of the updates that EA releases, and will adapt as required. This is a collaboration space for us to work on a set together, and build off of the experiences that this year's version of FIFA presents. Welcome to another year of the Operation Sports Sliders thread.
