Rookie
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Ultimate Difficulty Default Paced Adjustments for Title Update 11 and 11.1
Xbox Series X
Ultimate difficulty, default pace, 10 minute halves
New Slider Set Devised from Version 9
Wanted to post an update for Ultimate difficulty, default paced slider set I have been employing since the release of both Title Update 11 and 11.1. While there were no gameplay modification announcements for Title Update 11.1 on Thursday this week, from experience, not every change is publically broadcast, and a number of hidden elements or tweaks are introduced into the gameplay. As others in this community have pointed out, the CPU tendencies for attacking and maintaining possession along the sidelines has inexplicably reverted back to Title Update 9 levels in the past three days. Over the course of updates 8, 9, 10, and 11 the developers at EA has focused on reducing a number of attacking vectors (shooting, wing play, and sequential passing), while simultaneously enhancing defending tactics, and incrementally diminishing goalkeeper abilities. Some of the changes to the slider set offered by Matt and the development team in Version 9 have been welcomed and necessary to accommodate the range of gameplay changes (passing speed, first touch error, and run frequency), however in my personal opinion, there are still a few slider adjustments that require reassessment. When experimenting with the default Version 9 slider set, oftentimes the CPU attacks expose the high line height and fullback positioning values by executing long through balls or lob passes, leading to easy goals, especially past the eightieth minute when needing an equalizer. In addition, with the new gamplay coding adjustment for CPU wing play, the line width allows for more possession, maneuvering, and less central passing, as a result of the increased marking value. These inconsistencies are less prevalent with top table clubs, and often masked by players with higher attributes, in comparison to mid, lower, or second and third tier clubs. The slider values I evaluate for personal matches attempt to invoke realism, both in match play appearance and final scorelines, while still allowing the user a reasonable chance to avoid manager sacking for prolonged career mode saves. While many people may disagree with my settings and find fault with the determinations, I only offer them as for suggestion to those who are not fully enjoying the gameplay or results. It is not my intention to dissuade anyone away from the findings of Matt and the development team, or to contradict the efforts and passion put into their slider adjustments.
Sprint speed: 6-8
Shot speed: 46-48
Goalkeeper ability: 56-58 (At the default 50 value, the best goalkeepers in the world struggle to stop any straight-on shots, and often dive the wrong direction, or a significant delay in their reaction occurs. The goalkeeper attributes were lessened by EA in both Title Update 11 and 11.1)
Marking: 46-48 (Reduced this number to encourage the CPU to centrally pass more to unmarked teamates instead of only down the sidelines, and increase both CPU and user scoring. With the new Version 9 slider set value of 51, the scoring of the CPU drops to less than .5 goal per match, and often, no goals in four or five consecutive matches)
Line height: 48-54
Line length: 38
Line width: 54 (This value was tested months ago to combat the constant CPU wing play and was reduced over time as the Title Updates manipulated attack vectors, however after this week, this increase is required again, at least for my gameplay style. Further increasing to 56 will eliminate most of the CPU wing play unnaturally, the 54 value 'feels' correct to me)
Fullback positioning: 26-32 (The first value, 26, will keep the fullbacks in alignment with the central backs during attack, until the ball is advanced into the attacking third and penalty box, while 32 will position them approximately two yards ahead of the CB line. Inherent to the game engine, fullbacks have always ignored the 'stay back while attacking' instructions, therefore, using 'join the attack' instruction is unnecessary, even with the low positioning value)
First touch error: 58-62 (As stated in other posts to this forum, and obvious to all users of the game, at the Legendary or Ultimate difficulties, a high value for first touch error significantly effects the user, especially for first touch shots and passes, while rarely inconveniencing the CPU)
At this time, the gameplay changes coming in Title Update 12 have not been released yet, but they have been rumored to be minimal. We can expect the new update within the next two weeks, and perhaps as early as this Wednesday.
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