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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 |