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#Post#: 10913--------------------------------------------------
UT14 chem styles/system etc.
By: Cuz Date: September 15, 2013, 4:01 am
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BAS - Basic = +1 all base stats
SEN - Sentinel = +3 DEF +3 HEA
GRD - Guardian = +3 DRI +3 DEF
GLA - Gladiator = +3 SHO +3 DEF
BAC - Backbone = +2 PAS +2 DEF +2 HEA
ANC - Anchor = +2 PAC +2 DEF +2 HEA
ART - Artist = +3 PAS +3 DRI
ARC - Architect = +3 PAS +3 HEA
PWR - Powerhouse = +3 PAS +3 DEF
MAE - Maestro = 2+ SHO 2+ PAS 2+ DRI
ENG - Engine =+2 PAC +2 PAS +2 DRI
SNI - Sniper = +3 SHO +3 DRI
FIN - Finisher = +3 SHO +3 HEA
EYE - Deadeye = +3 SHO +3 PAS
MRK - Marksman = +2 SHO +2 DRI +2 HEA
HWK - Hawk = +2 PAC +2 SHO +2 HEA
HUN - Hunter = +3 PAC +3 SHO
CTA - Catalyst = +3 PAC +3 PAS
SHA - Shadow = +3 PAC + 3 DEF
GK Chemistry Styles
BAS - GK Basic = +1 all stats
SLD - Shield = +2 KIC +2 REF +2 SPD
WAL - Wall = +2 DIV +2 HAN +2 KIC
CAT - Cat = +2 REF +2 SPD +2 POS
GLO - Glove = +2 DIV +2 HAN +2 POS
The boost is dependent on a weighted average of Individual and
Team Chemistry. In order to achieve the maximum boost AVAILABLE
for the chemistry style, 10 Individual Chemistry in a 100 Team
Chemistry team is required.
Specific values of the boost are not visible in the in-game
stats, and not available.
10 individual chem + 100 team chem means the maximum listed
boost will be applied. Anything less than that will presumably
reduce the in game stat boost. The +1/+2/+3 boost does not
actually mean anything, it's just an indicator of the size of
the boost and where it will be applied.
Effects of less than 10 chem on chem style:
HTML http://www.futhead.com/14/consumables/chemistrystyles/
HTML http://www.futhead.com/14/consumables/chemistrystyles/
#Post#: 11122--------------------------------------------------
Re: UT14 chem styles/system etc.
By: Cuz Date: September 16, 2013, 3:08 pm
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Ok gents, the full guide has been posted on EAs forum.
To me it seems as if it has all been overcomplicated in it's
description. Here's what I understand to be the basic necessary
info.
Links = league/club/nation connections between players. Lines =
the connections between positions in the formation.
Bonuses come from manager, +1 (league OR nation link, the
bonuses do not stack up) and Loyalty +1 (after 10 games).
Full chem + no bonuses is 9.
To reach 9 chem without bonuses you need an equal or slightly
greater number of links to the player than the number of lines
going into the position.
To reach 10 chem without bonuses you need 1.6x the number of
links to lines.
Nation = 1.
League = 1.
Club = 1.
Further complications arise from wrong position but we're all
used to that. If you want 10 chem on a player, you need to
follow the old formula of links to lines, with the new numerical
value on links, and the +1 bonus from the manager or loyalty.
If you have a player on 9 with no dead links it's because his
total link 'value' is less than 1.6 x the positions lines.
League or nation manager bonus will bring him to 10.
This actually simplifies things a little because with the
manager + loyalty bonus of +2, you can now bring a related
position/insufficiently linked player from 8 chem to 10 by
applying them both rather than relying on double links like in
the old system.
Here is the full guide, should you wish to melt your brain.
HTML http://forum.ea.com/uk/posts/list/2595535.page
HTML http://forum.ea.com/uk/posts/list/2595535.page
Following table might still be of some use to people.
What is the Effect on Chemistry When Placing a Player Out of
Position?
Players can be placed out of position, but this will impact the
player's Individual Chemistry. The table below lists the maximum
chemistry each player position (in GREEN) can achieve when out
of position. RED represents the Individual Chemistry value
without bonuses applied. BLUE represents the Individual
Chemistry value with both bonuses applied.
[center]
HTML http://i.imgur.com/YCn1OGL.png[/center]
#Post#: 11125--------------------------------------------------
Re: UT14 chem styles/system etc.
By: Cuz Date: September 16, 2013, 3:25 pm
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Ok, no full guide just yet, should be tomorrow but here's
something that has slightly pissed me off given some of the
things that I know so far.
The team....
HTML http://i1266.photobucket.com/albums/jj538/cuz05/a1_zps7c8f36db.png
The chem...
HTML http://i1266.photobucket.com/albums/jj538/cuz05/a1_zpsfd351958.png
Obviously some of the lower chem numbers are due to the missing
player and the position changes required. However, the striker
is on 9 because you now need a manager/loyalty bonus for 10
unless you have double the links required, like the old orange
icon system.
So, the whole attack and mid will be 9 until a) they've played
10 games together or b) I have an American manager with a
Bundes2 league conversion on him. The defence naturally have
double links so are all 10.
The Problem. There are no American managers.
So basically I have to play 10 games with this team before they
get full chem.
I think that sucks dried monkey balls.
#Post#: 11126--------------------------------------------------
Re: UT14 chem styles/system etc.
By: KoolKiwi Date: September 16, 2013, 3:26 pm
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Yeah Cuz - was happy to see that when I added in Scifo.
So ... I bought an Argy bronze manager, from the Swiss league
(::)) ... First screen shot is with the Bronze Argy & the 2nd is
with Scifo (Belgian manager in Pro League). Nice to see my
out-of-position CAMs on 9 chem. Playing 10 games & getting them
the loyalty boost will hopefully get them to 10 chem & therefore
no need for CAM-CM converstions! Voila!
[IMG]
HTML http://i.imgur.com/35fMlPj.jpg[/img]
I'll say it again ... it's going to be interesting building
hybrids due to the manager influence. One thing for sure ...
manager's are going to be more expensive.
#Post#: 11127--------------------------------------------------
Re: UT14 chem styles/system etc.
By: KoolKiwi Date: September 16, 2013, 3:30 pm
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Hmmm Cuz. I don't agree with you here - yup ... think this is a
first. I actually like this aspect of the game now. Build teams
where players can be on 8 chem, get in an appropriate manager &
they're on 9, 10 games later they're on 10.
In my situation that's 2x CAM-CM cards - 14-16k in UT13!
10 games ... that's not too hard. Given that there are no
formation cards, that point will be moot a few weeks into the
game. The ONLY reason I moved players in & out, was due to the
damn formation. Now, we'll keep a single instance of a player
for ages.
#Post#: 11128--------------------------------------------------
Re: UT14 chem styles/system etc.
By: Cuz Date: September 16, 2013, 3:35 pm
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Interesting positive take on it there Kiwi. The thing is, what
if you hate the team after 5 games? It happens often enough for
me. Now I'll have to trudge thru another 5 before playing the 5
I can judge them on.
20 games later... Yeah, this team is a load of old cock.....
BPL manager cards... Hoover them up come the release flood ;D
But yeah, valid points. The no formation thing is great, I had a
number of duplicates in my trade pile last year. I do like the
manager side of things as well, lessening the demand for
position cards is a godsend, but it does bug me that lots of
countries will miss that, particularly at bronze level. 5
league/5 nation hybrids are gonna demand the loyalty aspect and
that's what annoys me. I never go with less than full chem but
now my only choice is that or boring teams.
#Post#: 11140--------------------------------------------------
Re: UT14 chem styles/system etc.
By: KoolKiwi Date: September 16, 2013, 4:46 pm
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Sure Cuz - do understand a team that's not performing. But, this
is where it gets interesting for me is the specific players.
Now, you won't be getting rid of them - just to buy in a
different formation.
This is a major change & yeah - I also at times had 2/3 versions
of the same player on the trade pile.
Full chem ... the nice thing now is you can achieve that in with
a manager & 10 games. 10 games is just needed once - not
multiple times.
#Post#: 11142--------------------------------------------------
Re: UT14 chem styles/system etc.
By: Cuz Date: September 16, 2013, 4:56 pm
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That's a good point, I'd not thought of that. Although on second
thoughts, I went thru a stage of building teams without using
current players and ended up with about 25... tbh, avoiding
current players did have a little to do with different
formations.
Pleased with the changes overall, did need a shake up and this
does put a different spin on hybrids.
#Post#: 11146--------------------------------------------------
Re: UT14 chem styles/system etc.
By: KoolKiwi Date: September 16, 2013, 5:00 pm
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Ooh ... this is an expensive card!
[IMG]
HTML http://i.imgur.com/9NX2Dqc.jpg[/img]
Hybrid options with this is pretty cool ... silvers too.
#Post#: 11148--------------------------------------------------
Re: UT14 chem styles/system etc.
By: EricCartman Date: September 16, 2013, 5:04 pm
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Nice one Cuz been looking for a list of this somewhere but had
to use the futhead one which has been incomplete for ages. I
had a browse on the xbox to see what ones were selling for the
most and Hunter and Shadow were the most expensive ones that i
saw. Figured the kids must just be buying them since they have
a cool sounding name lol. Oh cancel that its for a far more
obvious reason....+3 pace
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