FC Mobile 27 Beta — Gameplay & Competitive Feedback
After playing a lot of games in the beta and experiencing the game as a pro player, here is my feedback and what I think needs to be fixed or improved before the release of the FC Mobile 27 season update. New Mode I'll start with the new mode. It's fun to play and definitely a good addition to the game, especially if the rewards are decent. However, I would personally prefer this mode to be PvP rather than PvE. Playing against real players would make it much more competitive and enjoyable. New PlayStyles I've tried all the new PlayStyles, and overall, they feel good, especially the Slide Tackle PlayStyle. However, there is one big issue: the Gold Incisive Pass PlayStyle. A lot of the time, it honestly doesn't feel like it's even there. It needs a significant buff because the difference is barely noticeable. This also leads to the next issue: through balls in general. Gameplay Honestly, I don't feel a big enough difference between FC Mobile 26 and the current beta gameplay. A lot of the same issues are still there: Trickster + Elastico speed boosts Weak attacking AI Overpowered AI defending Inconsistent passing Ineffective through balls Here are the main things I think need to be improved: 1. Improve the Attacking AI Sometimes when you're trying to build an attack, your attackers simply don't seem interested in making runs. They just stand there unless you manually trigger the run. The attacking AI needs to be more intelligent and proactive, especially when there is clearly space available for a player to attack. 2. Improve Joystick Dribbling Joystick dribbling feels very delayed right now. With the current AI defending being so strong, it makes it extremely difficult to actually use joystick dribbling effectively. Dribbling should feel responsive and give skilled players more control over their players, rather than making every movement feel delayed. 3. Nerf AI Defending & Improve Manual Defending This is probably one of the biggest issues. AI defending is simply too strong, while manual defending doesn't feel rewarding enough. There are situations where I correctly read a pass and position my defender perfectly, but my player somehow gets bounced off the ball, doesn't make the tackle, or doesn't even properly touch the ball. It sometimes feels like my player is invisible. If a player correctly reads the opponent's pass and manually defends the situation, that should be rewarded. Manual defending should be stronger and more consistent, while AI defending should be nerfed. 4. Nerf the Trickster/Elastico Speed Boost Please nerf the speed boost from Trickster + Elastico. Right now, you can see players constantly spamming Elastico just to get the speed boost. It doesn't require much skill and can lead to a lot of bounce-backs, rebounds and situations where the attacker gets an unrealistic advantage before scoring. We've had enough of this mechanic. It needs to be toned down. 5. Improve Passing Passing has definitely improved recently, so I appreciate the work that has been done there. However, passing can still feel very inconsistent at times. The same pass can feel completely different depending on the situation, even when the input is the same. Passing needs to feel more consistent and predictable. 6. Buff Through Balls Through balls are still far too ineffective in the current gameplay. The Incisive Pass PlayStyle makes them slightly better, but even with it, through balls don't feel strong enough to be a reliable attacking option. I think both through balls in general and the Incisive Pass PlayStyle need a significant buff. Game Optimization Unfortunately, I think optimization needs a big improvement. The game often feels heavy and doesn't run as smoothly as it should. One of the biggest issues for me is the FPS limitation. My phone can run almost every other game at 60 FPS and even 120 FPS, but when it comes to FC Mobile, I'm limited to 30 FPS. Please allow players to customize their graphics and, most importantly, choose their preferred frame rate. Players should be able to choose between different FPS options depending on what their device supports. It feels unfair that some players can play at 60/90 FPS while others are forced to play at 30 FPS in a competitive game where responsiveness and gameplay consistency are extremely important. If FC Mobile wants to be a serious esports game, performance should be as accessible and consistent as possible across different devices. More PvP Modes We definitely need more PvP modes. I know you've already added some PvP modes, such as Weekend Challenge and Scouts, but I really think there should be more. It would also be great to have a dedicated PvP section inside events where players can play against other players to earn rewards. We've had this type of system before, where you could earn tickets and then use them to play PvP matches for rewards, and I think bringing something similar back would be great. Personally, I would much rather play against another player than repeatedly play against AI. I've genuinely fallen asleep while playing some PvE matches because they can become extremely boring. PvP is what makes FC Mobile competitive and enjoyable, especially for players who play the game seriously. Gameplans & Match Length Gameplans are probably one of the best features you've added to the game in a long time. They're extremely useful and effective, especially when it comes to changing your tactics during a match. I've even tested them against friends in Rivals, for example, by using different formations to counter an opponent switching to an ultra-offensive 4-2-4. Being able to change your approach during the game adds another layer of strategy. However, to fully take advantage of Gameplans, I think matches need to be longer. Six minutes per game simply feels too short. At the very least, I would suggest making the match duration customizable in Friendlies, for example: 6 minutes 8 minutes 10 minutes This would also be a huge improvement for the competitive/pro scene. Longer matches could make professional games much more strategic and entertaining to watch compared to the current Best-of-3 format. And one more thing: Please add 5 substitutions. This is a must, especially if matches become longer. Final Thoughts I hope you take this feedback into consideration. I'm giving this feedback because I genuinely want FC Mobile to become a better game, especially now that it's becoming more established as an esports title. There is a lot of potential in the game, and I really appreciate the new features and improvements you've been making. But I believe fixing these gameplay, optimization, PvP, and competitive issues would make a huge difference for both casual players and the pro scene. Hopefully, we can see some of these changes before the FC Mobile 27 season officially releases. Thank you for taking the time to listen to the feedback, and hopefully we can make FC Mobile even better.106Views2likes2CommentsPlayer height/weight scaling bug in matches
After starting a game of an academy tournament, music sliders stop working and volume goes crazy, and then player models start growing and shrinking significantly over the course of the game. The same player will start at normal height, shrink to 2ft, and grow to 11ft over the course of the game. opposition keeper grew to 11ft. then if I play a regular career mode match it continues until I restart my game, and toggle the height scale from imperial to metric and then back to imperial. This makes the game unplayable as crosses/headers are undefendable.18Views0likes0CommentsSTUMBLING & LOSING THE BALL EASILY (IMPOSSIBLE TO BEAT PRESS) | BUG
We need a skill move that makes the players guide the ball, playstyles won't help because it's limited to some cards. Add “Sombrebo skill move” to beat the press. My players tend to stumble and lose the ball when marked from behind by an highly rated card..... it's so annoying. Pushing option with a guaranteed yellow card is better than this rubbish. They lose the ball at every slight touch; The game is now completely pay-to-win. Is it impossible to add more skill moves. Does it requires license? * BUG: I headed the ball to the keeper but the GK didn't grab the ball, he dodged it and let it go into the goal. The game needs a reset, it's completely broken. A lot of freezing and server issues.24Views0likes0CommentsHow EA could revive ultimate team
I genuinely think EA could make Ultimate Team much better by slowing down the content cycle and making the game more focused on skill, grinding and actually enjoying the game. For example, gold cards could be much more relevant during the first couple of months, with TOTS later becoming one of the major points of the year. Icons and Heroes could remain extremely rare and actually get that feeling like you beat the game when you pack one and instead of constantly releasing new promos, there could be fewer major promos throughout the year. I’d also reduce the number of SBCs and Evolutions released at once. Rather than being able to complete everything in one day, give players a few genuinely good options and make them choose which one fits their team. That would make the decisions feel more meaningful. On evos they have ruined the power curve and there whole purpose should have been to bring a bronze player you might know or you’ve seen playing for your local club, up to a gold rating or just be usable enough to play in your team becuase you enjoy playing with the nostalgia of using that exact player not what it is used for now they are way too overpowered and everyone’s focused on what evo comes out this week becuase they are better than the cards in promos and half of the sbcs so just make them a smaller part of the games focus. Content also doesn’t necessarily need to be released every single day. Giving players more time to actually use and enjoy the content they’ve earned would make the game feel less like a constant grind. The store should also be less focused on pay-to-win. I’d like to see more ways for free-to-play players to earn useful rewards through actually playing the game, rather than having to spend money or grind an unreasonable amount of time for coins. Most importantly, I’d improve the gameplay and make it more skill-based and rewarding. Add things like player IDs, a proper Weekend League/competitive system, Top 100 leaderboards and a 2v2 Weekend League. I’d also seriously look at PlayStyles and whether they make the game too dependent on specific card mechanics rather than the actual stats and ability of the player. I don’t think Ultimate Team needs more content. I think it needs better content, better gameplay and a better reason to keep playing.Player Carrer Mode - Personality Contradictions
Personality points continue accumulating indefinitely during Player Career, causing personality percentages to keep changing throughout the career. Because personality-based PlayStyles require the player to maintain a specific current personality percentage, previously available PlayStyles can eventually become unavailable again. The problem is made significantly worse by the way personality points are awarded during matches: even when deliberately trying to maximize one personality, normal match actions automatically generate large amounts of points for the other personalities. This means there is no realistic way to maintain certain personality percentages while playing normally. My example: I created my current CAM with already 60.000 personality points: 60% Freigeist/Maverick After approximately 1.5 seasons, this has already fallen to: 56% Freigeist/Maverick I manually added all personality points currently displayed by the game and reached: 68,671 total personality points Therefore personality progression does not stop at 60,000 points. The total continues increasing and the percentage distribution continues changing. This creates a serious long-term progression problem because my Maverick PlayStyles require maintaining the relevant percentage. If my percentage eventually falls below the required threshold, PlayStyles that were already available to my player become unavailable. Why this cannot realistically be prevented My player is a CAM using the Magician archetype. His normal role involves: passing creating chances assisting combining with teammates dribbling making attacking runs scoring Normal football actions generate large amounts of Teamwork and Discipline personality points. I specifically tested whether I could prevent my maverick percentage from declining by deliberately changing the way I played. In one extreme test, I almost completely stopped passing and intentionally concentrated on dribbling, skill moves, solo runs and long-range goals. The match still awarded approximately: Freigeist/Maverick: 192 Discipline: 181 Teamwork: 48 That means I received approximately 192 points for the personality I was deliberately trying to maximize versus 229 combined points for the other two personalities. This means that even while deliberately playing in an unrealistic way designed specifically to maximize maverick, I still could not generate more maverick points than the other two personalities combined. Playing normally as a creative CAM makes the problem even worse because passing and combination play generate additional points outside maverick. Expected behavior: There should be a viable way to maintain or develop the selected personality through normal gameplay. More importantly, PlayStyles that have already been unlocked should not later become unavailable simply because a continuously changing personality percentage falls below an arbitrary threshold. Possible solutions would include: Make personality PlayStyle thresholds permanent unlock conditions. Once 25%, 50% or 65% has been achieved, the corresponding PlayStyle remains unlocked. Stop personality percentages changing after personality progression has been completed. Rebalance match personality rewards so that deliberately playing according to one personality can actually increase or at least maintain that personality percentage. Separate learned football abilities from continuously changing personality percentages. Actual behavior: Personality points continue accumulating indefinitely. Normal gameplay automatically distributes significant points across multiple personalities. As a result, my maverick percentage has already dropped from approximately 60% to 56% in 1.5 seasons. There is no realistic gameplay method available to prevent the decline while continuing to play my position correctly. This means my existing personality-based PlayStyles are effectively on a countdown until the percentage falls below their requirements. Why this is game-breaking: This makes long-term Player Career progression self-defeating. My player can become a better and more complete footballer over several seasons while simultaneously losing access to abilities he previously possessed. The only apparent way to fight against this is to stop playing normal football, lower the difficulty and repeatedly farm personality-specific actions. A long-term career mode should reward player development, not require players to manipulate a percentage system simply to prevent their existing abilities from disappearing. Please investigate the continued accumulation of personality points, personality reward distribution during matches, and the loss of previously available PlayStyles when personality percentages decline.25Views0likes0Commentsfeedback FC Beta
The release of the FC Mobile 27 Beta generated significant excitement within the community, primarily due to the announcement of long-awaited tactical features for mobile. Key among the new additions are the "Ultra Defensive" and "Ultra Offensive" mentalities, designed to provide much deeper real-time tactical control during matches. In theory, these options should revolutionize match dynamics, allowing players to "park the bus" to protect a lead late in the game or send the entire team forward in search of a crucial goal. In practice, however, the Beta implementation reveals that the feature isn't yet working exactly as intended. * Ultra Defensive and the "Catenaccio Effect": Activating Ultra Defensive mode is meant to drop the defensive lines and tighten the defensive block. The current issue is the AI's excessive passivity. Center-backs and defensive midfielders often drop too deep, retreating into their own penalty area and leaving dangerous space at the edge of the box for long-range shots. Furthermore, transitioning to a counter-attack becomes nearly impossible, as wingers drop back so far that the team completely loses its attacking outlet. * Ultra Offensive and Tactical Chaos: In Ultra Offensive mode, the promise of applying high pressure and flooding the opponent's box often devolves into chaotic imbalance. The defensive line pushes up haphazardly, leaving gaping holes behind the center-backs that can be easily exploited by a simple through ball. Another critical issue is the choice of players joining the attack: it is not uncommon to see center-backs occupying the wing positions while forwards find themselves crowded out inside the penalty area. The presence of these issues during the Beta phase is somewhat expected, given that the very purpose of the test is to identify balancing flaws and fine-tune the AI. The concept of extreme mentalities is excellent and addresses a long-standing request from the competitive community; however, EA needs to fine-tune the virtual athletes' tactical behavior before the official launch. They must ensure that "Ultra Defensive" translates to solid organization and "Ultra Attacking" represents intelligent pressure—rather than just on-field chaos. (Beta feedback) The franchise overhaul in the FC Mobile 27 update must prioritize the on-field experience above all else, restoring the control and competitiveness that players have lost. The Return of Manual Control Fully bringing back manual gameplay is crucial to reclaiming the game's competitive essence. Over-reliance on automatic assists flattens the learning curve and penalizes those dedicated to mastering the mechanics. Allowing players to determine exact power, passing direction, and decision-making via manual controls highlights individual skill (widening the skill gap), eliminates automated plays, and ensures that 1v1 matches are truly meritocratic. Bug Fixes and Gameplay Adjustments For manual gameplay to function seamlessly, the game engine requires urgent adjustments: * Input Responsiveness: Eliminating the delay when triggering shoot, pass, or skill move buttons. * Defensive AI: Fixing erratic defender positioning and awkward goalkeeper rushes. * Ball Physics and Collisions: Ending bizarre stumbles between teammates and the endless ricochets that unintentionally favor the attacking side. Network Stability and Optimization for Brazil Polished gameplay is useless if high ping makes matches unplayable. Connection routing on South American servers—particularly the infrastructure in Brazil—requires significant optimization. Constant latency fluctuations and heavy input lag turn evenly matched contests into a game of chance. With more stable local servers and an efficient network compensation system, Brazilian players will be able to compete on a level playing field, without suffering from sluggish player movement. The FC Mobile 27 update presents the perfect opportunity to win back the community: it simply needs to focus on network stability, fixing critical bugs, and rewarding manual skill on the pitch.15Views0likes0CommentsDEAD BALL TRAINING IN CAREER MODE.
I cannot train youth academy players on fk accuracy and pk accuracy. I have seen that its a problem that was reported over a year ago by other players but nothing seems to have been done. Please listen to your playerbase and fix this. We understand career mode isnt EA's cashcow but a person like me only bought fc26 purely for career mode so this is very disappointing. Please fix this next update, thank you.7Views0likes0CommentsPlayer career mode Personality types issue
I'm trying to do a player career mode and I'm having issues with the personality types. I never pick the options for maverick, yet it's still growing faster than all other personality types and messing up the percentages, making play styles unusable. Is there a fix for this?15Views0likes0Comments