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Author Topic: UT14 chem styles/system etc.  (Read 1323 times)

Cuz

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UT14 chem styles/system etc.
« on: September 15, 2013, 07:01:19 pm »
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:
http://www.futhead.com/14/consumables/chemistrystyles/

« Last Edit: September 28, 2013, 03:54:32 am by Cuz »

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Cuz

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Re: UT14 chem styles/system etc.
« Reply #1 on: September 17, 2013, 06:08:34 am »
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.
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.

« Last Edit: September 28, 2013, 04:01:37 am by Cuz »

Cuz

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Re: UT14 chem styles/system etc.
« Reply #2 on: September 17, 2013, 06:25:41 am »
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....



The chem...



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.


Kiwi

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Re: UT14 chem styles/system etc.
« Reply #3 on: September 17, 2013, 06:26:08 am »
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!


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.

Kiwi

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Re: UT14 chem styles/system etc.
« Reply #4 on: September 17, 2013, 06:30:33 am »
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.

Cuz

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Re: UT14 chem styles/system etc.
« Reply #5 on: September 17, 2013, 06:35:51 am »
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.

Kiwi

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Re: UT14 chem styles/system etc.
« Reply #6 on: September 17, 2013, 07:46:44 am »
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.

Cuz

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Re: UT14 chem styles/system etc.
« Reply #7 on: September 17, 2013, 07:56:02 am »
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.

Kiwi

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Re: UT14 chem styles/system etc.
« Reply #8 on: September 17, 2013, 08:00:50 am »
Ooh ... this is an expensive card!



Hybrid options with this is pretty cool ... silvers too.

EricCartman No1

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Re: UT14 chem styles/system etc.
« Reply #9 on: September 17, 2013, 08:04:41 am »
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
« Last Edit: September 17, 2013, 08:06:32 am by EricCartman No1 »

Cuz

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Re: UT14 chem styles/system etc.
« Reply #10 on: September 17, 2013, 08:09:08 am »
Not sure at this point how much I'll get into them but I did start going thru one of my teams and looking at what I'd use where, specific to players weaknesses as well as their roles. Looked it up to start with purely to see which would be most expensive in trade terms tho... hunter and shadow are the most obvious really, kids don't care about passing, lol.

otutsarTR

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Re: UT14 chem styles/system etc.
« Reply #11 on: September 17, 2013, 08:15:11 am »
i like the new system, getting rid of formations, playing together giving you plus 1, manager and league affect...
probably a stupid q but, if you have a kompany and scifo with bpl , will that give kompany +2?

most importantly how does this 8 9 or 10 chem affect the chm stlye applied?

say, if the player is at 10 chem, and its style basic, does that mean, in game he will have +1 for each?

Cuz

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Re: UT14 chem styles/system etc.
« Reply #12 on: September 17, 2013, 03:26:56 pm »
i like the new system, getting rid of formations, playing together giving you plus 1, manager and league affect...
probably a stupid q but, if you have a kompany and scifo with bpl , will that give kompany +2?

most importantly how does this 8 9 or 10 chem affect the chm stlye applied?

say, if the player is at 10 chem, and its style basic, does that mean, in game he will have +1 for each?


Manager bonuses do not stack up. A player will get a maximum of +1 from league or nation but won't get +2 from sharing both.

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.

otutsarTR

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Re: UT14 chem styles/system etc.
« Reply #13 on: September 17, 2013, 04:27:49 pm »
cuz tnx for clarifications...

so you say that +1,2,3 does not exactly mean that it will add the very same amount, but more of indication of where the boost goes... i dont like this, i was more of thinking, like when you apply a +2 pac +2 def (dunno if that combo exists :) eventually the card will reflect that, like in career mode or like FM, you develop the player as you see fit, and so while selling there will be many derivatives of that player... but i see its not the case : (

btw i cant login to webapp, are you one?

Kiwi

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Re: UT14 chem styles/system etc.
« Reply #14 on: September 17, 2013, 05:31:29 pm »
Damn ... website down with my previous post!! ARRGH ... worse that I forgot what I actually responded with ...

Interesting pic that - think you need to update your OP with that post.

Makes the following position changes worth less with those strong links:
RF>RW / RW>RF
RW>RM / RM>RW
LF>LW / LW>LF 
LW>LM / LM>LW
CM>CDM / CDM>CM
CM>CAM / CAM>CM
CF>ST / ST>CF