![](/uploads/1/2/6/9/126963748/782351812.jpg)
Welcome to the FIFA Subreddit Useful Links: Top Of The Box.Social. /Ultimate Team Resources. / /Official EA Sites.Related Subreddits.Subreddit RulesUsers may be subject to temporary bans for breaking any of the main, at the sole discretion of the moderators.This is not a marketplace. Buying, selling, trading, begging or wagering for coins, players, real money, accounts or digital items is not allowed. Posting anything related to coin buying or selling will result in a ban.Don't be an asshole. Posts and comments consisting of racist, sexist or homophobic content will be removed, regardless of popularity or relevance.
FIFA 17 Ultimate Team. FIFA 17 Players; FIFA 17 Reviews; FIFA 17 Clubs; FIFA 17 Leagues; FIFA 17 Nations. FIFA Transfers FIFA 19 Winter & Summer Transfers. FIFA 18; FIFA 17; FIFA 16; FIFA 15; FIFA 14. EA Tax Calculator.
Pictures showing personal information or anything that could lead to doxxing or witch-hunting will not be allowed. Click-baits, shitposts and trolling will not be tolerated and will result in an immediate ban.
Treat others how you would like to be treated.Personal Attacks. We are 100% in favor of critical and constructive posts and comments as long as they are not aimed towards a specific person. Any direct or indirect attack to members of the FIFA community are strictly prohibited.We're not your free advertising or here to pay your bills. Using the subreddit's subscriber base for financial gain is not allowed.
Apps, websites, streams, youtube channels or any other external source to Reddit cannot be advertised. Giveaways promoting another medium (retweet to enter, subscribe to win, etc.) are not allowed. If you wish to advertise, you can do so through reddit.
Read what Reddit considers to be acceptable self-promotion.This isn't. Let's keep this sub related to the FIFA videogame and not about real world soccer news/videos outside of our designated weekend IF threads. Memes are not allowed either. If your post includes content not directly extracted from the game, it will be removed.Automatic Removal. The will be automatically removed by the moderation team due to user feedback, low effort and repetitiveness.If you see something that isn't right, report it. Clicking the report button under the post is the fastest way to helps us catch anything that might be in violation of the rules.
Send a message to before posting if you have questions about what is and isn't allowed.We reserve the right to remove a post if it is against.
Welcome to the FIFA 17 Operation Sports Community Sliders thread!We had quite the time last year in trying to get 16 to play right. The goal here is to figure out the issues early on, address them, and move on to some actual playing of FIFA 17.The format below is how we're going to approach things this year. It's the only way to get many voices heard, and the community staying on task. With so many opinions and priorities, it's going to be the only way to stay on the same page. Slider sets will be updated on the OP as we come up with an agreement to proceed.This OP will be updated regularly, so please check back for updates!PLEASE DO NOT POST YOUR OWN SLIDER SETS.
WE ARE A COMMUNITY AND EACH INDIVIDUAL IS CONTRIBUTING TO THE SET, AND THE TESTING OF SAID SLIDER SET. PLEASE CONTRIBUTE RELATIVE TO THE SET - IT WOULD BE MUCH APPRECIATED. THANKS.-Highly Encouraged: For the best experience possible, please use Krebstar's Custom Team Tactics here:-Please try, and contribute to, Gonira's 'Universal Homefield Advantage' set up:-Matt's 'Hold-over' Set: preparing for FIFA 18. Taking inspiration from FIFA 16:Sprint 52/52 - jogging animation reducedAcc 48/48 - agility, gradual accelerationShot Err 50/50Pass Err 52/52Shot Spd 50/50Pass Spd 45/32Inj 50/5GK 98/98 - usually it's just 50, but I'm testing the GK aggression to see if they get out of their 6-yard box more often. Something that has been plaguing FIFA for years.Mark 68/68 - builds that resistance, and means more variety.RF 1/1 - my favorite because the runs off the ball are much more varied, and reduced in length.Ht 60/60 - marking makes up for the lower heightL 50/40 - discrepancy to compress and decompress the pitchWidth 52/52 - want a tighter midfield.
Sliders Status: Set 4 - TweaksTest Number: #2 (10/24/16)Difficulty Level: Pro, World Class, LegendaryGame Speed: Slow; Normal (if using Normal, put Sprint @ 35 to lessen the pacey animations, personal preference, but that is what has been testedSlider Values:Shot Error from 53 to 49 - credit: @; @Sarezar; @Matt10; @Laxing - The concept originally with the increase in shot error was that we started seeing the CPU pass the ball around the box a lot more, versus just first time shots like crazy. Due to the increase in marking, making the pitch a bit tighter, the score-lines started to lessen in the 1-0, 0-0, range.- Why 49? What we discovered was that the CPU still shot wayward, especially in the lower leagues, but most importantly, the GK was able to locate the ball correctly.
What was happening on 50 shot error is that the GK would not locate the ball in the air, so he would either A) dive below it's flight path, or - and even worse, would B) he would locate the ball too well, resulting in backward save animation (where the GK jumps backwards to save the shot).- Now, if you increase shot speed, then you will have to test on your own in relation to what GK value and shot error works best with what you've chosen. We have tested Shot Speed on 48, and it's been the collective agreement to stay there.Pass Error from 54 to 64 - credit: @; @lhsballa11 - Kudos to Velo and Balla for testing the pass error in scales from 70 (max threshold) and below. We want to maintain the control and physicality, while also making sure the ball is still a separate entity in the pass department.-.Note about pass error. it is our approach to use FT at Zero, that we had to find a value that was going to make the ball 'bobble' (bounce up an down on the pitch, relative to skill level of team used), and we discovered that Pass Error resulted in the animation of the ball bobbling on the pitch. From there it was about seeing if the pass error affected the FT Control at zero, and as a result, it absolutely did.
The animations look like a FT Control of 50 to 60, it allows top players to still stand out, and lesser players to really feel like lesser players. We believe this is also why when you player a lower league team, and you as a top team, it will actually feel that way, versus just being dominated against a lesser side.
The opposite occurs to when you play against a similar top team, they will play like a top team as well, instead of the overly cautious and lackluster challenge that tends to happen in FIFA.Marking from 57 to 78 - credit @Matt10 - 78 is our 'ol' reliable' value from Set 2, and makes another appearance here for testing. The absolute key with this is ensuring the defensive line is meeting the forward/attacker in proper spots, but also brings out the FB to meet the wingers.- Before, the forward gets the most touches, and it's not playing like a point man, it's more so receiving the ball, turning and facing goal, sometimes also seeming like he's a CAM.Line Length from 50 to 50/51 - credit @Matt10- The length increase is serving two purposes. The referee tends to 'look away' on lower lengths, you can watch him in replays and see that he will look away from physical interactions, thus missing calls, etc. I've seen it where he will consistently look at the GK instead of the middle of the pitch, where the altercation occured. As length was increased, this spreads the pitch out a bit for the referee to isolate these physical plays, and deem them as fouls or not. Pitch compression and decompression.
I preach this all the time, but the length of the pitch is essential to getting the players away from eachother, and closing eachother down appropriately. A CB should be able to send a long ball over the top to a forward, and a FB should be able to send a ball down the sides, into space, without worry that it's going to fly 30 yards past where the forward is. I am a fan of a compressed pitch, but that is only if proper numbers are built, it can't be manufactured to be the main concept.
I still have a text file with the key to unlock it. My first homebrew Xbox modchip had over 30 wires to solder. I spent many hours modding my Xbox in the early 2000's (plus dozens of others for friends). Eventually, I only used soft mods.I no longer have my Xbox, but I kept the 320 GB hard drive just in case I wanted to mod another Xbox again (which is now). Zxbinstaller cd xbox. I had a soft mod and I locked the hard drive for some reason.
Yes, FIFA needs more of it, but because of FIFA's tendency to all-out attack, reduces those numbers from being properly built up. This is why the other values, such as RF at zero, are utilized as a solid set up. Pair that up with the length, the marking, and you've got a bit more of a midfield than before.
On this game portal, you can download the game Cities in Motion 2 free torrent. The full game Cities in Motion 2 was developed in 2013 in the Simulation genre by the developer Colossal Order for the platform Windows (PC). At the moment latest version: Full Game, rating: rate. Cities in Motion 2 Free Download PC Game Cracked in Direct Link and Torrent. Cities in Motion 2 is the sequel to the popular mass transit simulation game Cities in Motion. Build, manage and lead your transportation network to provide cities with their ever. Cities in motion 2 download completo.
50/51 - placing the CPU players past the user allows players to stay in front of the receivers properly. FIFA struggles to get bodies in front of receivers, thus having no appearance of a player able to cut off passing lanes.
This is why it seems that interceptions are caused from only wayward passes, versus forced, close quarter, passes.Line Width from 52 to 53 - credit COLOR=rgb(0, 0, 102)@Matt10/color- Just a very slight increase here to get the FB meeting the winger, and not swapping with the CB as often. Because there is a length difference, the width can remain the same, which will help create the look of a width discrepancy. The reason a width discrepancy has been used before is to maintain the FB staying goal-side defensively, and not veering into the sidelines, or over-committing their positions too sharply.FB Positioning from 45 to 100 - credit @Matt10- The most important thing here is to ensure the defenders stay in the attack on corners, and set pieces. The instant-retreat on loose balls seems to carry over from 14,15 and 16, into 17 post-patch, so the FB positioning at 100 has been helpful in keeping those defenders involved.- The caution with raising it this high was that the FB's would constantly be exposed, but this has not been the case. The other side of things it that we were worried the FB would take over the outside mid/winger's spot, but that did not seem to be the case at all.- To be honest, the feeling of 50 to 100, relative to the FB's positioning up and down the pitch, does not seem to be different, but the benefits of the defenders staying involved in the attack on set-pieces is promising.
Please do not post full slider sets. I don't want what happened last year to happen here. It seems we're all on the same page with what we want, but we have to stay organized. I've also seen posts about BAP/Player Lock. If you use this set, please advise what was necessary to be changed.
I personally have not tested in that mode, so this Set, or any previously, have not been intended to be applicable to those game modes. After testing the majority of last night, and a bit in the morning, I have determined that marking needs to go down. The number that makes the most sense is 52.I determined it being 52 by starting to burst from kick off, and seeing how soon the midfielder engages. This is not an arbitrary number, but is one that will work best with the Current Set #2. It would be different if you had HLW different, not to mention run frequency and FB Positioning, etc.So relative to Set # 2, marking at 52 works the best.
I was reluctant to drop from 78, but the animations I started seeing were reminding me of PES' 'freak out' defense', which made huge gaps in the defense open.Listed below are the requested tweaks to test. I am still looking at other values, simply ran out of time. Will be on again later today around 4PM CST.Sliders Status: Set 2 - TweaksTest Number: #2 (10/4/16)Difficulty Level: Pro, World Class, LegendarySlider Values:- Decrease Marking from 78/78 to 52/52 (Matt10) - Less ADD (Attention Deficit Defending) by defending team. Decrease FT Control from 65/65 to 55/55 (Matt10) - I felt with the higher FT that the game just went into overdrive, very fast-paced, no additional physicality either. It seems as the FT is lowered, the CPU 'tries' to actually get the ball and has a good chance of making a good tackle or bad tackle. The decrease of Marking should assist in this. Please test openly as I know there is a preference for higher FT, but I've learned we need to be more open to making changes that are away from our slider comfort zone.
Confirmed Values: From Test # 1- Pass Error from 60 will be changed to 57 - Good crosses from CPU, more build up from CPU. Shot Speed will be changed from 50 to 49 - More dynamic shots, speed, rising shots, good variety without adjusting shot error.
Dropped Values: From Test # 1- Decrease User Injury Frequency to 1 - Felt this was a bit of a placebo as the DAA continued to show up.- Decrease User Injury Severity to 1 - Felt this was a bit of a placebo as the DAA continued to show up. Things to Look into/Possible areas:- Acceleration discrepancy, 47/49 (Josam27o7). Could help more with bursting, some physicality.
Good feedback so far.- FT Control 99 (Rachel93). More realistic touches dependent on skill level, more stand out by stand out players. Personal preference, but something to look into as it is gaining momentum. Thanks, everyone, enjoy your CMs. Please do not post full slider sets.
I don't want what happened last year to happen here. It seems we're all on the same page with what we want, but we have to stay organized. I've also seen posts about BAP/Player Lock.
If you use this set, please advise what was necessary to be changed. I personally have not tested in that mode, so this Set, or any previously, have not been intended to be applicable to those game modes.
FIFA 17 OS Community Sliders - Set #2 - 10/1/16Here is Set #2. Worked on it all night, it was 'found' while streaming last night with a couple guys on Twitch. Nothing but positive. Yes, need to work on getting the foul count back up, but man, it's playing great.Word of caution: This is a set that is geared around trying to make the game more start and stop. Not in the terms of fouls, but in the terms of attention to defending, and what kind of reactions that results in.
Teams will play the way they are designed, which means offensively and defensively.The fact that we can get such a variety in this though, is really making me love FIFA 17 more.World Class/Legendary, 10-15 Mins, Slow SpeedSliders(Hum/CPU)Sprint Speed: 50/50 - Started at 52, but physicality stopped. With a tighter set up, it's important to make sure physicality remains intact. This seemed to have helped, although jogging animation does show up - but in later parts of the match, and not consistently enough to warrant a change.Acceleration: 49/49 - evened out, if bursting occurs, try 49/50. Under 50 accel feels much more controlled though.Shot Error: 52/52 - With a tighter set up, there are less chances, so this is key in getting more shots on frame, and from distance due to the HLW combo.Pass Error: 60/60 - What a difference 2 pts make.
Players will be forced to perform under pressure. Bad passes are punished, and passes into space are back.Shot Speed: 50/50 - no changePass Speed: 45/45 - increased this because the ball needs to move a bit more crisp. Paired up wtih the higher pass error, and it works nicely.I njury Frequency: 50/50.leaving these alone for now. needs some researchInjury Severity: 50/50.leaving these alone for now. needs some researchGK Ability: 45/45 - no change from Set 1.Marking: 78/78 - no change from Set 1. Still the best balance of zone and man marking.Run Frequency: 5/5 - still a good mix of runs off the ball, but not always running away from the ball carrier. More checking to, even from the midfielders.Line Height: 65/68 - anything below 60 and it's just too passive.
It invites pressure, and the defenders turn their backs, chasing players around the box. This also allows the back line to help in the attack much more.
Also, taking a bit of a page out of Set D from FIFA 16 Sliders we did with the height discrepancy. This actually pushes the CPU a tad further up, squeezes them a bit more closer, so there is still a player in front of their players, and vice versa.Line Length: 40/40 - Biggest difference, but biggest impact. This brings everyone closer, as expected, but doesn't nullify variety in the slightest. This makes players check to the ball even more, and have their backs face goal due to the marking.Line Width: 70/70 - Key in keeping the shape intact. The midfield is where I saw Set 1 start to lose its grasp on realism.
![Frosty mod manager fifa 17 Frosty mod manager fifa 17](/uploads/1/2/6/9/126963748/818510479.jpg)
It was so easy for the CPU to glide in and make 1 or 2 passes, and be deep into the defensive third already. This evened out width, in combo with the other line settings, puts alot more emphasis in creativity and defensive responsibilities - without running around like maniacs.Fullback Positioning: 60/60 - as length and run frequency decrease, FB positioning has to do its part to overlap the runs. The FBs do not overtake the midfielder either - which is one of the great things about FIFA 17 this year. I took a quick look at the settings and didn't see any sliders in the demo. Are there gonna be sliders in 17?
Did I miss something? It's completely possible that I've overlooked because I only booted up the demo once so far.Demo didn't have them, but the full game does. I just played around with them.So far guys, the game plays differently in CM than Kick-Off, as expected. I changed the following and it was instantly better.Reason for change:- CPU drilled passing is still OP from 16- Twitchy animations in CM, makes pace of play feel fast- Almost 5-7 players bombarding forward at a timeAccel 48/48Pass Speed 50/50Run Freq 30/30I also did a personal preference of 55 shot error for both.
I saw the CPU shoot from distance, and still bag 3 goals against me. Pretty awesome couple of games tonight. Of course, it's brand new, so we'll see how it goes through the progression.
![](/uploads/1/2/6/9/126963748/782351812.jpg)