06-08-2024, 06:03 PM
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#1
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Rookie
OVR: 0
Join Date: Sep 2022
Location: Chester County, Pennsylvania
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Occam’s CPU vs CPU FC 24 SLIDERS
Hi everyone,
I wanted to share my slider settings for EA Sports FC 24. These settings are designed to provide a realistic and enjoyable gameplay experience, especially for 10-minute halves. They work well for both CPU vs CPU and User vs CPU matches, aiming to closely mirror real-world football dynamics.
CPU vs CPU and User vs CPU Slider Settings for Realism in EA Sports FC 24
Game Settings:
- Difficulty: World Class
- Pace: Slow
- Halves: 10 minutes (chosen for optimal realism in stats and game flow)
Speed and Acceleration:
- Sprint Speed:71
- Acceleration:51
Shooting and Passing:
- Shot Error: 35
- Pass Error: 80
- Shot Speed: 50
- Pass Speed: 45
Goalkeeper and Defense:
- Goalkeeper Ability: 75
- Marking: 85
- Run Frequency: 17 (increased to reflect longer game time and to prevent excessive aggressive play)
Line Settings:
- Line Height: 48
- Line Length: 34
- Line Width: 46
- Fullback Positioning: 28
- First Touch Control Error: 64
Additional Settings:
- Injury Frequency: 70
- Injury Severity: 30
Explanation of Each Setting:
Speed and Acceleration:
To achieve a realistic gameplay experience, I re-evaluated the average speeds and acceleration rates of professional footballers:
- Original Values: The original sprint speed was 8.33 meters per second (approximately 30 kilometers per hour). The original acceleration was 3.75 meters per second squared.
- Adjusted Acceleration: We increased the acceleration to 5.1 meters per second squared to better reflect defensive realism.
- Revised Sprint Speed Calculation:
To maintain the same distance covered (30 meters in 4 seconds) with the new acceleration, we adjusted the sprint speed using the following calculation:
- Original speed:8.33 m/s
- Original acceleration: 3.75 m/s²
- New acceleration: 5.1 m/s²
- New speed = Original speed * sqrt(Original acceleration / New acceleration)
- New speed ≈ 7.14 m/s
- In-Game Value:
This new sprint speed of 7.14 meters per second corresponds to an in-game value of approximately 71 on a scale of 0 to 100. These settings ensure that the higher acceleration results in a balanced reduction in sprint speed, maintaining the same distance coverage and reflecting realistic gameplay.
Shooting and Passing:
- Shot Error: Professional footballers typically have a shot error percentage of 60-70%. Setting shot error to 35 ensures realistic variability in goal-scoring.
- Pass Error: Pass accuracy for professional footballers averages around 80-85%. Setting pass error to 80 reflects realistic passing accuracy.
- Shot Speed: Ensures shots move at realistic velocities, consistent with the average speed of shots observed in professional matches (around 70-90 km/h).
- Pass Speed: Reflects the average speed of passes in professional football, ensuring realistic ball movement (around 20-40 km/h for most passes).
Goalkeeper and Defense:
- Goalkeeper Ability: Professional goalkeepers save approximately 70-80% of shots. Setting goalkeeper ability to 75 ensures balanced and realistic goalkeeper performance.
- Marking: Effective marking reduces space for attackers and forces them to make quicker decisions, reflecting real-world defensive strategies.
- Run Frequency: Increasing the run frequency to 17 helps prevent overly aggressive play and maintains realism over the longer game duration.
Line Settings:
- Line Height:
A balanced line height ensures that defenders maintain a realistic depth, reducing the risk of through balls while still being able to press attackers effectively.
- Line Length:
Maintaining team compactness is crucial. A shorter line length ensures there are no large gaps between the defensive line and the midfield, reflecting the compact defensive formations used by professional teams.
- Line Width:
Ensures defenders do not spread too wide, maintaining better coverage and preventing easy exploitation of the flanks.
- Fullback Positioning: Ensures fullbacks contribute to both defense and attack without being overly aggressive, reflecting the dual role of modern fullbacks.
- First Touch Control Error:
Introducing more variability in ball control, simulating the occasional miscontrol of the ball under pressure, which is realistic in high-intensity matches.
I hope these settings enhance your gameplay experience with 10-minute halves in both CPU vs CPU and User vs CPU matches. Please feel free to share your feedback and any suggestions for further improvements.
Regards,
Occam
__________________
“The simplest explanation is usually the best one.”- William of Ockham
“The proof of the pudding is in the eating.”- William Camden
Last edited by Occam; 06-18-2024 at 06:32 AM.
Reason: Version 6 (Changed Shot Error Slider. Changed Pass Error Slider.)
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