Also I can't use manual passing since I still use the d-pad.
Passing will always be easy if you're not using manual passing, even if you put pass error at 100 for you it'll still be easy, you're basically playing the game with a helping hand.
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Also I can't use manual passing since I still use the d-pad.
Really? I've had several penalty shootouts, but have never had an ABBA one.
Passing will always be easy if you're not using manual passing, even if you put pass error at 100 for you it'll still be easy, you're basically playing the game with a helping hand.
Best way to nullify not being able to get by defenders is to reduce all players sprint speed to 35 and below and keep acceleration values at EA's rating.
All good to star players in the game have high acceleration with FBs close but not too close with the exception of a few like Bellerin.
Very very few CBs having high acceleration ratings it makes it harder for them to step in front of a quicker accelerating FW or MF.
Sprint speeds above 50 with acceleration at default allows all players to turn and react too quickly.
The problem is the ratings and the effect ratings have on the game, any attribute above 60 is GOD like in this game, especially agility and vision.
i got 3 in the carabou cup
Strange. I've had a few in the Carabao as well, but never once shot or attempted to save twice in a row.
That's fine, it's not just my game, man. We have multiple testers and feedback from multiple individuals. We pushed polls on the values, and received feedback on those polls.
It's not just driven passes. It's passes forward, to the attackers. The defenders wont' react in time, they stand flat footed, and let the forward receive the ball. I can definitely force myself to control all 4 defenders to step forward, but they should do that on their own, relative to the values and CTT values. It's common sense to step on a forward, and not allow them to turn. Passes forward should have some risk/reward. For the CPU, relative to the set, with a high pass speed, there is no balance.
FWIW, as I've said, I tested from a value of 55 pass speed, all the way down to 30.
Again, not going to spend anymore time talking about an isolated value because it's kind of pointless. Sliders are relative to one another, so we're doing an injustice here overall.
Hi all. We updated our OS sliders to Version 3. Hope you guys try it out and enjoy!
FIFA 18 Operation Sports Sliders | Version 3
World Class/Legendary, 10-15 Mins, Slow Speed
as of 10/14/17
Sprint Speed - 51/50 - The idea of a slight increase for the user is so the user is not constantly barged off the ball by the CPU. Also allows the user players to react better to loose balls, etc. Increases good chance of physicality as well.
Acceleration - 50/50 - Has been no reason to change this value as it is continuing to be solid.
Shot Error - 52/52 - Good mix of efforts from distance, shots on target, and wayward shots. Adjust as necessary, and minutes chosen.
Pass Error - 55/55 - Solid balance here of bad passes, good passes, driven passes and varied crossing. Best part is that the pass values do not affect variety.
Shot Speed - 50/50 - Happy with this value as lower will look too floaty, and higher will be a bit of a rocket. Shot error has a role to play as well.
Pass Speed - 45/30 - One of the elements to get the game playing on an even level playing field. The user's defense is just too passive by default, unlike the CPU defense which is ultra aware and react well. Lowering the CPU's pass speed allows the user's defenders to react to the ball much better, and with the adjustment to the length below it lets everything come together nicely. Remember, the driven pass is still used by the CPU, so if the value is at 30, a driven pass can look like a true 50.
Injury Frequency - 50/50 - Still being looked at, no set value just yet.
Injury Severity - 50/50 - Same as above, still being looked and no set value yet.
GK Ability - 42/42 - No real complaints here. It has room to go lower, but too low and the GK will duck below shots when he should be staying upright.
Marking - 50/50 - Happy to be able to move this up for the user from the previous 40 value. With the adjustments to the lines, the even marking now lets the CTT's to take place and bring in a bit more individuality from a defensive point of view. The CPU's auto-passing is lessened, so the user's defense has a fighting chance in the defensive third instead of being dominated constantly.
Run Frequency - 50/50 - Does what it should, and is still a bit strange to have it this high. Lowering will sometimes cause more tiki-taka rather than a more controlled approach, so higher pass % that way. As Orion always says, keeping it closer to default does allow the CTT's to stick out a bit more, so we'll go with that unless things go awry.
Height - 52/50 - Gives the user just a slight bump in their defensive presence. The CPU plays like they're on a 60 height because of how well they react to the ball, so again we need to balance things here.
Length - 50/50 - Love this change. Oddly enough it's a basic one, but we've been all over the map, and the concept is simple. Lowering the value under 50 seems to promote more passive play by the User's teammate AI. The thinking here is that the defensive line places a priority for the midfielders to go mark the forwards. So once the forwards get past the midfield, like they do on lower lengths, the midfielders are dropping into the position of the defenders, so the as a result - the defenders don't have a big emphasis to do anything. With the length increase, we now see an increase in attention and reaction. In addition, the increased length lets the players to "meet" and thus create more physicality. More players in the passing lanes is always a catalyst for more variety as well.
Width - 48/48 - Have kept this value for a bit. Don't want to go too wide because then it takes players out of those passing lanes, and the CPU will just pass the ball forward as quick as possible.
FB Positioning - 50/50 - One of those values that is a bit temperamental, and can affect the value of run frequency. Would be a bit of a balancing act, and the CTT's seem to control the way teams attack anyways, so no need to look into this area too far.
FT Control - 55/55 - Good balance of bad touches, touches under pressure and with the user's Sprint at 51, it allows the user to have a fighting chance in 50/50 challenges. Can see some great tussles and physicality as a result.
Just recorded a video with @Matt10 slider and my custom gameplay patch. Also I downgraded my game to pre-patch.
Its blocked
Edit: My main issue right now is the lack of fouls being called by the ref. There were clear fouls as you can see on the video but the ref didn't call it.
I tryed various sliders but none of them works well on proffesional diffuculty. For some strange reason on proffesional difficulty ai have high passing % and game speed is faster. try playing on world class, it`s more banaced and slowerIf anyone here is Professional difficulty all manual. Are u using a slider set and if so what are the values. Any help will be appreciated.

You know what I'm going to say... Sliders please!It's so odd how we're all having different experiences, Professional + all manual with my weird sliders and the player career I'm doing is without doubt the best experience I've had on a Fifa in many years, if not ever. Bit concerned what'll happen next season if we go up and face EPL teams, that might change things...
I tryed various sliders but none of them works well on proffesional diffuculty. For some strange reason on proffesional difficulty ai have high passing % and game speed is faster. try playing on world class, it`s more banaced and slower![]()
You know what I'm going to say... Sliders please!
Professional is actually the best difficulty when it comes to realism. However, the attacking AI isn't that great.
Is professional more difficult in this years FIFA?
Had to take extra steps so remove the automated replay music, really sucks that 1. it can't be disabled completely and 2. EA are having videos containing their music blocked on Youtube, utter pisstake!I'd say you're getting old mateMy sliders:
Professional, 10Min halves, Slow, all manual controls
----------------
Sprint: 50/50
Acceleration: 50/50
Shot Error: 1/50
Pass Error: 1/91
Shot Speed: 45/45
Pass Speed: 55/45
Injury Frequency: 75/75
Injury Severity: 30/30
GK Ability: 35/35
Marking: 60/35
Run Frequency: 50/50
Height: 50/50
Length: 45/45
Width: 48/48
FB Positioning: 85/85
Power Bar: 65
FT Control: 75/99
(Stole Matt's layout from the Fifa17 slider thread!)
On paper they shouldn't be competitive and the game should be too easy, no idea if it's 18's professional/manual more manual/me getting old/crappy Championship players or what but despite being 2nd in the league after around 40 games I'm having to work hard every single game and the CPU has a much higher passing accuracy than me.

My sliders:
Professional, 10Min halves, Slow, all manual controls
----------------
Sprint: 50/50
Acceleration: 50/50
Shot Error: 1/50
Pass Error: 1/91
Shot Speed: 45/45
Pass Speed: 55/45
Injury Frequency: 75/75
Injury Severity: 30/30
GK Ability: 35/35
Marking: 60/35
Run Frequency: 50/50
Height: 50/50
Length: 45/45
Width: 48/48
FB Positioning: 85/85
Power Bar: 65
FT Control: 75/99
(Stole Matt's layout from the Fifa17 slider thread!)
On paper they shouldn't be competitive and the game should be too easy, no idea if it's 18's professional/manual more manual/me getting old/crappy Championship players or what but despite being 2nd in the league after around 40 games I'm having to work hard every single game and the CPU has a much higher passing accuracy than me.
what should I put my pass error to?

Put it at 100 and see how much error it really gives you, but TBH I don't think Professional and assisted will really work![]()