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Author Topic: UT14 chem styles/system etc.  (Read 5629 times)

DuttyH

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Re: UT14 chem styles/system etc.
« Reply #45 on: September 20, 2013, 07:47:08 pm »
I've never really understood the distance of the EA/UT team from the customer-base. It comes across as either 1) arrogance, 2) they're trying to hide something/don't know their own game, or 3) they're too thin-skinned to take any kind of criticism.

If you look at other large successful companies like Ubisoft, their developers and forum staff are all over the - many times tiny - glitches and minor details of their titles.

Like you say, all it takes is a Dev to make a thread- 'Here is the info. on the new chemistry guys.. x,y,z.. we're really excited about it, hope you are too'- lock- problem solved. You would have thought it was fairly basic customer relations, and would cut off all the speculation before it arises. Maybe they like the controversy?  ::)

Cheers and excuse the rant. Still none the wiser as to why some players are 9 and others 10 in a team with no dead links, but at least feel a bit better now  ;D


edit: hadn't read the comments in the UT14 thread on this prior to posting. I now have. Lol.
« Last Edit: September 20, 2013, 07:58:35 pm by DuttyH »

CarlosBoca18

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Re: UT14 chem styles/system etc.
« Reply #46 on: September 20, 2013, 08:26:26 pm »
Have Jackson Martinez up top in my first team with the marksman chemistry style, should be fun come release  ;D
Jaja WAS the silver Ibra. :(

Kiwi

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Re: UT14 chem styles/system etc.
« Reply #47 on: September 20, 2013, 08:41:51 pm »
Ah ... bought a Sniper card (950c) for our starter park Zarate.



Only noticed too (when I was taking screenshots) that the starter pack players get 45 contracts.
« Last Edit: September 20, 2013, 08:43:24 pm by KoolKiwi »

guest15

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Re: UT14 chem styles/system etc.
« Reply #48 on: September 20, 2013, 08:49:33 pm »
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...

Kiwi

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Re: UT14 chem styles/system etc.
« Reply #49 on: September 20, 2013, 08:55:15 pm »
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.

Kiwi

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Re: UT14 chem styles/system etc.
« Reply #50 on: September 20, 2013, 09:40:03 pm »
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...

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.

DuttyH

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Re: UT14 chem styles/system etc.
« Reply #51 on: September 20, 2013, 10:46:33 pm »
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.

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.


Cuz

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Re: UT14 chem styles/system etc.
« Reply #52 on: September 21, 2013, 01:52:40 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.
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.

DuttyH

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Re: UT14 chem styles/system etc.
« Reply #53 on: September 21, 2013, 02:23:45 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.

Cuz

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Re: UT14 chem styles/system etc.
« Reply #54 on: September 21, 2013, 03:11:23 am »
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.

DuttyH

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Re: UT14 chem styles/system etc.
« Reply #55 on: September 21, 2013, 03:57:26 am »
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  :-[

Cuz

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Re: UT14 chem styles/system etc.
« Reply #56 on: September 21, 2013, 04:07:16 am »
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.

guest15

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Re: UT14 chem styles/system etc.
« Reply #57 on: September 21, 2013, 10:04:35 am »
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:
  • Substitute Chemistry
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.
 
>>> Team Chemistry / 11 <<<
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.
 
 
  • Console Chemistry vs Web App Chemistry
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.

  • Do H2H and Ultimate Team Stats Vary?
Yes, H2H and UT stats differ. For the purpose of this question, stats are split into 2 values:
  • 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.
  • 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.

 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.
 
 
  • Are the Stats Displayed by Online Databases (Such as FutHead and FutWiz) Correct?
The stats displayed by these sites are H2H stats, and therefore not correct UT stats.

guest15

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Re: UT14 chem styles/system etc.
« Reply #58 on: September 21, 2013, 10:17:43 am »
actually, if UT stats are 1-3 higher than what we see in futhead, then chem styles will make players like below playable...



Uploaded with ImageShack.us

any style that gives boosts to his DEF, DRI and PAS will make him a decent CB actually...

Kiwi

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Re: UT14 chem styles/system etc.
« Reply #59 on: September 21, 2013, 10:41:33 am »
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


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.