8 months ago
AI Defending in FC25
I'd like to talk about how the game can be improved, as so far, with majority of players agreeing, FC25 is probably the worst football game EA has ever made to date (gameplay wise) - HOWEVER, this ca...
Your post was an interesting read, mainly because I only conduct offline Manager Career mode matches, and have been experiencing the exact opposite of what you described. User AI controlled defenders, even those rated at 85 or above, are often oblivious to the action occurring in front of them, react to CPU attacker runs long after they are wide open for one on one opportunities, or track back at half of their sprinting speed. The only way to play defense in offline modes is to constantly switch to the nearest defender, and even doing so, generally results in a 'lost step' or poor starting angle after the change; an even worse circumstance leaving two on one attack vectors. Simultaneously, as you were writing this post, I was submitting another entry, in which I was describing the broken contain and teammate contain actions by user AI controlled players, even in the defensive third of the CPU. Wishfully in the future, a semblance of continuity between both offline and online gameplay can occur, especially for AI controlled user defenders, and defensive central mid-fielders. Appreciate the insight into your gameplay experiences.
Hopefully at some point the user AI controlled player gameplay issues will be addressed, both on defense and offense. During the EA FC 24 game cycle more than fifteen Title Updates were required (last three updates did not focus on gameplay) to mitigate and compile many of issues, and still, resulted in lower than expected outcomes. In Title Update 3 last week, new defensive tactics were introduced to make the game even easier to score for users, however, need further testing to determine any new CPU attacking sequences, or user AI defensive adjustments. For now, on Ultimate difficulty, using Operation Sports Version 3 slider adjustments to combat unacceptable user AI controlled gameplay issues. Extensive testing was conducting, since last week, regarding the Marking slider. If configured above between 52 and 55, players for both the user and CPU began failing to contain most attacks. This is in contrast to the slider marking values above 70, used by a number of players, since game release. Will probably be months (February or March), before updates 'hone in' gameplay discrepencies, and abysmal user AI controlled player behavior.