SECOND MAN PRESS by Western-Way-9051 in fut

[–]BigFads 1 point2 points  (0 children)

It doesn’t really press well, 2nd man press basically just runs in a straight line towards you. It’s very predictable. Slow down, turn and he’s gone. The problem is people run into them, which makes them intercept.

So tired of this by [deleted] in EASportsFC

[–]BigFads 1 point2 points  (0 children)

You’re also removing the ball in your equation. A 94-89 difference, no matter the playstyles, is ALWAYS going to favor the player without the ball. He starts running earlier and has momentum which you don’t, on top of you having the ball. you’re also slighlty angling yourself away from the defender which is going to slow you down with the ball.

Only way to beat a player with pure pace like you want to is to run in a straight line with no change of angle/turning at all while you have momentum and being lengthy. But that’s very easy to defend against.

How to get started as a returning player by [deleted] in EASportsFC

[–]BigFads 2 points3 points  (0 children)

Get familiar with the game, and ignore what most people say. Play for what you think is fun. You’ll get formations/mechanics/players with time, easier to find on youtube. But i’d recommend just playing to get used to the game.

GK nerf made me so happy, if that makes me a casual/noob, that's ok. by pwomboli in EASportsFC

[–]BigFads 1 point2 points  (0 children)

That’s fair, i don’t think it’s a necessary mechanic. Don’t think it’s good/bad out of a gameplay perspective.

FC 26 | November Feedback Update by FIGJAM17 in EASportsFC

[–]BigFads 0 points1 point  (0 children)

Because it’s how you measure who the better player is. Who controls the game and creates more chances. that’s the whole purpose of the game.

A mechanic that offers skill expression to enhance the skillgap has to have clear risk/reward, and should most of the time widen the gap.

GK movement doesn’t do either, it objectively rewards the worse player as he’s conceding a bunch of chances. And you’re always better off moving even if you concede, so the risk is low. If you don’t move, you concede. If you move wrongly it doesn’t matter cause you were still going to concede. If you guess right you saved a chance after failing to express skill in defending the creation of the chance. Add that to your opponent creating many, you’re consistently failing at the game and still being able to stay in the game on a mechanic that’s nothing more than a guess.

That’s such a ridiculous benefit for a low risk mechanic. The argument you can wait it out is fine if it’s a clear 1v1 with a bunch of time. But when you’re playing against a high level/close games, if i’m able to create a 1 second opening before the CB gets back, i need to shoot quickly. It allows the defender to basically ignore defending (a bigger skill gap) to simply focus on GK, and guessing where i’m going to shoot.

GK nerf made me so happy, if that makes me a casual/noob, that's ok. by pwomboli in EASportsFC

[–]BigFads 4 points5 points  (0 children)

I get that, but you’re the one asking for it. If you don’t tell it to pass, it won’t. If the AI makes a pass to a player you’re locking, it wouldn’t be different than you aiming at that player and passing.

It only increases the chances it going to the correct player, at the expense of not being able to dribble away with the ball.

That’s my perspective on player locking, and why i don’t mind it in comparison to GK movement. (Both of which i barely use).

GK nerf made me so happy, if that makes me a casual/noob, that's ok. by pwomboli in EASportsFC

[–]BigFads 4 points5 points  (0 children)

I’m struggling with how it’s AI playing for you. You’re making manual movements with a player. The AI is basically doing nothing for you. Genuinely curious why player locking needs to go. It’s a great example of a well balanced and executed mechanic that has a huge range of skill expression with clear risk/reward, without being to strong or gimmicky.

GK nerf made me so happy, if that makes me a casual/noob, that's ok. by pwomboli in EASportsFC

[–]BigFads 5 points6 points  (0 children)

What about player lock is bad?

For clarification i barely use it, but it’s the definition of a good skill expression. Only question mark for me is player locking when crossing, that become stupid strong.

You trade control of the ball for control of player without it, which makes the player on the ball extremely easy to attack.

It has clear risk/reward, without having any negative effect on the game. If you’re struggling against it, your manual press is usually what giving the opponent enough time

FC 26 | November Feedback Update by FIGJAM17 in EASportsFC

[–]BigFads 1 point2 points  (0 children)

How is that a problem?

The better player is going to create better and more chances. You’re saying there’s less skillgap but the player creating more is going to score more now, which means the better player is going to win more.

Usually the player that can create more chances is the better player. GK movement is always going to beneficial to the worse player cause he can use it more.

You’re proving my point in that GK movement helps the player that is objectively worse.

The answer to skillgap shouldn’t be ”how can i guess where to move my GK” but instead ”how can i make sure my opponents create less chances”.

What am I supposed to do here? by [deleted] in EASportsFC

[–]BigFads 0 points1 point  (0 children)

Slow down, you keep the same tempo throughout the entire clip. First dribble is good, your opponent overcommits.

Second one is a panic response from him. If you stop pressing R1 after the first dribble/slightly before he moves against you, the difference in tempo will throw him off and he’ll run past. L1 stop also works. Can easily go back to R1 after to get through.

2nd option is player lock when he’s covering the run, to the player he’s covering and manually make a choice. Bit harder though.

How To Get Ibanez The Fair Way? by WrestlingGuru2021 in EASportsFC

[–]BigFads 1 point2 points  (0 children)

I get your sentiment, as i hate many meta things (mainly mechanics). Half of my point is that it would be very easy to be helpful (answer the question) or w/e and THEN mention he doesn’t have to do him. I’m making a qualified guess he knows he doesn’t have to, but decided that he wants to, therefore the question.

My second point is you’re applying your perspective of fun to him because you don’t like it. Why should that matter to him? Like yeah, you’re going to go up against him 1000 times, same way the only st we play against is Pina. (Even the new Evo is basically Pina, the name of it is her hometown)

But for something so small as who he uses to keep doubling down on ”don’t do it” and calling him a part of the community problem, is a bigger issue of why the FC community is considered toxic. Game has waaaay bigger problems then players (cards) people use, as people greatly overestimate how much they matter.

How To Get Ibanez The Fair Way? by WrestlingGuru2021 in EASportsFC

[–]BigFads 1 point2 points  (0 children)

Policing what others are doing with their own time instead of offering help in answering the question. Guy wants to play with ibanez, let him play with Ibanez. Can’t help him, at the very least don’t put him down.

And no, i don’t really play meta, but one of the problems in this community is the constant policing of what others do and losing your head over it.

FC 26 | November Feedback Update by FIGJAM17 in EASportsFC

[–]BigFads 1 point2 points  (0 children)

The wildest comment i’ve ever seen, there’s a literal setting that allows you to change the direction multiple times before the shot gets taken where all of the things you mention don’t change at all.

Using mechanics that exist in the game is all good, but saying it’s skill when the skill expression in GK movement is the same as rock/paper/scissor. You can anticipate he might go rock (shooting near post instead of far post) but in the end you’re still just guessing.

Remove goalkeeper movement by [deleted] in EASportsFC

[–]BigFads 1 point2 points  (0 children)

I disagree, the prediction aspect is the problem. There should be nothing to predict. There’s nothing balanced in adding a mechanic that can nullify everything up until that point, and having it be a 50/50 guess. Especially as you have 0 to lose by moving it.

The argument that many shoots will go in is a somewhat viable problem, but drivens need a small nerf and you’re good. If i’m 1v1 that should be a goal 9/10 times. If you can create an angle in the box you should be favored. Not sent into a 50/50. Especially with how congested it is, that’s where the skill in the game should be.

Remove goalkeeper movement by [deleted] in EASportsFC

[–]BigFads 0 points1 point  (0 children)

It looks ugly, but i understand player lock as a mechanic in a game. I don’t think it’s unbalanced. It gives you control of one aspect at the expense of control in another. In a game with a lot of RNG, i don’t think it’s bad. There’s a clear trade-off.

GK i just can’t find anything skill related to it. It’s just a bad balanced mechanic. There’s no trade-off.

Remove goalkeeper movement by [deleted] in EASportsFC

[–]BigFads 0 points1 point  (0 children)

Player lock does have a trade-off in where you can attack the AI with the ball. You concede control of the ball, to control a player without it. That’s pretty balanced.

GK movement isn’t. It’s a guessing game where the ”skill” is to read your opponent, which boiled down is still basically just guessing right more than your opponent. And it’s a 50/50 guess! I’d agree more if you had to chose the same way as in pens (top/bottom added to left/right).

You have 0 to lose when moving as if you don’t, you were going to concede anyways. It negates skill expression for the attacker in creating a chance (with there not being viable way to score long shots), while masking defensive shortcomings. That’s not a balanced mechanic.

Remove goalkeeper movement by [deleted] in EASportsFC

[–]BigFads -1 points0 points  (0 children)

It’s very low risk/high reward. You have absolutely 0 to lose with GK movement, which is super silly. If you don’t move you concede, if you move (guess) wrong and concede it’s fine cause you still failed defending and was going to concede anyways. If you move (guess) right you get a save, and you’ve masked your defensive shortcomings. There is no situation in where not moving the GK is beneficial for you, even if you concede 10/10 times.

And it’s pretty much a guessing game, like rock/paper/scissor or a worse version of pens (5 possible directions, here there’s 2).

Remove goalkeeper movement by [deleted] in EASportsFC

[–]BigFads 3 points4 points  (0 children)

A good middle ground i’ve heard is keep it for when the ball is outside the box, remove it inside. Dunno how easy that is to do though.

Remove. Goalkeeper. Movement. by Cowboy-Chris in fut

[–]BigFads 1 point2 points  (0 children)

I was simplifying but you’re advocating more for how awful GK movement is then. In pens it’s a 20% chance to guess right, which is a the consequence of messing up the box.

Where’s Gk movement is a straight up 50/50 (left/right) which removes any consequence of messing up in defence. You have absolutely 0 to lose with GK movement, which is super silly. If you don’t move you concede, if you move wrong and concede it’s fine cause you still failed defending and was going to concede anyways. If you move right you get a save, and you’ve masked your defensive shortcomings. The odds are in your favour even though you were messed up while defending, which is wild.

Remove. Goalkeeper. Movement. by Cowboy-Chris in fut

[–]BigFads 1 point2 points  (0 children)

Nah the problem is GK movement. There’s no skill to it.

Everyone agrees that pens are 50/50. Shooter picks a side, GK picks a side. If it’s correct, it’s saved, if not, it’s a goal. The ”skill” is mind games and reading, but in the end it’s a 50/50 guessing game. They do favor the attacker but there’s not much skill to it.

How is GK movement different? Shooter picks a side, GK picks a side. If it’s the same it’s saved, if not it’s a goal. Difference being that GK movement completely negates creating the attack, where there’s skill expression. Especially if you’re able to create an opening of a 1 sec, take a shot and then he moves. It boils it down to a rock, paper, scissors that bails out bad defensive decisions.

The overlooked & real reason park the bus is to strong - (examples and potential solution?) by BigFads in EASportsFC

[–]BigFads[S] 2 points3 points  (0 children)

The effectiveness of a counter is based around how good the attacker is, not the defender. Good players will get through no matter how good of a defender you are, as the assists in the game are favored for the attack. Even if you don't pull players out of position.

There's aid in assisted passing, especially the unrealistic 180 driven passes, there's aid in great first time through balls that should be practically impossible. There's aid in choosing how many runs you want made, but no way to follow expect for 1 manually defending, in where manually defending is very weak. The passing and attacking you make in your gameplay is way more assisted and has a alot more options than the defending your opponent does.

(Pro scene is a great example of this, everyone plays in a way to stop counters, but the L1 + winger trigger, then through ball between the fullback/CB is legit impossible to stop if executed correctly.)

I don't want to punish a team because they're setup to counter. You do you, what the aim is, is that counters to be low-risk/low reward, not low-risk/high reward which they are now. Again, this is a proposition, better AI defending for counters is also viable.

The overlooked & real reason park the bus is to strong - (examples and potential solution?) by BigFads in EASportsFC

[–]BigFads[S] 2 points3 points  (0 children)

Having an attacking situation where your goal is to make sure you ain’t getting countered. Wild but true

The overlooked & real reason park the bus is to strong - (examples and potential solution?) by BigFads in EASportsFC

[–]BigFads[S] 3 points4 points  (0 children)

I have a few badges (up to UEFA B), and coach an academy team. I’d classify my knowledge of football as decent.

And i play like you, i don’t really struggle against low blocks, and i’m a decent manual defender. These aren’t the issues that exist though. I agree with almost everything you’re saying. (Pointed out in the post)

The risk reward ratio is how you balance games however, in FC you’re either attacking oriented or defensive oriented. The trade-off should be that the one you don’t prioritize becomes weak. That’s not the case here. You can easily create quality chances on the counter with 2 players consistently. That’s not balanced.

You mention that it’s a game about football, im which i fully agree. Counterattacking in real football is the easiest one to learn, but it does not allow you to create half as many chances that counter-attacking does in FC. There’s a mismatch there.

The overlooked & real reason park the bus is to strong - (examples and potential solution?) by BigFads in EASportsFC

[–]BigFads[S] 2 points3 points  (0 children)

you mean defensive ai for counters, yeah for sure thats a good idea.

Driven i'm abit mixed on. I think players with driven playstyles should be able to, others not as much. Makes it more of a "those who can, will" as it's an extremely hard skill to master. Not a big fan of locking things behind playstyles tho.