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Soccer gaming Discuss about soccer game.. PES, WE, FIFA, CM, etc


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hehe....interesting neh - 17-01-06, 20:19

http://www.soccergaming.tv/showthread.php?t=129700

interesting, apa dia orang indo? (look@ that thread title and username)
oh btw ini soal "rebalancing" PES5, dunno exactly 'cause I haven't try that "mod"......

Quote:
BY POSITION:
POS - VALUE = (+/- or = ) - EXPLANATION


GK - JUMP = (-20) - I'm not sure why this was implemented, I think it was a combo to get keepers to be less dynamic in the air, but also have the possibility to mess up a catch.

---------------------------------------------------

DF - ACCELERATION = (-20) - Lets attackers speed through on breakaways, and eventually get caught - but not in the unrealistic manner.

TOP SPEED = (-15) - Slows the speed of the game all together combined with the other values for other positions.

HEADER = (= 10) - They win alot of head balls, almost too many - it's hard to score this way so by decreasing or setting the value to 10 I've seen more realistic chances. The ball can get caught up by two heads clashing leaving the ball for a rebound or something. Very exciting when the ball gets in the box, as it should be.

JUMP = (= 10) - Another value that will help the attacking game, but also provide a random/realstic chance. Supports the Header value re-rate well.

AGGRESSION = (= 10) - At default I think defensive aggression is too overbearing, it's just too much, too many gaps open-too easy. Also this value and the next one is the KEY to getting Master League and League simmed scores above 1-0,1-1 to 5-0, 2-5; etc.

DEFENSE = (= 10) - Similar to aggression for the simmed results. Don't think the game will be easier now that the value of defense has decreased, it's as if it never went away. The values that are left alone or to be edited for all positions later are what makes up the flow of the game.

-----------------------------------------

MF/FW - ACCELERATION = (-10) - Slows the game speed down a bit but still lets midfielders to burst through the defense in a realistic manner.

TOP SPEED = (-7) - Didn't want to decrease too much, unlike defenders, but it also helps slow down the game.

AGGERESSION = ( =10) - Same reason as defenders.

DEFENSE = ( =10) - Same.

BALANCE = ( = 99) - This was an attempt to reduce the amount of fouls, its helped a little - players don't fall down as much, but enough to warrant some cards here and there. I did this for the MF/FW only because they get fouled the most in all the games I've experienced.

---------------------------------------

ALL POSITIONS
VALUE = (+/- or = ) - EXPLANATION[/i]


TEAMWORK = (-20) - This was in hopes of seeing less of the useless through ball the AI always seems to go for - which 8/10 it would be intercepted. After doing so I've seen less of the linear attack which has plagued this year's version to the core.

TECHNIQUE = (-20) - Also to prevent linear attacks straight down the middle. It's a nice touch because the players pass the ball in ever single direction more than just forwards all the time. I've seen plenty of high balls switching the point of attack.

LONG PASS SPEED = (-30) - By doing this it's prevented the AI deciding to try those long balls (Beckham-like) through the defense. Also it slows the game down a bit more and the ball still travels at a decent speed in the air.

SHORT PASS SPEED = (-30) - Slows the game down to an enjoyable pace. It makes you really think about who and where you want to pass the ball, I really enjoyed having to actually pay attention instead of just trying to slot balls easily through.

RESPONSE = (-30) - Will lower GKs as well, which is good.I felt some Keepers would react too quickly to the close range shots appearing to be "superman" so now they react slower, but their body moves quicker; I've seen some pretty fantastic saves. Also it slows the game down a bit more so the AI isn't "automatic" with their somewhat perfect through passes - and even if it is perfect, chances are slim to catch up with the ball depending on other variables.

MENTALITY = ( =10) - Still a value I'm tinkering with. I'm not sure how it affects the gameplay, but I believe it's made somewhat of a difference on how players attack and defend. Sometimes I will see a very aggressive attack or aggressive defense. Other times I wil see a mellow, contained approach to the game - its good to know (or not know) that the next game I play will hold different outcomes and approaches.

DRIBBLE SPEED = (-7) - Slows the game down, depending on their agility value, players won't turn as quickly and "arcadey".

SHOT POWER = (-7) - Gives the newly reduced responsed keepers a chance to save some bullets, but not all the time. Also helps in the unrealistic long distance scoring.

SHOT TECHNIQUE = (+17) - The only value I have included a plus-sign. I like to see all sorts of types of ways to score, and thats merely what this value enhances.

ATTACK = ( = 10) - Just another value I've been messing with, it seems to prevent linear attacks and prevent constant forward attacks through out the game.
comments? rate it after u try it?



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Last edited by Napoleonic; 17-01-06 at 20:22.
   
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21-01-06, 21:27

Lebih "fair" AInya, tapi lambat banget temponya, dan AI menjadi idiot.
Kalo bintang 6, mulai kelihatan lagi curangnya
   
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