2 years ago
fat man lag
⚽ much slower acceleration + obnoxiously slow deceleration,
Acceleration is visibly slowed, like watching someone run on the moon
Deceleration is not "slowed" but it takes forever for these athletes to stop running...
Explosive sprint types are useless
🏈 much slower sprint speed,
Pace merchants are no longer pace merchants and can be outran by anyone whether or not they have the ball
🏀 non-existent agility (some users call it 'turtle lag' for this reason);
Ridiculously wide turning radius
Inability to make quick side-to-side movements
Inability to turn around quickly (interestingly does not include pressing L1, but maybe that's cause the game sees it differently (only works in one direction))
Leads to general inability to effectively use Skill Moves
Skill Moves come in far too late to be effective and are often nothing close to what you input
(4) visibly slowed transitions between 'states' (dribbling modes, sprinting, jockeying, etc.).
Even when directly on the ball, player will visibly hesitate to do what you want
Trying to combine dribbling styles in one run literally impossible
( 8m 55s ) Gbenga: 5) uncreative and predictable friendly AI;
AI has very simple behavior that most players can read
AI seems very against initiating its own through-runs and come-closers.
AI never automatically goes on a through-run following a ground pass (when not L1 + A)
AI tends to ignore Custom Tactics and Instructions settings
👿 aggravatingly passive defensive AI (failure to close players down, auto-intercept, make own challenges, cut passing lanes, effectively mark man; also causes AI Press to be pointless);
Backline tends to let players through no-problemo
CDMs set to cut passing lanes fail to identify passing lanes, or at least relevant ones
AI Press completely useless as AI will never press opponent, just shields them, and never attempts a tackle, even if on the sideline
(7) frequently inconsistent/unpredictable touches, with some even being missed entirely;
Makes crisp, controlled dribbling near impossible
Sprinting exponentially more dangerous, so much so that it's often worth not using it anymore
(8) visibly delayed inputs without network instability;
Delay can be up to a constant 1/4 second behind, even when displaying <50 ms ping
(9) occasional briefly frozen input;
Input type has no effect
Connection method has no effect
(10) unusually poor pass picking (how well the pass-picking system (to who, through what?)... picks passes);
Often causes users to change Pass Lock settings in an attempt to fix
(11) user + friendly AI unbelievably poor ball-striking power (both passing and shooting);
Power is either 0 or 100, no in between; always gravitates towards 0
(12) non-existent '<move> on first touch', always goes AFTER first touch, with some even being skipped entirely;
(13) user + friendly AI tendency to lose challenges, even ones you couldn't possibly lose (as if the ball was magnetised to the enemies' boots).