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FIFA 23 OS Community Sliders: Version 12

fifa 23 patch 5


FIFA 23 OS Community Sliders: Version 12

The tinkering has continued for Matt10 and crew, but they have settled into Version 12.2 for a bit now so it’s probably time to share these FIFA 23 sliders once again. If you don’t know the drill by now, I’ll be posting Matt10’s latest thoughts and the slider set as well for all to scope out. As always, head to the forum link to get the most in-depth thoughts on the sliders and the ideas behind them.

FIFA 23 Sliders

How We Test:

Always in Career Mode. You are investing in sliders for a reason, and most of the time that is to play in Career Mode. So, it only makes sense to test in that same environment. With so many values to be looked at, and those values being in 1 point increments, it is very easy to come up with multiple versions of sliders. We will always test on Default first, then identify the main areas to look at. From there, it’s about collaborating and finding workarounds for those problem areas. With sliders, it is always a balancing act, fix one thing – potentially break the next.

FIFA 23 Sliders: Version 12

FIFA 23 Matt10 Sliders

Changelog & Updates (From Matt10)

Yet again, I did not expect to make more changes that would be significant enough. However, we went through the fine-tuning stage of the sliders, and I can say that has definitely been achieved with Version 12 Beta 2. I am going to go through the Version 12 Beta 2 notes, and give an explanation on the changes. Hopefully this will help going forward.

(Discrepancy on WC default pace to help CPU engagement)

Here we’re using the same concept of the discrepancy in Sprint/Acc sets. It just allows the CPU to stay engaged longer and that provides a good challenge overall. The goal was to make it feel the challenge in how WC slow is.

Note: I will always start with line settings as it provides the context of why other values usually need changing. As a result, these notes may not look to be in order, but from a slider build perspective, they are.

(Line Length, from 35 to 32; Line Width, from 48 to 49)

The first order of business was getting a tighter midfield. This starts with the central midfielders keeping the forward in front of them in transition. That alone will allow the decision making of the CPU to change. This will also allow numbers to be built and paired up with other values, we were able to get the CPU trying to break the user down rather than just playing the obvious pass or possessing with the same type of attacks. It was also important to get the midfielders (or whoever is chosen) to run onto the clearances during corners and set pieces. This creates that extra bit of pressure in clearing the lines, and allows more tactical importance (pressure team vs dropback, etc). What I also love is that the change brings in the chance a midfielder can run onto the loose ball at the top of the box and have a strike.

The increase in width was scaled very briefly from 48 to 50, then back down to 49. The finding with it at 49 was that it kept the positioning of the midfielders defending the passing lanes intact. As we lowered length, we had to compensate for the now tendency of midfielders stepping on top of each other. Just a slight, subtle, spacing with the width has allowed the players to be separated enough, but still be engaged throughout the pitch.

(Pass Error, World Class, from 65 to 58; Legendary, CPU, from 68 to 65)

Once the midfield was established, the next focus was getting the ball to liven up more. We tried to raise pass speed, but it’s just too twitchy and sped up FIFA style that we couldn’t really enjoy the set up. The next best option was to lower pass error slightly, and allow more solid touches on the ball that way, which meant better contact = better speed. A nice part of this is that the CPU respects the new line settings and truly tries to break down the user’s defensive shape instead of playing counter-attack most of the time.

(Injury Frequency, from 65 to 78; Injury Severity from 34 to 58)

I will admit, this is my little project. So any blame of your star players getting injured is definitely on me. However, I will say this has been such a breath of fresh air. The injuries can happen from multiple animations with this set up. I see it more often in tough challenges that are either fouls or all ball contact. I have seen less “fall down” injuries where the player jumps up, and falls down on their elbow or shoulder. It still happens, but I honestly have not seen it. Are there broken toes? Yes, absolutely. But there are also torn ACLs, hyper-extended knees, broken elbows, etc. What I also like is the feeling of not knowing if the player injured can continue or not. They may stay down a minute, complain to the ref, then get up and on with it. Or, they may stay down, and the ref has to call for the medical staff.

I know the numbers look outrageous, but give it an honest go. IRL, a team like Watford is the exception to the rule, but they have 13 injuries at the moment. I wouldn’t even know what to do with that. I think that’s a brilliant thing that’s possible, and that’s kind of the point of a career mode – never knowing what can happen.

(Shot Speed, World Class, from 52 to 53; GK Ability from 51 to 50)

We needed to address the keepers overall and the shot speed for World Class. The issue was that the keepers were saving everything, but also at 51 the animation of the keepers coming to collect the ball, or look big to defend their goal, was a running/jogging animation instead. This was too much of an eye-sore, and at times cost goals, so we tried to raise GK, but the same issue with them saving everything – and in superman style – was another eye-sore. Enough was enough, we dropped the GK value to 50 and we’ll let the ratings play out from there. There have been a lot less superman saves, even though they’re there, and not as many errors that one would see at 51 GK. The other bit was increasing the shot speed for World Class sets because at times the high shot error resulted in poor contact and scuffed shots in very close 1v1 positions. Not very believable, but we didn’t want to risk lowering shot error as it ends up being too many shots on target.

(FT Control, from 65 to 70)

We just wanted to get a bit more of the ball staying in front, rather than underneath, the players. Usually, this can be established better with pass speed increased, but since that wasn’t an option, FT control is the next best. This has worked well, and even with the lower pass error, it brings more emphasis of good control, not to mention some fun 50/50 balls.

Bottom Line

Honestly, this is the best we could ever get the game playing. I know I’ve said that before, but this is the stage in which we enhance the set — and being able to do that was just unreal. The way the CPU builds up, reacts, engages – it’s just all around so good. You won’t want to simulate the perceived easy matches, because those smaller teams will surprise you (Coach lost to Fulham earlier on Legendary, COYW). It’s the best feeling to see the CPU actually try different passes because they are trying to break you down, rather than go route one with through passes or siege at the top of the box.

Give it an honest go, and enjoy. I’ve been told to start my CM and stop tinkering. I’ll try. Thanks to the testers as always, and thanks for everyone’s feedback and collaboration. It is much appreciated!

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