EA FC25 Operation Sports Community Sliders
Version 3 Focus

1

Post-Title Update Changes
We had to revisit prior values and re-evaluate matchups to ensure balance. World Class reintroduced bursting capabilities, so we adjusted acceleration, marking, and length discrepancy.

2

FCIQ, Tactics and Roles
The concept of "FCIQ" needed a closer examination in relation to how teams are set up tactically and if their on-field actions are logical. Roles play a crucial catalyst in determining player positioning on the pitch, so we had to re-evaluate some values to ensure they are accurate or require adjustments.

3

CPU Behavior Sliders
Our testing team conducted trials using Tactical, Dynamic, and "Custom 50's" settings (selecting Custom and leaving all values at 50). The assumption is that Custom 50's serves as a neutral starting point, still affected by Preset Tactics, FCIQ, and Roles. Dynamic does what it's designed to do, offering a range of CPU Behavior sliders for each match, while Tactical utilizes preset values for each team.
Gameplay Settings

1

Gameplay Type
Choose "Custom" to adjust gameplay sliders.

2

Wind/Weather
Wind: Low
Weather Effects: Off
We are still seeing issues with ball speed when weather is active, making it feel like playing on a waterlogged pitch instead of a regular surface.

3

CPU Sliders
Use Dynamic, Tactical, or Custom 50s. It's up to you.
EA FC25 Operation Sports Community Sliders
The provided Gameplay Sliders are set up as a base. Please feel free to adjust accordingly. Each Gameplay Slider has a clickable toggle option that explains the recommended slider value.
Last updated: 10/27/24 - Version 4 updated Sprint from 30 to 35, Acceleration to 50, Pass Error from 58 to 55 for WC, Pass Speed from 45 to 40. Thanks to everyone that provided feedback on Version 3.
World Class User
World Class CPU
Legendary User
Legendary CPU
Sprint Speed
We have updated this value to 35 as that is a more agreeable value from the community and testers. This allows every player on the pitch to sprint with some minimal outliers.
35
35
35
35
Acceleration
With the increase in Sprint, we can normalize the acceleration value back to 50, which will help to solidify player's movements overall. While we would love to go under 50, it starts to conserve stamina unrealistically.
50
50
50
50
Shot Error
We have increased the shot error to make shots more human-like, which are not always going to be perfect on the laces strikes. This allows players to stand out based on their ratings, but also ensures plenty of variety when both the User and CPU strike the ball.
70
68
70
70
Pass Error
With an increase in pass speed, we had to adjust the pass error so that there is not only variety in the ball contact, but also the pass variety. We still want the CPU to be competent in their attack, but not to the point that every pass is the same to accomplish that.
55
55
58
58
Shot Speed
This value has not changed as it impacts the goalkeeper animations, which is a delicate area as it is.
50
50
50
50
Pass Speed
The value at 45 was too high and as a result we have dropped it to 40 value, but reduced the pass error for the WC level. This allows the total ball speed to reach a possible maximum of 50 rather than before it would reach speeds as high as 60-65 with driven passes.
40
40
40
40
Injury Frequency
This value provides a higher chance of injuries, but the severity balances it out to result in players being subbed off, or able to walk it off.
90
90
90
90
Injury Severity
The value is lower here as it seems best to provide more variety of injuries that can range from broken toes to torn ligaments.
20
20
20
20
Goalkeeper Ability
No adjustments from default or previous versions as the animations relative to the shot speed are intact.
50
50
50
50
Marking
This value has been dropped from before (70) as defending players had a tendency to follow their assignments too far out of position. The slight adjusted value from default allows the tactics to stay intact, while still providing some needed aggression in defending.
52
52
50
50
Run Frequency
Previously this value was at 70, so the adjustment to 30 has been one that allows the game to stay within tactics and less full-on streaking runs up the pitch, but also bring the crossing positions to be better from the intended targets. At higher values, the forwards, for example, would run well past the defensive line, resulting in not being an option to be crossed into.
30
30
30
30
Line Height
This value has been lowered from previous of 75 to bring in the depth of the midfield when paired up with multiple defensive line Tactics. If a team is high line, such as 95, and the gameplay slider is above 60, the midfield can be easily bypassed (bursting on World Class) which introduces the defensive line sooner. If the value goes lower than 55, the low defensive line tactics, such as 30, result in too big of a gap between the midfield and defensive line.
58
58
58
58
Line Length
There is a discrepancy for World Class as the goal is to prevent bursting through the midfield. Putting the CPU value lower allows the CPU to face-up sooner and get into a defensive position. The length value at 40-42 compliments the Line Height of 58 and Width of 48 in a good fashion to bring in the midfield length to compress and decompress relative to the ball's position.
42
40
42
42
Line Width
The value has been increased slightly to balance the height and length to keep players goal-side defensively, but not so wide across the defensive line to the point spaces can be exposed. The narrow width allows for defensive shape to shift rather than stay stagnant, which reduces exposed spaces that should happen naturally in the flow of the match.
48
48
48
48
Fullback Positioning
This value was raised to help the fullbacks in transition so that they are not immediately retreating on 50/50 balls or clearances. The value is not made higher either as we do not want to expose the same spaces in every attack, or counter-attack.
85
85
85
85
First Touch Control Error
There is a discrepancy on World Class to help the CPU's ball retention as it can be easy to tackle the ball carrier at times. These values still work well with the pass speed of 40 as there is still error in the touches, but players will have potential to stand out accordingly.
60
55
65
65
Community Feedback
Visit the Operation Sports Community Sliders thread here. This is where the Operation Sports community provides critical feedback and testing, sharing videos and detailed experiences.
For social media, the best contact is @Matheusgamer, who actively shares feedback with the EA Sports FC25 team.
Version updates are announced by @Matt10L.
The community plays a vital role in shaping the development of FC25.
Thanks to the Testers
atsmash, Urkaun, jrn, Hapa90, QB, Aaron458f, bman, laxing_ , TopSide, goblue8118