The Over 30s Forum

General Category => General => Topic started by: Cuz on September 15, 2013, 07:01:19 pm


Title: UT14 chem styles/system etc.
Post by: Cuz 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/ (http://www.futhead.com/14/consumables/chemistrystyles/)

Title: Re: UT14 chem styles/system etc.
Post by: Cuz 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 (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.

(http://i.imgur.com/YCn1OGL.png)
Title: Re: UT14 chem styles/system etc.
Post by: Cuz 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....

(http://i1266.photobucket.com/albums/jj538/cuz05/a1_zps7c8f36db.png)

The chem...

(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.

Title: Re: UT14 chem styles/system etc.
Post by: Kiwi 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!
(http://i.imgur.com/35fMlPj.jpg)

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.
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi 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.
Title: Re: UT14 chem styles/system etc.
Post by: Cuz 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.
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi 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.
Title: Re: UT14 chem styles/system etc.
Post by: Cuz 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.
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi on September 17, 2013, 08:00:50 am
Ooh ... this is an expensive card!

(http://i.imgur.com/9NX2Dqc.jpg)

Hybrid options with this is pretty cool ... silvers too.
Title: Re: UT14 chem styles/system etc.
Post by: EricCartman No1 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
Title: Re: UT14 chem styles/system etc.
Post by: Cuz 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.
Title: Re: UT14 chem styles/system etc.
Post by: otutsarTR 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?
Title: Re: UT14 chem styles/system etc.
Post by: Cuz 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.
Title: Re: UT14 chem styles/system etc.
Post by: otutsarTR 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?
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi 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
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi on September 17, 2013, 05:37:23 pm
btw i cant login to webapp, are you one?

Cannot log in on IE ... did log in on Chrome.
Title: Re: UT14 chem styles/system etc.
Post by: yago2k on September 18, 2013, 12:50:16 am
I think this might be of interest... effects on less than 10 chem on chem style:

http://www.futhead.com/14/consumables/chemistrystyles/
Title: Re: UT14 chem styles/system etc.
Post by: EricCartman No1 on September 18, 2013, 12:52:42 am
I think this might be of interest... effects on less than 10 chem on chem style:

http://www.futhead.com/14/consumables/chemistrystyles/

Nice one Yago, that was the previously incomplete futhead guide i referred to earlier.
Title: Re: UT14 chem styles/system etc.
Post by: Cuz on September 18, 2013, 01:00:07 am
Cheers Yago. Added link to the OP.
Title: Re: UT14 chem styles/system etc.
Post by: yago2k on September 18, 2013, 07:43:25 pm
Found this on the EA forums, unfortunately, there's yet no sticky thread regarding Chem:

Quote from: LiquidTensionzZ
Quote
In-game Chemistry Weighted Average
Chemistry is a weighted average of Individual Chemistry and Team Chemistry. The weighting is ~75%/25% respectively. This means, despite a common misconception from previous UT versions - Team Chemistry is an important factor.

Example: A 10 Individual Chemistry Player with 100 Team Chemistry will have higher In-game stats than a 10 Individual Chemistry Player with 60 Team Chemistry.

In order to work out the weighted average for yourself, use the following equation:
>>> (Individual Chemistry * 0.75) + (Team Chemistry/11)*0.25)) <<<

Quote
How do Chemistry Styles Work?
Players start with the Basic Chemistry Style, which can be kept or changed. Applying a Chemistry Style represents which in-game stats will be boosted. The boost to the stats is dependent on the Individual Chemistry and Team Chemistry (as a weighted average (http://forum.ea.com/uk/posts/list/2577401.page#27864754)). With higher chemistry the boosts will consequently be higher.

This is represented by chevrons, which show (in an arbitrary format) how high the boost is. As you increase the chemistry of your player, the chevrons will gradually fill up. With more filled chevrons, the boost to the in-game stats is higher. You can see your player's chevrons by selecting the player > scrolling left once with your analogue stick.

An empty chevron is represented by the colour WHITE and a filled chevron is represented by the colour GREEN. Your goal is to fill all available chevrons - which is done by increasing chemistry.

The basic premises is:
Higher Chemistry = A Greater Number of Filled Chevrons = A Higher Available Stat Boost to In-game Stats
The available stat boost is dependent on the chemistry style you choose.
  • Basic Chemistry Style: This style gives a MINOR boost to all 6 base stats.
  • 3 Stat Boost Styles: These styles give a MEDIUM boost to 3 base stats.
  • 2 Stat Boost Styles: These styles give a MAXIMUM boost to 2 base stats.
It is therefore up to you to decide what you value more: Quantity or Quality.

Example: Two players are on full chemistry, and therefore have all 6 chevrons filled. One player has Marksman (which boosts 3 stats) applied, and the other player has Finisher (which boosts 2 stats) applied. Whilst the player with Marksman has 3 stats boosted, the significance of the boost is going to be less than that of the boost for the player with Finisher.

(http://i.imgur.com/perHqSM.png)
What is the Direct Relationship Between Chemistry Values and Chevrons?
  • 10 Individual Chemistry .= 6 Filled Chevrons
  • 9 Individual Chemistry ...= 5 Filled Chevrons
  • 8 Individual Chemistry ...= 4 Filled Chevrons
  • 7 Individual Chemistry ...= 3 Filled Chevrons
  • 6 Individual Chemistry ...= 2 Filled Chevrons
  • 5 Individual Chemistry ...= 1 Filled Chevron
  • 4-0 Individual Chemistry = 0 Filled Chevrons
Note: Chevrons are representatives of Individual Chemistry; however, the actual value that determines the in-game stats boost is a weighted average of Individual and Team Chemistry (http://forum.ea.com/uk/posts/list/2577401.page#27864754). Therefore, the in-game stat boost is higher by increasing both chemistry values.


Seems like LiquidTensionzZ is readying a Chem guide that will be available soon, but isn't yet complete

The original message is here:
http://forum.ea.com/uk/posts/preList/2592191/28051411.page#28051411

He has posted these too:

http://forum.ea.com/uk/posts/preList/2592603/28055398.page#28055398
http://forum.ea.com/uk/posts/preList/2592571/28055223.page#28055223
http://forum.ea.com/uk/posts/preList/2591359/28042082.page#28042082
Title: Re: UT14 chem styles/system etc.
Post by: EricCartman No1 on September 18, 2013, 07:48:28 pm
This chem stuff is far too in-depth for me.

Personally ill just make teams with full chem as i always do, apply chem styles and reap the benefits.   I dont really see the need or point in going in to this level of depth on it.  Its just chemistry  :-\
Title: Re: UT14 chem styles/system etc.
Post by: yago2k on September 18, 2013, 07:54:52 pm
This chem stuff is far too in-depth for me.

Personally ill just make teams with full chem as i always do, apply chem styles and reap the benefits.   I dont really see the need or point in going in to this level of depth on it.  Its just chemistry  :-\

It's interesting, because you have some numeric advantage of Chem 10 vs 9 or 8, for example. And with the Chem bonus you can get (Manager + Loyalty), it's now easier to have an out of position player with adequate chem.

For what I'm seeing, having a, for example, max chem or close LW Hazard playing as RW whould definitely be doable or at least, you'd have some relative number to see where the chem penalty is going. It might open interesting possibilities, specially with formations out of the way.
Title: Re: UT14 chem styles/system etc.
Post by: otutsarTR on September 18, 2013, 08:03:35 pm
yes yago, even so you dont need conversions anymore, i mean CAM to CM, kiss goodbye to 10K if you set the chem correctly...
what i am still after is, what are ratios of the links, that is not clear to me yet...
Title: Re: UT14 chem styles/system etc.
Post by: EricCartman No1 on September 18, 2013, 08:03:46 pm
This chem stuff is far too in-depth for me.

Personally ill just make teams with full chem as i always do, apply chem styles and reap the benefits.   I dont really see the need or point in going in to this level of depth on it.  Its just chemistry  :-\

It's interesting, because you have some numeric advantage of Chem 10 vs 9 or 8, for example. And with the Chem bonus you can get (Manager + Loyalty), it's now easier to have an out of position player with adequate chem.

For what I'm seeing, having a, for example, max chem or close LW Hazard playing as RW whould definitely be doable or at least, you'd have some relative number to see where the chem penalty is going. It might open interesting possibilities, specially with formations out of the way.

sounds good when you put it like that.   I'll let you and Cuz figure it out and should i ever want to try that kinda tactic then i will call upon your infinite wisdom.   Doubt ill be getting that creative tho.   Some would question whether having out of position players on full chem is a good thing tho, would they not?
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi on September 18, 2013, 08:06:46 pm
Yeah ... I'm also kinda getting over this. I love the stats/technical bits, but they're making it way too mathematical to make it enjoyable.

If hybrids impact negatively ... it would put a big dent in the enjoyment factor which in turn relates to longevity ... or lack of.

The obvious alternative is say screw that ... spend 1.5-3.5k on chem styles cards & boost the crap out of your team   ::) ... and that's what you've said Eric ;D
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi on September 18, 2013, 08:09:34 pm
Players out of position (CAM/CM) only get max 8. Play 10 & they get another 1. So, 9 chem in that case saves the coins.

I think this UT ... all OCD will be thrown out the window and will see how we go.
Title: Re: UT14 chem styles/system etc.
Post by: EricCartman No1 on September 18, 2013, 08:15:41 pm
Yep that sounds like what my approach will be Kiwi :P
Title: Re: UT14 chem styles/system etc.
Post by: otutsarTR on September 18, 2013, 09:39:55 pm
one OCD i cant throw away is the symmetry in teams, i will push it to get it...
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi on September 18, 2013, 09:43:53 pm
Ooh ... I've got a "World Vision" ad that came up ... Telepathically hooking into my brain as I think about potentially using my PayPal balance on UT ...
Title: Re: UT14 chem styles/system etc.
Post by: Cuz on September 19, 2013, 02:47:02 am
That's the guy I'm monitoring for the chem guide Yago. Patience my friend.

The stuff you got from him there is new to me, had not seen him post it before, will add it to the top when I've got a mo.

Moustache....
Title: Re: UT14 chem styles/system etc.
Post by: Cuz on September 19, 2013, 05:41:01 am
Is all getting a bit heavy on those top 2 posts. Can make changes for clarity if anyone thinks it's necessary and has suggestions.
Title: Re: UT14 chem styles/system etc.
Post by: yago2k on September 19, 2013, 07:47:56 am
Players out of position (CAM/CM) only get max 8. Play 10 & they get another 1. So, 9 chem in that case saves the coins.

I think this UT ... all OCD will be thrown out the window and will see how we go.

Plus +1 for Manager, so you can get 10 chem even for an out of position player. That's what I'm talking about.

Besides, I'm not sure about 8 chem max. In Futhead I have made a couple of teams and my CMs in CDM position get to 10 chem with no issue (that's without the manager bonus).

About Hybrids... they don't seem so hard to do. I just finished building my fitness squad, a cheap team with Lacazette (whom I got in my starter pack) and hybridized him with Ligue 1, Liga BBVA and Argentinian players in a 4231(2) (the CAM has 7 links and CBs have 5... 0_0 a bit of a **** to hybridize) and I got all my players to 9 chem with little trouble. That's with a hard limit on 400 coins per player, mind you, who definitely didn't let me with many choices.
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi on September 19, 2013, 07:57:20 am
Built a team already - previously posted - 433 with 2 CAMs in CM slots. they're on 8 chem with no manager nor 10-game loyalty bonus.

When comparing to last year - "half links" meant a player could get onto 7 chem, e.g. an RB with 3 links needed just a country link to get him to 7. Now, an RB even with a strong link, only gets 6 chem - so max 8 after that illustrious 10-game mark.

Personally, not so fussed to start with. Once we have a base set of players that have the loyalty bonus, it will mean hybrids will be slightly easier to build.

Like I said previously, OCD will be out the window so playing an RB on 8 chem will have to do. Bringing in all them managers ... that will be something I focus on. It's a pity the player cannot get a double point from a country+league manager.
Title: Re: UT14 chem styles/system etc.
Post by: yago2k on September 19, 2013, 05:06:29 pm
Do your CAM have enough strong links? I think it works kinda like it did in 13, you might need double chem.

It seems doable with LW/LM... I have Antoine Griezmann (LW) as LM in my 4231, linked with Lacazette, Cabella, Guilavogui and Ins˙a. One 2.5 link, two 1.5 links and a weak link and he appears at 9 on Futhead and 8 on webb app. If I had some french BBVA LB or a Real Sociedad LB, he apparently would get to max chem even without a position change.

My OCD will be subdued at first, after all I'm playing with mostly cheap players... but by December I expect it to be at full tilt and I'm betting I'll probably gouge my eyes out with a spoon before I put a non max chem player in my squads.
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi on September 19, 2013, 05:57:25 pm

Here you go Yago - with the chem info. Both CAMs would've had 7 chem in UT13. This is with no manager, btw. I do have a Belgian and Argentinean managers. I can add the Belgian manager for more overall chem, but then swap over to the Argy one, once I have played 10 games with them. It's quite interesting that concept.


(http://i.imgur.com/RdHJgTZ.jpg)
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi on September 19, 2013, 06:06:22 pm
Also Yago ... I do understand what you're saying. One thing though - is OCD ensuring you need to have everyone on full chem, or "perfect positions"?

This is why I'll do my best to get full chem, but I won't be wasting coins on positional changes if they can get 9 chem.
Title: Re: UT14 chem styles/system etc.
Post by: Cuz on September 20, 2013, 03:40:43 pm
Now this I don't really understand at all... Does say 1pt for each type of link so I'll take that at least...


Position Chemistry is split into 4 values, depending on the type of position. I won't go into detail here - for now, we're going to assume we're dealing with correct positions. Therefore, position chemistry = 3.

Link Chemistry is as follows:
(http://i.imgur.com/3HL7Kdd.png)

You will then add any applicable bonuses.

Link Values (Combine where necessary. Eg Club = Club+League = 1+1)
Nation = 1
League = 1
Club = 1

Note: The above data (excluding the link values) in no way represents official information, and is the result of Beta/Demo testing.
Title: Re: UT14 chem styles/system etc.
Post by: Cuz on September 20, 2013, 03:44:55 pm
It was in answer to this, which I don't really get either.

So my question is (Im looking for LiquidTension for this) how do managers contribute to the players chemstry

(1) managers add 1 point to the players chemistry, so if on 7 he will be on 8.
(2) MANAGERS ADD TO THE CHEMISTRY POOL (ie Gonzalez needs 5 points and gets 4, so the 5th chemistry point would be added by the managers support).


Is there a distinction I'm missing here because both answers are basically the same. Wtf is a chemistry pool?
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi on September 20, 2013, 03:51:26 pm
Cuz ... mate ... the more I'm hearing about chemistry ... the more this is happening ...

(http://www.freesmileys.org/smileys/smiley-laughing025.gif) (http://www.freesmileys.org/smileys.php)
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi on September 20, 2013, 03:56:10 pm
What I'm actually referring to, is how the f**k have EA manage to make something SO complex, when last year plenty of forumers didn't understand THAT basic concept.

I know the likes of Eric and some here, do understand it, but don't really like hybrids so they're not fussed.

Looking at what you just posted & the updated OP ... EA has screwed this up!

Actually ... maybe they made it so they can blame the people for "making crappy (read hybrid) teams" that will always lose to OP Brazil/BPL teams ... ::)
Title: Re: UT14 chem styles/system etc.
Post by: DuttyH on September 20, 2013, 06:08:15 pm
Every time I go to read this thread in some depth there's always noise or distractions.

Will grab a coffee and try again in a sec now the house has cleared.

Just in summary, has anybody clearly defined what the new chemistry system is yet? I tried a squad build on FUThead this morning and they seem to have changed the values. Still no clear info. from EA either (or not that I've found).

I was tidying up the bronze teams to get them ready for early release, and Deshorn Brown (ST) was only on 9 chem despite it being a full MLS team with no dead links  ???

Is this because Nguyen is at CAM but not trained from CM yet? I searched for a manager, bagged Solskjaer for 200 coins and popped an MLS card on to add +1 so it's not a problem.. just left me confused as to how these links work now. :/
Title: Re: UT14 chem styles/system etc.
Post by: Nophut on September 20, 2013, 06:23:14 pm
Every time I go to read this thread in some depth there's always noise or distractions.

Same here...

And what I would like to know is.. will chemistry (or lack of) make more of a difference than it did last year?
Spent a lot of time on this, last time around, making little or no difference to the teams ability (or inability!) to win.
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi on September 20, 2013, 06:49:49 pm
Its becoming something referencing advanced mathematics so EA can confuse themselves and all players thereby negating themselves from any liability from a poor performing team, considering when you play them against the monstrous Brazilians.

Just another FIFA ...

Think I said that before ;D
Title: Re: UT14 chem styles/system etc.
Post by: DuttyH on September 20, 2013, 07:08:56 pm
True Hop. Hopefully it's more like UT11, where you would get punished a lot more for low chem than 13, that's for sure.

Its becoming something referencing advanced mathematics so EA can confuse themselves and all players thereby negating themselves from any liability from a poor performing team, considering when you play them against the monstrous Brazilians.

Just another FIFA ...

Think I said that before ;D

(http://www.planetsmilies.com/smilies/confused/confused0054.gif)

I've read through now, and read through people crying about 'new chemistry' on the EA forum, and am still none the wiser.

Not too bothered in terms of playing the game. It would just be nice to, you know, make sense of it. One thing I'm worried about: if the official forum can't even put up a clear guide hours prior to early release launch, it doesn't bode well for the game or amount of testing gone into it :/
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi on September 20, 2013, 07:33:28 pm
Indeed Dutty.

Once again ... and I'm not surprised any more ... no communication from the EA bunch. They could do so much good by just communicating the way it works & not by forumers - no matter how much work they do on it - who are guessing it.

Cool smiley btw ;D
Title: Re: UT14 chem styles/system etc.
Post by: DuttyH 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.
Title: Re: UT14 chem styles/system etc.
Post by: CarlosBoca18 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
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi on September 20, 2013, 08:41:51 pm
Ah ... bought a Sniper card (950c) for our starter park Zarate.

(http://i.imgur.com/aeLCIA0.png)

Only noticed too (when I was taking screenshots) that the starter pack players get 45 contracts.
Title: Re: UT14 chem styles/system etc.
Post by: otutsarTR 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...
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi 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.
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi 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.
Title: Re: UT14 chem styles/system etc.
Post by: DuttyH 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.

Title: Re: UT14 chem styles/system etc.
Post by: Cuz 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 (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.
Title: Re: UT14 chem styles/system etc.
Post by: DuttyH 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.
Title: Re: UT14 chem styles/system etc.
Post by: Cuz 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.
Title: Re: UT14 chem styles/system etc.
Post by: DuttyH 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  :-[
Title: Re: UT14 chem styles/system etc.
Post by: Cuz 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.
Title: Re: UT14 chem styles/system etc.
Post by: otutsarTR 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:
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.
 
 
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.

Yes, H2H and UT stats differ. For the purpose of this question, stats are split into 2 values:
 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.
 
 
The stats displayed by these sites are H2H stats, and therefore not correct UT stats.
Title: Re: UT14 chem styles/system etc.
Post by: otutsarTR 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...

(http://img5.imageshack.us/img5/2871/8q9y.jpg) (http://imageshack.us/photo/my-images/5/8q9y.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

any style that gives boosts to his DEF, DRI and PAS will make him a decent CB actually...
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi 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
(http://i.imgur.com/ndyhO7j.png)

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.
Title: Re: UT14 chem styles/system etc.
Post by: otutsarTR on September 21, 2013, 11:07:25 am
kiwi, that got my attention as well.. IFs seem to get increases like the prev years, in 13 it was not that huge i argued even them being too low and insignificant, but looking at 1st totw it seems big hikes came back, i really dont understand how EA can not find a balance... reus probably will get 2 more IFs during the season, what will he eventually be? 99 everywhere...
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi on September 21, 2013, 11:41:00 am
Yeah OT - that together with the TOTS at the end, makes for a pretty pathetic path forward for the likes of these guys. Not worth the investment IMO.

I rebelled big time in UT13 against IFs. Think it may be the same this year, due to chem style cards and just not putting $$$ into the game.
Title: Re: UT14 chem styles/system etc.
Post by: gladiatorrrrrr on September 22, 2013, 07:10:55 pm
main IG stats of kerzhakov on 10 chem:

Shotpower 82 +3
Finishing 73+2
FK acc 78+3
Penalties 77++3
Agression 80+7  :o
Agility 74+3
Strenght 69+1
jumping 83+2
stamina 82+17  :o :o :o :o
ball control 78+3


Title: Re: UT14 chem styles/system etc.
Post by: Cuz on September 22, 2013, 07:40:07 pm
Big boosts on aggression and stamina for UT. EA like the high pressure abuse then....
Title: Re: UT14 chem styles/system etc.
Post by: gladiatorrrrrr on September 22, 2013, 08:07:10 pm
yeah, I think if you make a custom tactic with high pressure you will win a lot.
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi on September 22, 2013, 09:22:21 pm
The stamina unfortunately is a misconception. It's the fitness so will be 99 (or whatever your player is on).

I've always thought EA has screwed that up by replacing the "true" stamina stat.
Title: Re: UT14 chem styles/system etc.
Post by: Cuz on September 22, 2013, 11:17:41 pm
Ah.
Title: Re: UT14 chem styles/system etc.
Post by: Cuz on September 23, 2013, 01:47:50 am
Another example of the advantages with the new manager/loyalty system here.

Was initially irritated that I couldn't start this team on all 10 chem due to the lack of American managers. Having accepted that I would need the loyalty bonus for at least a couple of players, no matter what I did with the manager, I looked at other options.

(http://i1266.photobucket.com/albums/jj538/cuz05/a1_zps05a39a0a.png)

Striker, RCAM and CF were all on 9 chem, LCAM and CDMs were on 8. You can see the latter need position cards. However, with a Polish manager, 150c, and an MLS league conversion, 150c, I no longer need ANY position cards, just the loyalty bonus.

(http://i1266.photobucket.com/albums/jj538/cuz05/a1_zps5a6397cc.png)

CM is going to be a powerful position because now you can use them in every formation, in 3 different positions, if you have the right manager.
Title: Re: UT14 chem styles/system etc.
Post by: CarlosBoca18 on September 23, 2013, 04:26:10 am
Yeah Cuz if you look into the new chemistry system it is actually very nice, I now don't need to buy 2 CDM>CM cards for Rankin or Osbourne because after 10 games they'll be at 10 chem, lovely stuff.
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi on September 23, 2013, 05:56:23 am
Agreed - never knew there were going to be manager cards - certainly adds a nice dimension to getting the team on full chem.

Great that you can search on this too, e.g. found Marco van Basten in MLS ;D
Title: Re: UT14 chem styles/system etc.
Post by: CarlosBoca18 on September 23, 2013, 05:58:07 am
Question on the chem styles you guys will use, will you use ones that upgrade your players good stats or use the styles that upgrade their weaker stats?
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi on September 23, 2013, 06:05:49 am
Oh ... forgot to mention ...

My dilemma will be with those players that are "just above cheap" to "slightly expensive". Sure, there's protecting investment but once you have someone on 10 chem, they're going to be hard to let go. Especially if you like building as many teams as we do.

How do you justify keeping a Santana who you purchased for 6k, knowing his 77-rated & card weight relationship means he will be really low in 2/3 weeks time ...
Title: Re: UT14 chem styles/system etc.
Post by: gladiatorrrrrr on September 23, 2013, 06:13:22 am
not so worried about it. every year prices will rise and rise, and every year we think they wll not. Rule of thumb: 40% - 50% increase from now on. 25% off during TOTY recover with 10%
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi on September 23, 2013, 06:13:32 am
Hey Carlos. Threw the chem styles into the spreadsheet I have. I left the weightings we use (changes per position), to get the summary rating, then re-calc after applying the chem style. Yes - its a bit crude but does show

LW
(http://i.imgur.com/KO4zgJX.png)

CDM:
(http://i.imgur.com/77HULNy.png)

ST:
(http://i.imgur.com/payIhx4.png)

This does mean that I need to re-look at the weightings - something I have done for a long time. Mainly due to less reliance on pace from those early days ;)
Title: Re: UT14 chem styles/system etc.
Post by: Cuz on September 23, 2013, 06:26:05 am
Kiwi, you hurt my brain.

I'm gonna apply chem styles based on what I want from the position with an added consideration for their weak areas. Midfield will be the place I look to even out low stats the most whereas up front I'll concentrate more on what their job is.
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi on September 23, 2013, 06:38:47 am
I started that purely to sort the cards based on what position they're more likely to have a influence on. Led me to think how I can look up the bits from the player data sheet ("our" ratings per the 6 key attributes based on their IG stats).

It's not terribly meaningful that - it really just shows which ones are going to be expensive - shadow/catalyst/hunter. We all knew that anyway.
Title: Re: UT14 chem styles/system etc.
Post by: Cuz on September 23, 2013, 06:52:18 am
Well, yeah....

Tbh, I did find it quite interesting thinking about which chem styles to add.

Take these 3.
(http://i1266.photobucket.com/albums/jj538/cuz05/a1_zps882215aa.png)
Based on what I want from them, going on UT13 gameplay tbf, the wide fwds clearly need boosts to their passing, the RF needs it on his shooting. The LF tho, pace, shooting and dribbling are all good so I may as well boost shooting and see if it makes him even more dangerous, but I could go with dribbling....
The striker is where it got interesting. Do I want him to focus on finishing chances or making them? He looks like he needs a boost to both tbh but I could go with passing and heading.... Lots of possibilities based on different styles of play.

Then on into midfield where I'm looking much more at passing/dribbling/defending and maybe, pace... Shooting is good.
(http://i1266.photobucket.com/albums/jj538/cuz05/a1_zpsce56b8c0.png)
Title: Re: UT14 chem styles/system etc.
Post by: CarlosBoca18 on September 23, 2013, 07:10:18 am
You seem to be the man in the know about stats Kiwi so here's some questions;

Do agility/balance come under pace?

And does strength come under defending or heading?
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi on September 23, 2013, 07:28:53 am
Agility & balance is a pace item for me. Something that Cuz mentioned many, many, many moons ago.

Strength is something I've always put under defending. Think it's those early days when we preferred small, nimble strikers as we did not spam crosses, where you need that strength. Based on early assumptions, I think defending is still the place to stay ... but for defenders. It certainly going to be a bigger attraction for strikers now too.

It's not an exact science - we know that, e.g. it has been mentioned before that a high agility stat means a small striker can out-jump a big CB ::). Mechanics of the game ... or development - crap development that is ...
Title: Re: UT14 chem styles/system etc.
Post by: CarlosBoca18 on September 23, 2013, 07:32:45 am
Wondering because I'm looking at a chem style to improve Diego Costa's agility and balance, basically the only stats letting him down.

And the strength one is for my CBs, want them as strong as possible.
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi on September 23, 2013, 07:59:34 am
Well Carlos, I will say that Rooney's strength does NOT go up IG from the "H2H" stats per FUThead. Also, have the Hawk applied to him - 2x PAC/2x SHO/2x HEA.

Based on that for the CBs I would look at a chem style that obviously increase DEF then.

We have a few that we got from packs - Backbone is one of them - will apply that to a CB and check the IG stats (before the apply too ;)).
Title: Re: UT14 chem styles/system etc.
Post by: TheBaldyBuddha on September 23, 2013, 09:03:38 am
Well, yeah....

Tbh, I did find it quite interesting thinking about which chem styles to add.

Take these 3.
(http://i1266.photobucket.com/albums/jj538/cuz05/a1_zps882215aa.png)
Based on what I want from them, going on UT13 gameplay tbf, the wide fwds clearly need boosts to their passing, the RF needs it on his shooting. The LF tho, pace, shooting and dribbling are all good so I may as well boost shooting and see if it makes him even more dangerous, but I could go with dribbling....
The striker is where it got interesting. Do I want him to focus on finishing chances or making them? He looks like he needs a boost to both tbh but I could go with passing and heading.... Lots of possibilities based on different styles of play.

Then on into midfield where I'm looking much more at passing/dribbling/defending and maybe, pace... Shooting is good.
(http://i1266.photobucket.com/albums/jj538/cuz05/a1_zpsce56b8c0.png)



TBH Cuz having played with king he will most definitely need a strength boost as he just falls over when tackled, don't let the pace stat fool you he won't be burning fullbacks like pace players did last year
Title: Re: UT14 chem styles/system etc.
Post by: Cuz on September 23, 2013, 03:26:45 pm
Might well stick DEF cards on everyone if the gameplay turns out the way everyone says BB. With what's been said about the 1st touch its looking like guardian cards all round...

Kiwi, don't be surprised if the in game stats show no difference, they've taken pains to point out that there is no way of finding how the boosts work exactly. Why this should be is a fine question.... IMO, DEF  should give a strength boost as it definitely has a big impact on the card stat.

Balance and agility also have an effect on the dribbling stat so I'd think about PAC + DRI for a boost to those 2....
Title: Re: UT14 chem styles/system etc.
Post by: gladiatorrrrrr on September 23, 2013, 04:51:52 pm
still have to dive into it but building up strenght could be an option.

What does the basic card do?
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi on September 23, 2013, 06:02:39 pm
Hey Glad - I would call it a 'reset' card. Suppose there are some benefits to change back to "single stripes" across the board.

Not quite sure why you'd want to do it tho' ....
Title: Re: UT14 chem styles/system etc.
Post by: gladiatorrrrrr on September 23, 2013, 06:10:26 pm
oh I have two of them. So you don't upgrade a player with it? Sorry I am sure there is answer somewhere but I got a bit lost with this concept.
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi on September 23, 2013, 06:21:07 pm
All players start life out as a "Basic" ... where they may get some freakish bio-tech upgrades or some weird augmentation into the likes of a "Sentinel" or a "Guardian" ... a "Hawk" ...

I'm guessing that no creator in the right (juvenile) mind will ever take them back to live life again as a pure "Basic" ...

Yes - they are pretty worthless those cards ... :P
Title: Re: UT14 chem styles/system etc.
Post by: gladiatorrrrrr on September 23, 2013, 06:28:18 pm
right..have to sell them off to some stupid ass during the first week  :D

I just want to play some serious football not to think off the galdiator card (yeah I do  LOVE that one  ;) ), sentinel, sniper, etc.

Title: Re: UT14 chem styles/system etc.
Post by: Cuz on September 28, 2013, 03:56:47 am
SIMPLIFIED AND STICKIED!!!

Don't think I've missed anything important and I think it still makes sense. Do tell me if either of those statements are inaccurate in some way, happy to modify.
Title: Re: UT14 chem styles/system etc.
Post by: gladiatorrrrrr on September 28, 2013, 09:18:26 am
love the new system. I can easily switch from 442 to 41212 with teh same players, no conversion to CDM or CAM needed thanks to the manager and loyality bonus.
Title: Re: UT14 chem styles/system etc.
Post by: gladiatorrrrrr on September 28, 2013, 07:34:29 pm
so I tried a Shadow card (+3 pace +3 defending) on Maicon (FC Porto)....checked the IG stats but nothing  ???, the only thing that changed was his stamina to 99

placebo?
Title: Re: UT14 chem styles/system etc.
Post by: Kiwi on September 28, 2013, 07:36:16 pm
Yeah Glad - Cuz mentioned that we won't see those chem styles affecting IG stats. Real pity that they're hidden.
Title: Re: UT14 chem styles/system etc.
Post by: gladiatorrrrrr on September 28, 2013, 07:42:03 pm
hmmm...not sure if I will use them. Picked-up a Fabregas with an architect card on him.
Title: Re: UT14 chem styles/system etc.
Post by: CarlosBoca18 on September 28, 2013, 09:58:00 pm
They definitely have an effect on the players, I added the hunter chem style to Diego Costa and he felt like a 90 paced player all of a sudden.
Title: Re: UT14 chem styles/system etc.
Post by: gladiatorrrrrr on September 29, 2013, 01:33:57 am
Only played one game with Maicon so too early to tell. Binned two shadows for 1000 coins each....will keep one in stock for Garay
Title: Re: UT14 chem styles/system etc.
Post by: DuttyH on September 29, 2013, 09:05:02 pm
Went through the teams and chem styles yesterday and placed a few on different players.. couldn't help thinking for certain players a little boost on every stat from the basic style may be better than a big boost here and there.

Hadn't used the teams with everyone on basic though, so hard to tell the extent of the boosts.

So with that in mind what are people feeling about the effect of chem styles so far?
Title: Re: UT14 chem styles/system etc.
Post by: gladiatorrrrrr on September 30, 2013, 11:06:39 pm
invested some time in those chem styles. Think they are great (if they work). Have applied no a couple of them to players where I think they should be improved. Really like the deadeye chem. Applied it now on Sandro (CDM in 41212), he is great in all his defensive stats. So I could make him even better there but decided to give him this chem style to increase his effectiviness with passing and shooting...

That Artist chem is useful for LM/RM that have low passing stats but great shooting...

Title: Re: UT14 chem styles/system etc.
Post by: gladiatorrrrrr on September 30, 2013, 11:10:04 pm
the team:

(http://i42.tinypic.com/qqu268.png)

So I have put deadeye on Sandro

Powerhouse on Dembele: extra defending stats do help. I regain the ball a lot with those three beasty guys up front

Toure+vertonghen: sentinel. They have both 70+ pace so I focussed on extra defensive stats.

Title: Re: UT14 chem styles/system etc.
Post by: gladiatorrrrrr on September 30, 2013, 11:14:23 pm
and teh second team:

(http://i44.tinypic.com/6407ki.png)

Lima: Finisher Style, extra shooting and heading

Gonzalez (gosh Love this guy on the CAM position) : engine, 2 pace ( ;D) , 2 pass, 2 dribble

Varela/Salvio: Artist chem, they both can use upgrades in their passing (+3) and as extra bonus +3 dribbling...

Maicon: Shadow....some pace increase (+2) and + def
Mangala: sentinel too +3def + 3 head

next upgrades: LB/RB => Sentinels

and If the deadeye works with Sandro than this will be the upgrade for Fernando too
Title: Re: UT14 chem styles/system etc.
Post by: CarlosBoca18 on September 30, 2013, 11:19:55 pm
Dembele turns into an animal with that powerhouse chem style, nice team Glad.
Title: Re: UT14 chem styles/system etc.
Post by: gladiatorrrrrr on September 30, 2013, 11:21:50 pm
Dembele turns into an animal with that powerhouse chem style, nice team Glad.

indeed Carlos, in all honesty: you brought me to that idea of using that chem style....really perfect fit.
Title: Re: UT14 chem styles/system etc.
Post by: EricCartman No1 on October 01, 2013, 07:06:40 am
These chem styles are pretty pricey.  I think buying them pre-applied is cheapest way to go
Title: Re: UT14 chem styles/system etc.
Post by: Cuz on October 01, 2013, 07:10:02 am
These chem styles are pretty pricey.  I think buying them pre-applied is cheapest way to go

Definitely. Just sold a hawked up Bony for 3.1k, a 1k profit.
Title: Re: UT14 chem styles/system etc.
Post by: EricCartman No1 on October 02, 2013, 08:50:07 am
I think we are slowly starting to see the effect of the chem styles on auction prices a bit more now.  Been buying some Belgians tonight, went and bought basic Mertens and Mirallas only to relist them and go pay a bit extra for 'Engine' ones. 
Title: Re: UT14 chem styles/system etc.
Post by: CarlosBoca18 on October 02, 2013, 08:58:11 am
Done the same with Walter Samuel earlier Eric, bought a regular one for 900c, then looked to buy a shadow card, none under 5/6k, so sold the basic one and bought one for 4k with the shadow chem style on him.
Title: Re: UT14 chem styles/system etc.
Post by: gladiatorrrrrr on October 07, 2013, 01:48:32 am
not sure, but a lot of you are complaining on goals you get from corners. For me this year has been less than last year. Could it be that most of my CB's have the sentinel chem style applied? +3 def +3 head.....
Title: Re: UT14 chem styles/system etc.
Post by: TheBaldyBuddha on October 07, 2013, 01:53:51 am
not sure, but a lot of you are complaining on goals you get from corners. For me this year has been less than last year. Could it be that most of my CB's have the sentinel chem style applied? +3 def +3 head.....


Second this i have Caceres-Chiellini-Ogbonna as a back 3 not really having too much trouble with headers, but am having trouble with them just stepping out and WALKING past players before realising that the ball is somewhere else and trying to recover  ::)
Title: Re: UT14 chem styles/system etc.
Post by: otutsarTR on May 06, 2014, 08:07:41 pm
just saw this on the dark side, from a UT moderator apperantly....


[LiquidTensionzZ wrote:[size=0.95em][/size]ElectroNickFear wrote:[size=0.95em]Using the tots? Honestly the amount of stats you'll lose you may as well stick with the nif. Just my opinion.

[/color]
If the weighted average of individual and team chemistry is above 4, the player will start to receive a boost to his stats. A weighted average of 4 will yield no boost, and anything below 4 will result in the player receiving a reduction.

For example, on 4 individual chemistry and 100 team chemistry, a player will receive a boost to his stats.[/size]



so chem 7-8 would not hurt a team, if you have a couple of 10 chem players ...