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zxfly111's avatar
zxfly111
Newcomer
4 hours ago

Standing Tackle Spam and Other Broken Mechanics

We all play this game, but it’s time to accept that several mechanics are extremely broken and are seriously harming the gameplay experience. It has become genuinely frustrating. Player numbers keep dropping; especially many players in Elite – Division 1 and Division 2 have either quit the game or are waiting for a major balancing patch.

Standing Tackle Mechanics - Unrealistic Physics
Tackles from behind, back-right or back-left are unrealistically successful. A defender can win the ball simply by pressing the tackle button. In real football, winning the ball from a player who is shielding with their back turned is physically impossible.
For these tackles to succeed, the defender’s leg, knee or hip must clip through the attacker’s model. This is a clear animation and physics error.
Mistimed standing tackles are not punished. The defender recovers extremely fast, which encourages endless tackle spamming.
Situations that should clearly be fouls are not called. Our player gets pushed, stumbles or gets tripped, but the referee does nothing.
Beating a defender with dribbling or skill moves does not matter. The defender recovers instantly, catches up and tackles again.

Inconsistent Stats: Pace, Strength, Dribbling and Shooting
A 94 pace attacker can get caught by a 75 pace defender from 10 to 20 meters behind, which makes pace meaningless.
Dribbling and momentum advantages do not function properly. Defenders always catch up even after being beaten.
Strength works backwards. An attacker with 88 strength gets knocked down by a 55 strength defender and enters a long recovery animation.
Shot power differences are barely noticeable. A 92 shot power player shoots almost the same as a 75 shot power player.

AI Defending
When the game first came out, scoring was too easy. But the solution seems to have been increasing AI defending to an extremely high level.
Opponents can defend without switching players because the AI takes perfect positions and reacts for them.
Aggressive opponents rely only on running and tackle spam, which stops most attacks.
Players who build organized attacks are punished. One single mistake results in an instant counterattack goal.
The game forces one meta: counterattack only, removing all gameplay variety.

Conclusion
Because of these mechanics, attackers are forced to constantly spin, change direction or rely only on counterattacks. This makes the game predictable, one-dimensional and lacking tactical depth. It reduces creativity and increases player frustration, harming the long-term health of the game.

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