I am trash in Fc 26
Man, I just can’t handle this game. I was solid back in FIFA 23 (my first FIFA), played decent in 24, even did alright in 25 (though I quit around spring ’cause I couldn’t keep up with the new cards and metas). But this year? I’m absolute trash. Built a stacked squad, got good cards, everyone’s on Shadows/Hunters, all boosted to the max. I’m even running meta tactics like 4-4-1-1, 4-4-2, 4-3-3(4). Still nothing. I’m getting clapped in Div 8 like I’ve never touched FIFA before. My average loss is like 5–6 goals down. I have no clue how to defend — every pass I make gets intercepted. My strikers don’t make runs, and somehow every Chiesa or Doku rips the ball off me better than my Bastoni or Konaté do against opponents’ strikers right inside my own box. Anyone else gone through this? How did you get past it? Maybe some off-meta tactics that actually worked? Drop your codes/strats, I’d appreciate it a ton 😓😓60Views1like6CommentsList of Traits in The Sims 4
Hello! Despite the discussion collecting these already existing, I've decided to make my own traits list due to how these forums work (it starts from the first post, not the last post, and it takes long to reach the last post). This list contains all the traits in-game, both visible and hidden, in these sections: Base Game Expansion Packs Game Packs Stuff Packs & Kits Non-Pack Filtered Visible Traits Non-Pack Filtered Hidden Traits Popular traits Update Log To add a trait, you'll need to use this cheat: traits.equip_trait [trait_codename] And to remove a trait, you'll need to use this cheat: traits.remove_trait [trait_codename] In both cheats, [trait_codename] needs to be replaced with trait's codename. For most of the personality traits, it's same as its name, but there are exceptions (Erratic for example). Find the trait codenames in the list below. These lists will be kept updated as patches and packs come out. Please do not post under these trait lists. If you'd like to suggest traits for the popular section or want to discuss some traits, please reply to either this post or someone else's.82KViews31likes95CommentsSuggestions for infantry classes design: Are these designs worth trying?
Battlefield Class Design Proposal General Settings Fifth Device Unlock: All classes have a fifth device that requires sufficient battlefield points to unlock per match, preventing overly powerful effects from disrupting game balance. Universal Adrenaline: Adrenaline is now universal across all classes. Assault Soldiers receive an extra dose, allowing two consecutive injections for enhanced effects. -------------------- Assault Overview: Role: Team's vanguard, excelling in close-quarters engagements. Positioning: Breakthroughs, flanking, and enemy elimination. Abilities: Passive: Hit Detection - Detects enemies upon taking damage. Class Ability: Press F to engage in close-quarters combat with nearby enemies, forcing both parties to switch to pistols, leveraging the Assault Soldier’s Quick Draw trait. Loadout: 1. Primary: Assault Rifle (Quick Draw) 2. Secondary: Pistol (Quick Draw) 3. Heavy Weapon: Breaching Cannon 4. Accessory: Thermal Imager 5. Device: Deployment Beacon X. Siege Ladder Design Concept: The Assault Soldier is designed for aggressive frontline play. The Hit Detection passive and 5.Deployment Beacon (equipped with motion sensors) alert teammates to frontline situations, enhancing battlefield awareness. the beacon allows redeployment closer to the action. X.The Siege Ladder enables multi-angle tactical entry, while the 3.Breaching Cannon flashes and stuns enemies in rooms. 4.The Thermal Imager improves enemy and object detection, it all can be providing more tactical options for flanking. -------------------- Engineer Overview: Role: Team's backbone, excelling in defensive warfare. Positioning: Fortification, repairs, and anti-vehicle roles. Abilities: Passive: Explosive Damage Reduction - Reduces damage from explosives. Class Ability: Press F to repair vehicles. Loadout: 1. Primary: Machine Gun (Enhanced Fire Suppression) 2. Secondary: Pistol 3. Heavy Weapon: Rocket Launcher 4. Accessory: Anti-Tank Top-Attack Mine 5. Device: Mini Robotic Vehicle X. Tactical Cover Design Concept: The Engineer focuses on defensive operations. X. The Tactical Cover provides temporary fortifications, allowing the team to suppress enemies from safety. Allies behind the cover gain 2 armor points per second (up to 20 points), which disappear upon leaving, quantifying its tactical value. Also 3.the Rocket Launcher and 4.Anti-Tank Top-Attack Mine counter vehicles. 5.The Mini Robotic Vehicle (with Follow/Stay commands) automate vehicle repairs, the device can also burrow under enemy vehicles and self-destruct to disable engines. while the Explosive Damage Reduction passive reducing repair risks. -------------------- Support Overview: Role: Team's logistician, specializing in support operations. Positioning: Rescue, resupply, and rear-guard duties. Abilities: Passive: Burn Damage Reduction - Reduces damage from fire-based attacks. Class Ability: Press E to revive teammates. Loadout: 1. Primary: Submachine Gun (Fast Reload) 2. Secondary: Pistol 3. Heavy Weapon: Grenade Launcher 4. Accessory: Auto High-Pressure Sprayer 5. Device: Sentinel Robotic Dog X. Supply Pack Design Concept: The Support Soldier excels in logistical support. X. The Supply Pack provides medical and ammo support, 3.The Grenade Launcher allows the Support Soldier to clear groups of enemies, paired with the Burn Damage Reduction passive, creating opportunities to rescue teammates in intense combat zones. 4.The Auto High-Pressure Sprayer disperses smoke and extinguishes fires for battlefield purification. 5.The Sentinel Robotic Dog (with Follow/Stay commands) intercepts three incoming projectiles and deploys low-damage anti-personnel mines to deter enemies, protecting the team’s rear. all function emphasize automation minimizes task overload, keeping revival as the core focus. -------------------- Recon Overview: Role: Team’s rearguard, specializing in long-range combat and threat identification. Positioning: Reconnaissance, cover, and coordination. Abilities: Passive: Aiming Detection - Detects enemies while aiming. Class Ability: Press Q to mark enemy weak points, increasing damage taken and issuing a voice prompt to allies within a 15-meter radius. Loadout: 1. Primary: Sniper Rifle (Stability) 2. Secondary: Pistol 3. Heavy Weapon: Mortar 4. Accessory: C4 Explosive 5. Device: Drone X. Guided Binoculars Design Concept: The Scout is built for long-range engagement and reconnaissance. The Aiming Detection passive and X. Guided Binoculars enable locating and locking onto enemies and vehicles. The Weak Point Marking ability attract team to kill the disclosed target. Also 5.the Drone supports reconnaissance and object clearance, and when paired with 4.C4 Explosive, can execute self-destruct attacks or create sniping positions. 3.The Mortar dislodges enemies from a cover, ideal for challenging from a distance.70Views2likes11CommentsCreator Network
Hi EA Team, I recently submitted my request to join the EA Creator Network and received a confirmation that my submission is currently listed as "Unreviewed". My gamer tag is pumkin1234444, and I submitted the form on September 26, 2025. I'm a passionate Sims 4 content creator — I absolutely love the game and have been dedicated to making high-quality content for the community. I create custom content (CC), mods, and share builds and gameplay ideas that help other Simmers enjoy the game even more. I’m really excited about the possibility of joining the Creator Network and was just wondering if there’s any general timeframe for when submissions are reviewed. Also, is there anything else I should be doing to support my application? Thank you for your time and all the work you do for this amazing community!19Views0likes1CommentThis game sucks.
I know this is still early access, but my alcoholic grandfather who has never skateboarded can throw together a better proof of concept. This version of skate brings shame to the other versions before it. Like many others on this forum, I’ve tried to find the good in this game but just about everything is terrible. From the game mechanics, the “skate city”, the embarrassing voice acting, to the thought (or lack-there of) put into the Challenges. Its almost impressive how Skate 3 from 15 years ago is miles ahead of this piece of pathetic excuse of a Skate game. The mere fact you need to scan a QR code in-game just to provide feedback just shows the level of UX being considered at development team at Skate. I saw somewhere - this version of Skate feels like it was put together by what a corporation imagines what skateboarding is like, but never did any actual research or effort. EA get it together. - someone who used to be a diehard Skate fanMoving around map & stuck
I changed alliances and find myself locked in by enemy territory all around me. I want to move to the centre, and also a crash site but face the same issue in different directions & with different bases. What should I do, how can I reach my target? I asked my new alliance about jumping sectors but hav no heard back.