FIFA 19 OS Sliders - Set V5B1
Difficulty: Pro, World Class, Legendary, Ultimate
Time: 10-15 minute halves
Speed: Slow
Controls: Any
►Sprint Speed: 40/40
- We've evened this value up to get the best sense of physicality and momentum, but also no need to create that discrepancy so the CPU does not "give up" on plays. This is not needed, however if it will not significantly alter the set has a sprint speed discrepancy.
►Acceleration: 50/50
- No changes here.
►Shot Error: 55/55
- No changes. Shot error here to help with more contextual shooting animations and still maintain separation between elite and mediocre players.
►Pass Error: 55/58
- A bump in error for the CPU to help their decision making with the ball a little less automatic.
►Shot Speed: 51/51
- No changes. Shot error is higher. Seeing some great animations for saves, but also the deflections are no longer "cushioned" deflections off hard shots - the ball is truly alive when deflected.
►Pass Speed: 50/50
- This patch update has increased the pass speed a bit, which was badly needed. As a result, we can "normalize" the value back to 50.
►Injury Frequency: 70/70
- Thanks to Aaron and jrn suggestion on this one. Good balance of walk-offs and injuries needing to be subbed out right away.
►Injury Severity: 35/35
- Bumped this slightly to allow a bit more walk-offs and significant injuries.
►GK Ability: 60/60
- Found that the keepers were still wailing too easily and completely missing the ball at times. Bumped this value up to compensate.
►Marking: 50/50
- No change. Normalized value because higher marking of any kind was starting to hurt defensive assignments. Dropped down to 50 and it is much better, closer to a zonal look, and will help bring in the midfield.
►Run Frequency: 1/1
- No change. Round and round we go, huh? Previously value was 50, and now we've dropped all the way down to 1. The reason for 1 is the same reason it always ends up being 1, which is too many runs off the ball = hectic. The players will still get up the pitch, and they will still honor the CTT chosen, but it will be more subtle than just letting a CAM have the ball, and 6-7 runs are made in full sprints off the ball.
⦿ The Height, Length and Width (HLW) values are significant this year with the CTT's. We are still treading quite carefully here on veering too far away from default unless absolutely necessary.
►Height: 65/65
- Another bump to height here from 55 to 65. This allows the defensive mindset to go "forward" and not sit back when the opposition is in a threatening position. The shape will still drop back per the CTT, but it will not result in a direct drawback animation that was seen on lower values.
►Length: 45/45
- The hope was this could remain the same, but unfortunately the game is just very wide open at default 50 now. The players are pushed out of position and it makes it easier to send passes to forwards that sit in the safe gap of the midfielder and defender. Dropping this value down has now brought in more build up to be necessary and more congestion in the midfield.
►Width: 52/52
- The adjustment to height and length means that width also has to go. Too low and the center midfielders run over eachother which can expose the spaces left open.
►FB Positioning: 45/45
- No changes. Able to adjust this value with the height increase. The value of 0 FB was good pre-patch, but it also resulted in a very rigid defensive line, and a reluctant movement by the FB to overlap unless instructed, or to get into the defensive third to cover. Hot topic this year remains them going for a walk about the pitch, but it's better than it was for sure. There is still that odd occasion though.
►FT Control: 60/60
- I've said it before, but this patch update is a fantastic one for the active first touch control. It brings in such a sense of random occurrences that were not previously in the game. A 50/50 ball truly feels like one now that anyone can win.