| PES Purist | FIFA Sliders | Madden & CFB Sliders | @tgctours True Sim Tour founder | @Fulham_Focus Contributor || All opinions are my own.

Overland Park, KS
Joined December 2012
Version 1.0 of the #FC27 @OperationSports Sliders posted. Along with presenting a solid challenge, the goal was to keep numbers behind the ball in defense and build numbers in the attack. See more posts for overview. Enjoy! feel free to support me here: beacons.ai/matt10l
20
17
1
255
18,691
A big thanks to the OS Discord group members who tested: atsmash Hapa90 adoptedscouse Anth James Bman George GoBlue81188 Hector Jrn QB Topside Urkaun matheusgamerfc Aaron458f
1
7
1,668
Some gameplay highlights of my most recent game (vs a high line team as well), on Ultimate:
1
7
1,398
Version 3.0 of my #CFB27 are posted on @OperationSports. This update resulted in a number of values being reviewed, and eventually finding some good middle ground in the gameplay options, which allowed a bit more gradual adjustments in the gameplay sliders. Thanks to @CornflakesCRF , @Derka009 for testing and @mrhurriicane for guidance as always. Feel free to support me here: beacons.ai/matt10l
8
14
1
251
18,352
I meant 6.0 - Sorry :)
5
1,126
The focus here was to get a bit more separation of intention rather than everything being connected to the point the warping started to happen, such as running back gaining yards but at the expense of an offensive lineman warping into the path of linebacker, etc. This update resulted in a number of values being reviewed, and eventually finding some good middle ground in the gameplay options, which allowed a bit more gradual adjustments in the gameplay sliders. Fatigue and Speed Parity were both adjusted back towards a more normal route. In particular Fatigue as there was no need to use it anymore to rejuvante the offense as the defense had started to find some balance in their aggression post-patch update. Speed parity was able to be lowered to the point the OL/DL interactions returned, but also the defense was more free to do as they please without being warped into every snap. Roughing the Passer was raised a bit to reduce the aggression from the initial reaction defensively. Often times the linebacker or blitzing DB would hit a gap too early, only to have to run around to try to make a play. This slight adjustments lets them think for just a brief moment and react from there. This lets better players in those positions to stand out versus the more mediocre. The Heisman and All-American Sliders from there were able to be adjusted and it was really good experience that each slider element seemed true to its value, which made testing the sliders as a whole much easier. The base adjustments to Fatigue and Speed Parity really allowed that to happen. The standouts are the slight bumps to run blocking since speed parity has been lowered, and the ball security value matches up with the tackling slider to produce the chance of fumbles. Any questions about specific changes or values, feel free to ask. Thanks!
2
1
7
2,580
Version 3.0 of my #Madden27 Sliders are posted on @OperationSports . The focus here was to improve upon the previous version, while adapting to the slight changes experienced in the game update. Enjoy! Thanks to @CornflakesCRF @Derka009 and @mrhurriicane If you'd like, feel free to support me here: beacons.ai/matt10l
10
13
211
15,385
This was a tricky update, mainly because we had to determine what values could start to go back towards default, and what values just needed some slight tweaks to the global set up. If we compare this version to the previous, it shows the progression of the values that have been able to 'survive' through the patch update. Overall quite content with how the game is playing considering . Gameplay Options: Injuries were lowered as it felt like injuries were happening every other play. Just more surprised with how low we had to go. Speed Parity is lowered to ensure that we're getting that release throughout the field, so as blocking values are increased, we still get those interactions that can create big moments as a byproduct. Something as simple as a linebacker that hits the gap but because speed parity is too high and they get sucked into the block instead. Or CBs running into other players during crossing routes would kind of break the immersion of big plays. Simple things, but impactful. Penalty adjustments: Offside - 55 - Felt this was needed to reduce not just the penalty, but the insta-shed that was happening fairly immediately. DPI 60 (AM), 65 (AP) - Seems to work as perception value for the CPU QB. Lower means more breakups, higher means more wait and see catch. Good balance here as I want the AP QB to take more chances into traffic, while still ensuring DBs react. For AM, want more realistic reaction from the User DBs, while still keeping the CPU QB varied in their distribution. RTP - 50 - Couldn't stay low anymore as the aggression was too much and the pursuit angles were worse. Back to 50 to allow the read n' react rather than instant react.
2
1
7
2,014
All-Madden notes: DPI - 60 - DPI is a QB perception value to have the sense if the intended receiver will have the advantage or not. The value was lowered to help give the receiver an advantage, but not so low that the defenders don't react. PBL - 50 - Lowered to ensure we don't see too many hold and not release to pick up next block, rather than just hold and keep holding after ball carrier is well ahead of LOS. RBL - 40/45 - Bumped to respond to the insta-shed tendency, but allow it to help with better OL/DL interaction rather than hold longer and the DL/LB not able to release or move towards the ball carrier's side. Ball Security - 48/48 - Just want to introduce more fumbles as there weren't as many in previous updates. All-Pro notes: DPI - 65 - As mentioned above, DPI is a QB perception value, so at 65 vs AM's 60, the QB still has a sense that the receiver has the advantage, so will still take chances - and the value isn't so low that there won't be a pass breakup animation. RBL - 42/48 - Responding to the insta-shed tendency again here, same as the AM set. Was worried the RBL was too high for User, but the OL/DL interactions have a lot of variety, but CPU tackling is also slightly raised to help further. Ball Security - 45/48 - Tackling values aren't as high as AM, so there's a bit more room to work with here. Want to have the sense that anything can happen for the ball carriers, and introduce more risk/reward with big hits vs wrap ups. Tackling - 44/45 - Bumps to both as there were a bit too many broken and missed tackles in the same type of animations like a Juke or Shrug, so the slight bump just allows more of that feeling that anything can happen in the open field or otherwise.
1
9
1,366
Madden and CFB sliders tomorrow, followed by FC27 on Monday, possibly Sunday night. Stay tuned!
5
5
188
9,817
I think this is how you get kids to stop developing their curiosity of what they can do on the pitch. This is the issue with coaching tell-tell-tell culture that I see so very often - especially in the experience my sons have had at the premier club level here in the US. Be free like Busquets: youtube.com/shorts/WO7DVIuoA… youtube.com/shorts/8hNaEBxCb…
Proper main character syndrome this one. Bet they spend half of a session listening to him waffle on.
1
9
10,387
Sim Snob Experience 2027 V1 for PES2021 & FL26 is out on @evo_web! @isureaper31 & I focused on strong football fundamentals in positioning, variety, pressure & goalkeeping. Enjoy! Mod: evoweb.uk/threads/simsnob-ex… Support: ko-fi.com/matt10l
1
10
11,344
Here are the current @OperationSports #FC27 Community Sliders - BETA (version 3 in thread). This is a WIP, so the values are not final. We will make more difficult/shorter halves modifications once the base set is in place. Feel free to support me here: beacons.ai/matt10l
16
14
258
40,619
Explanation of SOME sliders currently. Feel free to ask about any of them, or for the ones not discussed on here. This is simply an order of modification away from Authentic sliders originally: Sprint 32/31 - Discrepancy that is key to keep the CPU pressure at bay, but not to the point they just back off - more so that the Sprint at 30-31 produces an earlier jogging animation (not the bad kind) that looks more realistic because they can get into their jockey animation as a result. This allows more reading the movement of the build up rather than blitzing it. Acceleration 48/47 - Seems to help that balance where the CPU's tackling is just too good, too perfect, and their pursuit angles that are filled with assumptions are too spot on. With this change, they still move in the right pursuit angles, but it gives the user a bit more wiggle room to adjust themselves either with a change in dribbling speed or direction or a pass. Regular Shot Speed - 45/45 - We had this at 48. Dropped a bit more to get a more natural looking shot speed/power. Keeper recognizes and still makes realistic save deflections. Header Shot Error - 65/65 - Felt that on 55 it was a bit too perfect contact. Reduces those perfectly powered headers on goal. Normal Ground Pass Error 55/55 - With increased pass speeds, it's natural to want to keep this value raised a lot, but the issue with raising pass error too much is that the ball rising above the shins, and drags on the opposite side of that, rather than it be directional. There's still a bit of that at 60, but it won't be the main experience. Normal Ground Pass Speed 42/42 - The value is not so low that every pass requires the CPU to move towards the ball like a hospital pass. It should be fast enough that even the CPU can build out of the user's pressing. Furthermore, and very important in FC/FIFA, is ensuring the ball stays alive - after all, that is what is trying to be controlled. Header Pass Error 70/70 - Enjoyed seeing some head tennis on occasion at this value, so just kept it for now. Makes for some variety that is needed of course. Injury Frequency 75/75 - We had this at 85 at first. I felt it was too high, and with the Severity value at 40/40, it makes sense to drop the frequency a bit. GK Ability 38/38 - Still not 100% convinced on this, but it will be based on how the shot speed continues to feel as well. This value is raised as well in response to the animation where the keeper tends to bring his hands closer to his body rather than stretched out to save. If it continues to happen, we'll continue to raise this value. GK Deflection Error 75/75 - I think this is an interesting value because some of the saves on the lower end have looked really cool, but there had to be some more sense of variety and always a chance of keeper error. Run Frequency 50/50 - The runs needed to be mixed up, and the safe bet is to raise RF to a default level of 50. This seems to introduce variety of runs from checking to and away from the ball, to making runs on the sidelines or diagonally to the corner flag. This allows less of the one note, receive pass to forward, turn, or send ball over the top to runners breaking through a straight defensive line. Line Height 65/65 - We previously had a discrepancy. Not really needing a discrepancy any longer considering that is more so focused in the increase in length and the discrepancy that accompanies it. This is to introduce the defensive line sooner so they are not passive at all points wherever the ball is played. Line Length 48/45 - The previous value was 25/25. Big jump I know, but I got very tired of seeing the instant retreat in transition, the midfielders just giving up space where it just became the same type of play for 12 rounds. The sacrifice here is not getting the mids to sit in the low block as well, but at least there is more resistance before it comes to that. The discrepancy is to keep the CPU and their directness more at bay, and force them to build up a bit more - be a bit more cautious with the ball, etc. Line Width 45/45 - The previous value was 35/35. I got very tired of seeing the narrow width, just giving up that width in general started to look really rough. At 45, it's a better number because it's a slight move goal-side for the fullbacks, but not super ideal. At least there is a sense of a midfield where the central mids aren't having to play freeze tag to enter into the next 1v1 battle each time. Fullback Positioning 95/95 - Assuming this category will work sometime, I'd like it to be pre-set that there's a chance the fullbacks will get up the pitch the way they should, and being paired with a higher run frequency may entice them to do so. First Touch Control Error 50/50 - More annoyance than anything seeing the double touch in the air, so this value goes down in support of a faster moving ball. We'll let the error and speeds, paired up with the dribbling section to make up for any lost error. Intercept Error 90/90 - More deflections instead of perfect reception is the intent here. Ball Deflection Error 90/90 - More deflections that have a chance of going out of bounds whether it be from physicality or poor touches, etc. Anything to free up the ball. Jog Dribbling 52/52 - We had this a bit too high at first in hopes to get more ball separation from the player's body. Lowered to control the distance of the ball. Increased pass speed and errors should help push that ball a bit further ahead as well. Sprint Dribbling 52/52 - A bit higher before. Lowered as well to help with distance of the ball in full sprint. Physicality Impact 70/70 - We were testing 40/40 for a bit. Raised to indeed get more physicality back. Should stand out a bit more with the discrepancies to Sprint/Acc. Regular Jockey Speed - 60/60 - Helps with defensive positioning in 1v1 and with a midfield that needs to drop back in low blocks. Sprint Jockey Speed - 60/60 - Same as above with jockey in general, but related to Sprinting moments. Should help the CPU when they go into jogging animations as well.
4
15
4,952
Correction on Line Height: it is 50/50 in the graphic. The idea remains, but the goal with lowering the height is to bring back a midfield that is higher up the pitch due to the length values.
1,196
Here is Version 5.5 sliders for #CFB27 - it's been a bit of a struggle to get the CPU QB back to how they were out of the box, but some small adjustments have allowed some balancing in the necessary spots. Enjoy! feel free to support me here: beacons.ai/matt10l
21
13
1
326
45,888
Version 5.5 Notes: In response to the most recent patch update, the CPU QB play suffered a bit. They were scrambling right into pressure and not trying to throw the ball away as much as they should. As a result, this is Version 5.5. The concept of raising Block in the Black, or addressing it as a gameplay element in general, is thanks to the well done research by "Flex on Us" from Operation Sports, and took a good amount of time researching the penalty value in my CFB26 trhead. This particular page there went into good detail, with good videos as well: forums.operationsports.com/f… As the value is raised, it helps the QB's perception of the pocket forming. I don't want the pocket to be perfect for every team, that's just not college football. However, giving the QB a tad bit more time allows them to go through their reads or scramble out of the pocket. Lowering QBA made more sense too for Heisman level as it makes pressure on the QB more significant, and lets elite vs poor QBs stand out in their own way. The irony of that, is lowering Roughing the Passer is a good balancer to make the QB decide faster because the pressure and aggression has been raised. It also allows tackling to be a difference maker where a lower rated tackler will be challenged in their chosen pursuit angles.
1
15
21,335
Here are the Version 2.0 #MaddenNFL27 Sliders. Some subtle adjustments and not so subtle, I'd say. Post-Patch has been tricky to balance, but happy with where it's at now. Enjoy! thanks for testing @CornflakesCRF @Derka009 and @mrhurriicane for guidance. Lastly thanks to Flex (OS member) for his research on BITB. feel free to support me here: beacons.ai/matt10l
20
11
214
28,575
Version 2.0 Notes: Subtle adjustments and not so subtle adjustments in response to the latest patch updates. Trying to balance out the previous set, while keeping a good feel of the game - which is why a lot of regression testing was done with multiple matchups. We had to reduce the Fatigue as it just started to affect everyone both in animation and in logic of that animation. There still seems to be enough fatigue to go around on 55, but it does turn into a bit more of higher awareness - especially from a defense in pass coverage that looks to break up a lot of plays through instant hits to separate ball from man. The concept of raising Block in the Black, or addressing it as a gameplay element in general, is thanks to the well done research by "Flex on Us" from Operation Sports, and took a good amount of time researching the penalty value in my CFB26 trhead. This particular page there went into good detail, with good videos as well: forums.operationsports.com/f… Block in the back also helps provide additional block support for the run game, with the penalty not called a whole lot - but in Madden/CFB, more penalties that aren't offside...usually the better. Holding was dropped down on both sets as there's more room to adjust the blocking values, in particular the run blocking - but with the higher fatigue and speed parity - there's only so much that can be done without getting any warping animations.
1
9
10,129
All-Madden: It has been a tricky process with this post-patch update, and especially on Heisman. From trying to get the CPU QB to be more dynamic in the pocket, to making ure adjustments to making a more aggressive but realistic defense to show up. All-Pro: There's not much that has been neded for All-Pro adjustments once the penalties were set and improved. Just a bump here to the run blocking to balance out the aggressive defense, but other than that - I had felt the set was in a good place for a while.
1
5
2,081
CPU Sliders: We do not have specific CPU Sliders yet. We want to establish a BASE set first. Then let the CPU Sliders compliment/enhance from there. Currently we play with a variety of the options: Tactical, Dynamic, Custom and some are using Custom 50's (50's on Custom).
1
7
3,219
Want to take part in testing, please join @OperationSports thread here. We have been working on sliders as a community since FIFA 15 back when @Orion523_FSB beloved OS brother was around. thread: forums.operationsports.com/f… Trello board: trello.com/b/zKa0teSk/fc27-o…
1
3
2,974