Fifa21 スライダー。 [FIFA 21] オフェンスが難しい人が上手くなる攻撃のコツ

This website uses cookies to improve your experience while you navigate through the website. As soon as it is determined that the version is "final", it will simply, for example, be called Version 6 Final, or "V6Final". How to change the sliders in FIFA 21 Head to the game settings cog icon in the main menu and select settings. By raising acceleration, we've been able to establish some closedown rate, and some return in physicality. I would like to apologize for my lack of involvement in the thread recently. My goal is to always make less versions, but we're at the mercy of 1 EA's updates, and 2 Our own curiosity in determining the best values. The line will still track back when needed of course. I can tell you that we are working quite hard on trying to find some sense of decent gameplay in FIFA 21. This is not a 100% automated process. Here is the current streamed set from my twitch listed below. In this clip, I could have put a better effort manually, but was testing so I let it go full-auto essentially. Followed by great movement off the ball. Is the CPU having that high passing because your defending players are too slow? We tested this value a lot, and found that as it is increased, it doesn't just move the midfielders up higher, it brings in the forwards closer - making it a constant defensive line through ball training session. If they pass off too early, they stay idle at the top and do nothing. The importance is resistance throughout the entire pitch, which should be experienced right away. With this change, they will now to use proper outlets such as pushing all the way to the opposite midfielder or sending a ball over the top - or even playing backwards. Both players are set to default instructions, except McArthur gets in the box for crosses. However, this set is in a better place due to some significant changes. For example, the chipped balls to the midfield are quite route one - so that needed to be addressed. The acceleration discrepancy on this set, and all sets, will allow for a much more competitive game against the CPU overall. I tested multiple teams with this value. Removing "AI Defending" from the CPU is illogical - yet, that's what we've been left with. I'll save the explanations for below, but I do want to remind you all to make sure to tweet and retweet the twitter post above. In addition, the slight acceleration discrepancy in the CPU's favor makes it a bit more challenging overall. We are not your customer service. The game is still playable when there's a midfield, but is such a shame when there's not. This one is more down to personal choice, however, these slider settings are more reflective of professional play. First off, there are 3 difficulties, starting with Legendary, World Class and Ultimate. There is less room to operate due to the set changes overall, so it will make speed in open play count. Both players are set to default instructions, except McArthur gets in the box for crosses. It compliments the discrepancy of the line length to determine when the defending midfielder needs to latch onto the oncoming runner. There is a message there, so do not get offended if someone disagrees with you. The Match Stats only give so much information. FIFA has always been on my mind though, and making time for it was a priority the last couple of weeks as these enhancements were made to V2B2. This is why some values chosen are significantly different than default - and quite high in respect to any intent of using default values. We understood that the biggest issue was the midfielders not tracking, but what was more frustrating is that the usual adjustments weren't making that difference. At first, they look drastic, but these slider settings changes are far more subtle. As a result, this is by far one of the most enjoyable sets we've been able to produce for FIFA 21. So, this slider set finishes with a disappointing FIFA year. My goal is to always make less versions, but we're at the mercy of 1 EA's updates, and 2 Our own curiosity in determining the best values. It's not a fix but something to be on the look out for. Hoping it's temporary, but for now it is a necessity to get the defensive line and midfield to pay more attention to what is in front of them. This allows the the user's defensive positioning of the midfield to sit just a bit higher to block the forward passing lanes that often resulted in the CPU moving the ball from side-to-side and easily passing to their forward. We had it at 70 for quite a while, but recent testing allowed the value to be lowered, especially as run frequency and FB positioning have been increased slightly. It's amazing how a lot of so called "gamechangers" ignore this big issue, yet most CM players I've seen are fed up with it. First, regarding myself, I am the project manager here. Passes the test, relative to the slider values in place. In addition, the higher the GK value, the more "soft" deflections that set up more chances. At this value, the marking is good enough in which passes can still be intercepted, and users will still need to give thought to where they are passing. We have seen so much variety in the runs off the ball, that it truly brings in a different feel than before. This also keeps the CPU in the sequence longer defensively. Even though I would have preferred McArthur follow Allan into the box, it is still a good sign that there was a pass-off animation to represent a zonal look. Each default value especially run frequency plays a massive role, because the composition of the below values are highly dependent on it. Line 40 45 Line Width 50 50 FB Positioning 50 50 Power Bar 50 50 First Touch Control Error 90 90 Recommended FIFA 21 Career Mode settings Here are our FIFA 21 recommendations, both in terms of sliders and settings, for you to enjoy a realistic Career Mode experience. Details are important, and throughout the years I have asked for details in animations. With this change, they will now to use proper outlets such as pushing all the way to the opposite midfielder or sending a ball over the top - or even playing backwards. As mentioned, there are some significant changes from default, and that's simply because with the midfield glitch, it is too easy to take advantage in overpowering off the ball runners. Each defensive style has been tested with this set, and the best look was a lower marking value 50. It calms things down in the right moments, but still keeps you on your defensive toes in others. This is not a 100% automated process. This slider set simply enhances the previous V2B2, and brings in the customizations for different play style and settings - just how we did last year. What I anticipate though is the run frequency is going to be really important. First, regarding myself, I am the project manager here. Secondly, we all have opinions and some know how to filter them, some do not. There is less room to operate due to the set changes overall, so it will make speed in open play count. Please remember to leave feedback, but most importantly, remember the rules posted so we keep working constructively. I spent the better part of 2 days in trying to isolate the trigger point, but there is nothing in the sliders, controls, difficulty, settings or squad file that fixes this issue. However, we want this value to work as the north-south end-line to end-line marking. Since the midfielders do not track back, we wanted to get the lines super compressed and pushed further to action via the HLW + marking values. The introduction of lowering run frequency to 30, for this set, has been remarkable, and the other values compliment the change. It truly "wakes up" the previous stagnant defending players. Keep in mind, the default values play their role, but there will definitely be room to modify the errors, etc, but for now, I just want to test the important values listed to find a base. Team is set to balanced as well. Driven passes look like 50 pass speeds, which is ideal - giving a chance to be intercepted. To assist in working out the best FIFA 21 slider settings, I conferred my findings with those of , tweaking in places to find my optimal sliders. Please keep general impressions in the FIFA impressions thread, not here. These subtle movements off the ball create a different approach to the matches. On other values, it is too easy to breach the defensive line with passing to a striker, holding it up, and waiting for a central midfielder to run past. If it's too high, they follow the runners everywhere. Hoping it's temporary, but for now it is a necessity to get the defensive line and midfield to pay more attention to what is in front of them. Basically, they are passive and do not track back all the way. What that means is I am going for a goal, and discussion about conspiracies, theories or ET is not going to be helpful. Give a decent amount of sample size, and any videos always help the cause. The goal was to never steer that far away from default, but this game has forced our hand a bit a lot. So, it only makes sense to test in that same environment. Bugs aside no CPU crossing, central midfielders not tracking back , the game has a solid base that we can work with. You will still need some form of input and responsibility to control your defensive duties. I've also included this twitter post that shows the difference of central midfielders in FIFA 21 vs FIFA 19: This doesn't look like it will be changed unfortunately - at least not for FIFA 21 fingers crossed. What causes the central midfielders not to track back? What that means is I am going for a goal, and discussion about conspiracies, theories or ET is not going to be helpful. In addition, once marking is raised the overall attitude on the pitch is more aggressive and in anticipation of the ball's movement. In a two-man central midfield, they will look "stacked" initially, but will eventually spread out as the ball moves into deeper positions on the pitch. The Match Stats only give so much information. Truly a good way to separate the exceptional players for the rest of the pack. On the ball is terrific, but anyone who knows the sport understands that 90% of the game is off the ball positioning, movement, etc - and that's where FIFA 21 is failing the sim community. It's not a fix but something to be on the look out for. PNE have aggressive press after possession loss - so they get out of position a lot. Noone is being paid here by EA. Figures uneven across human to CPU are to counter flaws in the AI in comparison to human play. We dropped this back down from 25 to get a more solid feel. Keep in mind that while eight or ten-minute halves seem long, a game, even with the cut scenes, should never take longer than around 25 minutes. The game is still playable when there's a midfield, but is such a shame when there's not. Unfortunately, adjusting for that value can ruin the composition of the set, so it's better to leave as is until FIFA's tactical programming can improve their defending logic. Were they passing the ball through the backline the entire time? Thankfully, we have not run into this issue as much, but there have been times where it's close. However, I will admit, this lack of an update was probably the more defeated we have collectively felt in a while. From there, it's about making sure the defending midfielders "latch on" to the runners, which will then force them into their proper positions - even after the runners have left them. All this means is that tactics make a huge difference to experiences. Custom team tactics matter the most, but with sliders it's about addressing the position of the midfield and how runs off the ball affect that. We know the battle of realism against the FUT demands is always goin to go in their favor, but every year we try to make the best out of what we got. We understand each iteration of FIFA has issues, what game doesn't, but we are given the tools to find workarounds. They are doing what we would have done, backed up changes for the mode we play. What this means is simply "What do you see"? The runs off the ball are so key each year in FIFA, but from what we have had to live with the CM track back issues - this run frequency change has been a light. This deters the entire thread. Is the CPU having that high passing because your defending players are too slow? Since the midfielders do not track back, we wanted to get the lines super compressed and pushed further to action via the HLW + marking values. How to change the sliders in FIFA 21 Head to the game settings cog icon in the main menu and select settings. Each defensive style has been tested with this set, and the best look was a lower marking value 50. It's surprising really because we have notoriously used higher values over the years. This value is key because it essentially we be the trigger for the "bait" of ensuring the defending midfielder sees a run to latch onto. While it's great they position themselves just slightly better, it's hard to gauge stand out players' agility and speed when the controller is in your hands. It makes for some messy play in the midfield - which is ironically a breath of fresh air as FIFA 21 doesn't really have a midfield by default. Some notes are similar, if not the exact same, from FIFA 2. Jrn went into great detail of testing over the last couple of days: jrnlgrn The big 3 attributes to get midfielders to play defense appear to be Reaction, Aggressiveness and Vision. Makes for some fantastic interactions with the ball. Reference FIFA 19 midfielders for a stark comparison. As it stands, this difficulty seems to be the most balanced. Here I need them to latch onto runs by James and Doucoure, which they do. It truly "wakes up" the previous stagnant defending players. However, we want this value to work as the north-south end-line to end-line marking. There were a number issues in the beta, but the way the CPU played was vastly different than how it is now. From there, it's about collaborating and finding workarounds for those problem areas. I will make sure the OP is updated in a log format, so everyone is on the same page. To do this, the sliders have been modified just slightly from V1B1, but modified in the right spots. If one of those is too low it throws off everything and they will almost always stand around. It's not really their fault either. The introduction of lowering run frequency to 30, for this set, has been remarkable, and the other values compliment the change. Yes, there will be times the midfield stands around - we may have to get over that - but what has played out has been the best FIFA 21 has played. Example here on how the CPU builds from the back now, versus just driving the ball upfield or lobbing it over player's heads. The importance is resistance throughout the entire pitch, which should be experienced right away. The good thing is the best base was already there, and just a couple significant tweaks made the difference. Taking a lot of the FIFA 20, Version 3, set because a lot of similarities are present with FIFA 21. The higher those are the more likely they will track runners and defend. When we test sliders, we are keeping each tactic in mind. Need more of the best cheap players with high potential? It's better to leave it out of the thread, and create your own. Allows driven passes from the CPU to be a bit less effective as well. I played one game with the sliders, and it was terrible. This year for FIFA 21 they are essential to be close to default, with the exception of line length, which is explained below. This allows the the user's defensive positioning of the midfield to sit just a bit higher to block the forward passing lanes that often resulted in the CPU moving the ball from side-to-side and easily passing to their forward. In the end, the central midfield issue still isn't fixed. We understood that the biggest issue was the midfielders not tracking, but what was more frustrating is that the usual adjustments weren't making that difference. The key here is determining the threshold in when the midfielder latches onto the runner. It's not really their fault either. Honestly, that's never a bad thing in FIFA. As soon as it is determined that the version is "final", it will simply, for example, be called Version 6 Final, or "V6Final". Each default value especially run frequency plays a massive role, because the composition of the below values are highly dependent on it. If anything, 100 this year, plays like a 70 of previous years. Thankfully, we have not run into this issue as much, but there have been times where it's close. I will make sure the OP is updated in a log format, so everyone is on the same page. When we test sliders, we are keeping each tactic in mind. I want to stay focused on World Class for now to build the base. This is the crux we have been facing from day one - and in my case Early Access. Here is the current streamed set from my twitch listed below. I'm genuinely surprised with how different the game is from the beta - it's a bit disappointing. For example, the first version will be Version 1, Beta 1; so it will read as : "V1B1", and down the road Version 6, Beta 2 will read "V6B2". Team is set to balanced as well. It's amazing how a lot of so called "gamechangers" ignore this big issue, yet most CM players I've seen are fed up with it. I think Legendary can work, but it will need fine-tuning. As a result, we have to keep the CPU in the game, and as a result, Sprint and Acceleration go in favor of the CPU. I hope you all enjoy it as much as I have, but are still passionate to demand more from EA. With a discrepancy though, now they are forced to experience the runner sooner, and thus get into position much earlier. Figures uneven across human to CPU are to counter flaws in the AI in comparison to human play. As a result, the width had to be lowered so there was more play in the wider parts of the pitch, versus just central passes or chips as a means of attack. However, we're Career Mode players. As mentioned, there are some significant changes from default, and that's simply because with the midfield glitch, it is too easy to take advantage in overpowering off the ball runners. Please refer to posted image of slider set as well. Even then, it's not going to be 100% ideal, but it will be better than default - as is the standard for our experience towards FIFA 21 currently. This difference of approach though allowed there to be a good balance in the sets we created. You will still need some form of input and responsibility to control your defensive duties. Honestly, that's never a bad thing in FIFA. With so many values to be looked at, and those values being in 1 point increments, it is very easy to come up with multiple versions of sliders. As a result, this is by far one of the most enjoyable sets we've been able to produce for FIFA 21. FIFA has always been on my mind though, and making time for it was a priority the last couple of weeks as these enhancements were made to V2B2. However, I do feel a small breakthrough has been made here in addressing the midfielders tracking back. As a result, 50 is the play here. The runs off the ball are so key each year in FIFA, but from what we have had to live with the CM track back issues - this run frequency change has been a light. Chances are if you are having an issue, we have most likely looked at it. The only way to force the midfielders to latch on sooner is to compress the area of play, but ensure there is also overlap. We will always test on Default first, then identify the main areas to look at. If you ever want to see changes in realtime during the stream, jus type in! Having high interceptions and position attributes also contribute but don't need to be as high. SD Huesca like to cross a lot and have aggressive central midfielders. Removing "AI Defending" from the CPU is illogical - yet, that's what we've been left with. This also keeps the CPU in the sequence longer defensively. There were a number issues in the beta, but the way the CPU played was vastly different than how it is now. That's not to say the CPU doesn't still love their chipped passes, but it at least will allow the next set of defending players to be in position better. In the end, VIDEO NEVER LIES, so if you have video to provide - please do so. One of my favorite matches was SD Huesca vs Levante. The goal was to never steer that far away from default, but this game has forced our hand a bit a lot. I played one game with the sliders, and it was terrible. Of course, team tactics dominate the most, but the most notable gameplay finding here is how the CPU crosses as mentioned, World Class is not as flawed as Legendary or Ultimate relative to the position of the oncoming runners into the box. If Online did not want "AI Defending", that makes sense, because they want to micromanage all players in a User v User format. The animations move much quicker on normal, so the Sprint lowered to 20 one a lot of us like is good, and the acceleration at 48 is welcomed when we've had to go up instead in the past. We know the battle of realism against the FUT demands is always goin to go in their favor, but every year we try to make the best out of what we got. The combination of shot speed adjusted and GK ability makes for some incredible shooting interactions. Team is set to balanced as well. However, in year's past it hasn't been an option because of how it reduces fatigue rather than drain it. I've used a lot values that I know have worked for us in the past, and trusted my eyes on how the animations play out. I had not thought if that would be possible considering I didn't really know his approach, and if he knew mine. A lot of the values are the same because the base set is good where it's at, there just needs to be some modifiers for the difficulties. It keeps every player goal-side as best as possible, with the exception being FBs in a 5-back formation, who stay too wide in that instance. We are not your customer service. But opting out of some of these cookies may have an effect on your browsing experience. This slider set simply enhances the previous V2B2, and brings in the customizations for different play style and settings - just how we did last year. This is also why one of the main rules is to not act like we are customer service. SD Huesca like to cross a lot and have aggressive central midfielders. Keep in mind that while eight or ten-minute halves seem long, a game, even with the cut scenes, should never take longer than around 25 minutes. With sliders, it is always a balancing act, fix one thing - potentially break the next. Skill Player Setting CPU Setting Sprint 30 30 Acceleration 48 48 Shot Error 60 60 Pass Error 55 55 Pass Speed 45 45 Shot Speed 49 49 GK Ability 48 48 Marking 65 68 Run Frequency 50 50 Line Height 40 45 Line Length Def. We love the game, and just want what is best for it - so keep it civil! The only way to force the midfielders to latch on sooner is to compress the area of play, but ensure there is also overlap. From there, it's about making sure the defending midfielders "latch on" to the runners, which will then force them into their proper positions - even after the runners have left them. We've just raised this a tad from 20 because it was a bit too slow, and the recovery defensively was lacking at times. I have learned a lot about how to be the "project manager" of this whole thing, so if I do not respond to every post, it is either because it got lost in the shuffle, or that replying to it would deter the thread from achieving the goal of establishing a slider set. Taking a lot of the FIFA 20, Version 3, set because a lot of similarities are present with FIFA 21. If one of those is too low it throws off everything and they will almost always stand around. However, the midfielders not tracking back is such a big time issue - that we're basically forcing them to get in a somewhat correct position - even if it's not perfect or fundamentally sound. I have fed it back to EA, among with the other big issue, which is something that was apparent in FIFA 20 as well due to 1v1 defending - and that is the midfielders do not track back. The focus here was to use what FIFA 21 gives us, which is multiple runs off the ball. If you have seen how competitor mode plays, then it's pretty obvious we would be against it. The mentality of "AI defending" is so user-specific, but EA crumbles to FUT demands - no matter how illogical they are. Of course, in typical FIFA fashion, lower FB doesn't remove overlapping fullbacks or even negate them from getting upfield. This ended up working great, and we have been working together since FIFA 15. As I mentioned above, a big thanks to OS testers, and in particular QB for his relentless efforts in ensuring we don't settle. While it's great they position themselves just slightly better, it's hard to gauge stand out players' agility and speed when the controller is in your hands. There's just too much going on in the midfield with those variables, so it's just a matter of lowering length just enough that the spacing works with the other values in play. As I mentioned, this is not 100% automated. Let me stress again that by no means are the central midfield issues fixed. Long balls float just a bit more so the velocity is toned down a bit. However, this year of FIFA 20 in particular is in favor of referring to the team tactics to dominate the HLW more than anything. This year for FIFA 21 they are essential to be close to default, with the exception of line length, which is explained below. Remember, their positioning is also based highly on team tactics and individual instructions. I want to thank the direct crew of testers that have been incredibly diligent in helping me finalize this set. With the lower value, there's a bit more delay in reactions, which results in the coveted slight deflections that go out for corners. I definitely explored all the values though and feel like what we learned from FIFA 20 should carry over. This is a collaboration space.。 。

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