After come Careful investigation, where i played a total of 4 games in carrier mode as the manager of
RSC Anderlecht there have been some interesting findings and games as a result.
While i'm almost ready to hand you guys the whole package, there are a few things i want to discuss about the sliders and some of the CL.ini settings.
First and foremost, this is my preference as a manager on carrier mode, but all my games are played on 20 minute halfs, as i have no intend on rushing through carrier mode.
My Results (Friendly Pre-season tournament):
0 - 0 Draw first game (10 minute halfs)
1 - 3 Win Second game (20 minute game, opposing team scored first, and we ended the first half on 1 - 1)
2 - 1 Win Third game (10 minute halfs again)
We Went through to the Semi-finals vs
Werder Bremen as group winner with 7 points, but the game seems to enjoy injuring
Tessa Wullaert (Which is valued at a whopping €25 Million price tag), In the second game, she and
Jarne Teulings were the deciding factor in our 1 - 3 second game, but at the 33 time mark, the game injured Tessa. Interesting fact though, in friendly games, a injured player is substituted out, in carrier mode, Tessa went to the sidelines and was patched up, rejoining the game later, but clearly after the game, she went out for 3 weeks with a hyper extended knee injury.
Vs
Werder Bremen it became very clear that my team was struggling, even though we scored an early 1 - 0, we were struggling to create any decent chance to score and the entire game, Werder Bremen was in control, with us falling back on counter-attacking and defending, so, Werder Bremen got ahead with 1 - 2 as it was only a matter of time with all their chances, but we did manage to counter attack once more, and were successful, the game ended 2 - 2 level, with werder bremen being the clear better team.
Penalties were taken, and that's where we did bite the dust, losing 1 - 3 in penalties, so from a game and manager standpoint, i was happy with the results. We did well, but became clear that we would have to do better vs teams that are of our caliber instead of winning against second class teams.
Such results and gameplay would not have been possible without some of the sliders and CL.Ini settings i decided to use and test for this purpose, and i will begin actually with a slider that everyone seems to be scared of of increasing to a high value:
Goalkeeper Ability: It seems, despite what many seem to think this slider does, it turns out that you do want this to be high, and actually, nearly maxed out. Why? This acts as how "Handicapted" your goalkeeper is. At a value of 85, i noticed that my goal keeper was able to keep poor balls out much better, but there was still a pressing issue visible. She often weirdly ran around with balls, and still "watched" an own goal happen, or better, she was unable to keep it out because it was as if she was stuck.
At a Value of 95 however, those issues were eliminated. So, what does it do? this slider basicly is very simple, at the default 50, goalkeepers will only perform at half their overall, causing that balls that should not go in at all, still do go in, while at 95, players will have to put in efford to get a ball in goal, either by a counter attack, shooting well, strong header, well taken cross, and so on. So, long story short, you want this to be at 95 and not anything lower. This is not a broken feature, in fact, it massively helps in creating those tense games.
NEW_GAMEPLAY_ENABLED=1
GAMEPLAY_MAXVARIANCE=99999.0
NEW_GAMEPLAY_MAXVARIANCE=99999.0
GAMEPLAY_VARIANCE_PERC_%d=100
Those are also a massive difference, and will eliminate the very unrealistic default fifa 16 gameplay. with the value being on 99999.0, rest assured that each game you watch will be different.
GAME_SPEED=0.1
FIFAGMSPEED=0.1
GameSpeed=0.1
SPEED=0.1
Is what makes it possible to slow down a game enough to make a 40 minute game dynamic and eventful, 0 - 0 is also thus not out of the question, and in combination with the New Gameplay, you will see teams building up attacks, rather than giving zero knowledge to the actual game like it is on default.
MENTAL_VISION=30 (Experiment with this value)
Causes that players can't see clearly across the entire pitch, combining this with sliders like first touch error and passing error, means that bad crossings etc happen, of passes that land in the shoes of the opposing team, so positioning becomes a very important factor, and your formation & player positions.
ContextEffectBallHeight=2.2
ContextEffectBallYVelocity=2.0
ContextEffectBallLateralVelocity=3.00
ContextEffectBallIncomingVelocity=3.00
Gives the ball Physics, that also again, play along with sliders such as pass error, first touch error. This means that players performing a higher skilled move, such as shooting straight on a ball coming from the air, or performing a scissor kick etc, has enough chance to fail when the player wrongly contact the ball, meaning the ball can fly off too high, cause a bouncing ball, or the ball flying off too far towards the left or right. it also further more causes much better effects when it hits the side pole or upper pole.
USE_HOME_AND_AWAY_EFFECT_FOR_PLAYER_ATTRIBUTES=1
AI_USE_MORALE_EFFECTS=1
Not entirely sure if they do much, but here i have them enabled either way. The Morale one will only be most of the time affecting the morales in carrier mode, but from what i've noticed, is that one of my low morale players became much more determined to "score" or play better, while a high morale player was overall performing above her abilities, feeling much more confident in actually attempting and playing better. The Home & Away effect could be bound to the fact that playing home & away will cause them to either play better, or struggle more when not having a home advantage.
And then lastly for now. is one thing i've mentioned earlier, give your team an actual tactic, this patch has a lot of teams where the tactic is on default 50's, and while this may not look like it does much, it actually does, My RSC Anderlecht during this testing phase in career mode played very dynamicly, with also mid-fielders attempting goals, and even one of the defenders going very far to assist in creating chances.
Now one thing i still have to look into, is fouls, nearly not enough fouls happened, and all 4 games almost happened without fouls, which is not what we want.
Either way, give those lines and the GK ability a go already, and you'll probably see a big difference already.
Credits though go to supernova and the like for those strings of code etc, i'm just here playing and testing it to see how well they do.
Mello