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#Post#: 11790--------------------------------------------------
Re: UT14 chem styles/system etc.
By: KoolKiwi Date: September 20, 2013, 6:40 am
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[quote author=otutsarTR link=topic=129.msg11778#msg11778
date=1379674173]
am keeping players on basic style until i full understand how
chem works...
if hybrids are dead, there is no point to apply cards on any
players now...[/quote]
Yeah - I'm with you on that. Applying the Sniper card reduced
the other 4 attributes. Is that what I really wanted ... not
sure.
As mentioned, Zarate is not tradeable & is actually a pretty
good card (4*/4*) but with low finishing - for my liking. Will
see if this untradeable starter pack card will be a good thing.
#Post#: 11809--------------------------------------------------
Re: UT14 chem styles/system etc.
By: DuttyH Date: September 20, 2013, 7:46 am
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[quote author=KoolKiwi link=topic=129.msg11781#msg11781
date=1379674515]
Yeah Dutty - good comments.
Also, in UT13 they were on about the "invisible upgrades" ...
things we could not see. Being a stats person, we always looked
at the IG stats. Really don't want to go in-depth again, but we
proved that there was no difference in the IG stat we see,
whether a player was on 0 chem or 9, had low or full morale,
etc. In a nutshell - we couldn't see but they did play worse.
Fact.
Now ... who knows if you don't get it "right" with a team. Is it
a crap team, your opponent's OP team, poor connection? I for one
would certainly like to think that I can build a decent team
(quality players, height in CBs, pace, WRs, whatever). Now, if
they don't perform what can we possibly have as the reason for
that.
Suppose I don't want to be negative before playing the first
game.
[/quote]
Exactly. The lack of transparency leads to questioning, which
turns into conspiracy. I watched the whole handicap/scripting
drama and couldn't really believe what I was reading. Ok, attack
your customers for apparently getting it all wrong, how about
getting your heads out of the sand and dealing with things like
connection issues which would negate most of the speculation
anyway.
Sorry I digress.. though I guess it's kind of relevant; I mean,
why is there any need to have the chemistry boosts kept
invisible in the first place: is it voodoo or some magic
heavily-guarded formula like KFC seasoning? ::)
Trying not to be negative but this new 10 chem system with weak
nation/league links and only 2 of a possible 3 boosts from
loyalty and manager (league/nationality) seems (unless I'm
missing something) limiting and a bit flawed.
#Post#: 11821--------------------------------------------------
Re: UT14 chem styles/system etc.
By: Cuz Date: September 20, 2013, 10:52 am
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Ok gents, the full guide has been posted on EAs forum. At this
point I'm thinking I will just keep a basic sum up here and post
the link to the main guide for the sake of easy reference.
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 and Loyalty (after 10 games), +1.
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 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 rather than relying on double links like in the
old system.
Here is the full guide but I've not bothered to read thru it
yet. Feel free check it against what I just posted for
discrepancies or important things that should be added or any
rewording for the sake of clarity.
HTML http://forum.ea.com/uk/posts/list/2595535.page
HTML http://forum.ea.com/uk/posts/list/2595535.page
The only thing I've noticed with a quick skim is the number of
links required for 10 chem without bonuses. I thought it was
going to be double but it's now 1.6. Which is obviously much
easier to work out in your head ::)
Once we're agreed that this is a worthy chem OP I'll replace all
that jargon.
The chem style part is pretty simple imo, so I'm happy to leave
that as is.
#Post#: 11831--------------------------------------------------
Re: UT14 chem styles/system etc.
By: DuttyH Date: September 20, 2013, 11:23 am
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Fair play to that guy for attempting to help people, but damn
that's convoluted.
I'm going with anything less than a green link somewhere into a
dead link and it's game over for full individual chem. It's more
complicated for 3 links plus but whhhatever ;)
It looks like there may be some dead links to contend with in
these new formations too, going by some of the comments in that
thread.
#Post#: 11840--------------------------------------------------
Re: UT14 chem styles/system etc.
By: Cuz Date: September 20, 2013, 12:11 pm
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It does cover all eventualities but I don't see the need to go
that far myself. I think 9 times out of 10, the basics I posted
will answer everything.
#Post#: 11850--------------------------------------------------
Re: UT14 chem styles/system etc.
By: DuttyH Date: September 20, 2013, 12:57 pm
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They do/it does. Maybe the font helps but it's much easier to
read than the one in the other thread.
Was typing fast in the previous post, and meant 'broken links to
contend with in the new formations' rather than 'dead links'. My
bad :-[
#Post#: 11852--------------------------------------------------
Re: UT14 chem styles/system etc.
By: Cuz Date: September 20, 2013, 1:07 pm
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Fully expect half the things in the game to be broken until
christmas, when a few will get fixed. Normally a couple of
formations will be busted quite badly and eventually be
repaired. A few will just be slightly, almost unnoticibly, wonky
and will stay like it all year.
*All calculations subject to being undermined by incomplete
programming.
#Post#: 11910--------------------------------------------------
Re: UT14 chem styles/system etc.
By: guest15 Date: September 20, 2013, 7:04 pm
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cuz , read thru the EA forum, you are spot on... actually seems
to me that hybrids will still be alive, even easier than past,
that we will see...
couple of remarks from that long chem summary:
[list]
[li]Substitute Chemistry [/li]
[/list] The following equation is used to work out the chemistry
a substitute will be playing on in-game. A substitute DOES NOT
automatically receive the chemistry of the replaced player.
[center]>>> Team Chemistry / 11 <<<[/center]Note: Substituting
a player on in the wrong position will result in reduced
chemistry.
Example: Substituting on a ST at ST will yield (Team Chemistry
/ 11) chemistry for that player. However, substituting on a ST
at RW will reduce his chemistry (after the above calculation is
made). A specific reduction value is not available.
[list]
[li] Console Chemistry vs Web App Chemistry [/li]
[/list] Any differences between the Console Chemistry and Web
App Chemistry have been corrected. Therefore, there are NO
differences between Console Chemistry and Web App Chemistry.
[list]
[li]Do H2H and Ultimate Team Stats Vary? [/li]
[/list] Yes, H2H and UT stats differ. For the purpose of this
question, stats are split into 2 values: [list type=decimal]
[li]UT (Pre-Game): These are the stats displayed when viewing
players from the Team Management Screen before going into a
game. The stats resemble those of H2H players, and are not
correct UT stats.[/li]
[/list][list type=decimal]
[li]UT (In-Game): These are the stats displayed when viewing
players from the Pause > Team Management Screen during the game.
The stats displayed are correct UT stats.[/li]
[/list]
Note: UT stats are typically 1-3 points higher than their H2H
counterpart (however, there are exceptions where this difference
exceeds +6). Vision and Attack Positioning do not differ between
H2H and UT stat versions.
[list]
[li] Are the Stats Displayed by Online Databases (Such as
FutHead and FutWiz) Correct? [/li]
[/list] The stats displayed by these sites are H2H stats, and
therefore not correct UT stats.
#Post#: 11912--------------------------------------------------
Re: UT14 chem styles/system etc.
By: guest15 Date: September 20, 2013, 7:17 pm
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actually, if UT stats are 1-3 higher than what we see in
futhead, then chem styles will make players like below
playable...
[URL=
HTML http://imageshack.us/photo/my-images/5/8q9y.jpg/][IMG]http://img5.imageshack.us/img5/2871/8q9y.jpg[/img][/URL]
Uploaded with [URL=
HTML http://imageshack.us
]ImageShack.us[/URL]
any style that gives boosts to his DEF, DRI and PAS will make
him a decent CB actually...
#Post#: 11913--------------------------------------------------
Re: UT14 chem styles/system etc.
By: KoolKiwi Date: September 20, 2013, 7:41 pm
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Yeah OT ... it will be interesting what the IG stats will be
with a chem style card applied.
However ... one thing that bugs me. We did not see big increases
in IFs last year. Now these chem style cards appear.
Example ... Reus
[IMG]
HTML http://i.imgur.com/ndyhO7j.png[/img]
So, good to see they've given some nice increases on his IF.
However, will that IF feel as good as his NIF with a
Sniper/Hawk/Hunter card being applied.
Lastly, an IF with a chem style - does not balloon them to a
point where their stats are mental and so OP? Or, will we be
back again where IFs feel sluggish because the combination of
stats make them slower, etc.
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