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       #Post#: 11790--------------------------------------------------
       Re: UT14 chem styles/system etc.
       By: KoolKiwi Date: September 20, 2013, 6:40 am
       ---------------------------------------------------------
       [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
       ---------------------------------------------------------
       [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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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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