▲ 0 r/DMZ

Never played DMZ, here's what I like, is this game for me?

Never played DMZ but I'm intrigued. Watched many videos but I want to share what I like, and my question is if I'm thinking right with this game:

- I don't have gaming friends so I play most of the games solo, but I love when the game offers AI teammates or some way for solo runs to feel rewarding.
EDIT: just figured those are not AI teammates but unique operators that you can earn progress with. This is still interesting to me.

- Secondly, I like the sense of progression. Honestly I bought WarDogs because of what it offered but the game is ruined for me when I have to rely too much on my human teammates, when sometimes their actions would straight away spoil your hours of fun.

- Third, I love when progression feels "grinding" in the best way. I've seen some games where looting/crafting might give you 30 things at once, and it might seem overwhelming. But I like the idea of having unique operators, them being unique in their own ways, and having the freedom to upgrade their equipment (plus skill trees).

- I don't mind if I run into PvP given that those are probably slower paced than the actual CoD experience. I like the bounty system as well. Even if I die, I feel like the game gives you the option of playing it safe and try completing some missions on the map solo instead.

Am I thinking right? Is this game for me?

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u/ToxinadeHere — 4 days ago
▲ 12 r/EAFCCareers+2 crossposts

FC27 - Love the gameplay! Realistic gameplay sliders (by Toxinade) + fix for high defensive line issue

I’ve been really enjoying FC27, and I wanted to share the setup that got me there.

I've always attempted to mimic the game to how real-life football match feels like.
Tested almost 100+ kick off matches, and now I finally started a career mode and have been enjoying it.

I’m playing an Atlanta United Career in MLS. After around six or seven matches, I’ve only won once, but I’m having a great time. Building an attack feels worthwhile, player quality matters, and I have to work for my chances.

There are two parts to this post:

  • A PC squad file addressing high starting defensive depths.
  • My sliders and settings for a more lifelike football experience, including why I chose them.

This setup suits patient, possession-based football. If you prefer quick attacks and constant end-to-end action, it probably won’t be for you.

1. High defensive-depth squad file | PC only

For anyone concerned about the high defensive-line issue, I’m sharing a squad file that caps exposed defensive-depth values above 60 at 60. Lower values were left alone by the cap script.

The changes survived squad save/load, and a fresh Career created from the file had no exposed depths above 60.

This adjusts the starting tactical values. It doesn’t guarantee which tactic the match engine uses in every situation or prevent the AI from changing tactics later.

Download: https://drive.google.com/file/d/13TziPQRT3jgw1YS93uz9IP5KdZwcgrex/view?usp=sharing

How to use it

  1. Back up your existing squad and Career saves, then close FC27.
  2. Copy the downloaded squad file into: %LOCALAPPDATA%\EA SPORTS FC 27\settings
  3. Start FC27 and load it through Settings → Edit Teams → Squads → Load Squads.
  4. Create a new Career and choose Current Squads.

Downloading fresh squads will replace this setup. Loading this file won’t update an existing Career.

2. Gameplay settings

Setting Value
Difficulty Legendary
Half length At least 8 minutes
Gameplay type Custom
Authenticity features On
Wind effects Off
Weather effects Off

Eight minutes or longer gives you time to build attacks without feeling forced to rush.

Start from the Authentic preset, then switch to Custom and enter these values. Leave anything not listed at its Authentic default.

Movement and shooting

Slider User CPU
Sprint speed 32 32
Acceleration, slower option 43 44
Acceleration, slightly quicker option 44 45
All shooting-error sliders 55 55

Choose one acceleration pair.

Sprint speed at 32 gives me the slower pace I’m looking for. Acceleration is especially important: at higher values, I found it too easy to lose a challenge, switch players and immediately chase the CPU down again.

At these lower values, choosing who to press with matters more. If I pull someone out of position or mistime a challenge, recovering takes time. I’ve kept the CPU one point higher to make winning possession more demanding.

Shooting error at 55 feels good to me, but it’s a sensible place to experiment if finishing feels too easy or frustrating.

Passing

Slider User CPU
Normal ground pass error 75 55
Normal ground pass speed 44 44
Header pass error 60 60
Through ground pass error 70 55
Through ground pass speed 38 38
Lobbed through pass error 55 55
Lobbed through pass height 35 35
Regular lob pass error 70 55
Regular lob pass height 35 35
Cross error 60 60
Cross height 55 55

Ground pass error at 75 is central to how this setup feels.

I don’t want every pass to glide perfectly across the pitch. At 75, I’ve noticed more variation in pace and delivery, including passes that bobble or need an extra adjustment from the receiver. Those imperfections look natural to me.

It also makes good passers feel valuable. Under pressure, I notice who can deliver the right ball and who struggles. It gives me a reason to pick a player for their passing ability.

The CPU’s passing errors are deliberately lower. In my testing, equal high values made it too easy to win possession back from sloppy CPU passes. At 55, it keeps the ball better while still making mistakes.

What I enjoy is that possession changes through misplaced passes, interceptions and imperfect touches as well as tackles. Trying to penetrate a defence carries a risk. A through ball won’t always come off, and that feels right.

Injuries, goalkeeping and team shape

Slider User CPU
Injury frequency 70 70
Injury severity 30 30
Goalkeeping ability 42 42
Marking 50 59
Run frequency 45 45
Line height 65 65
Line length 35 35
Line width 48 48
Fullback positioning 95 95

Injuries at 70/30 have given me a reasonable amount of disruption without feeling excessive so far.

Goalkeeping at 42 helps me notice differences between average and excellent keepers. I don’t want every goalkeeper to require a perfectly placed shot to be beaten, especially when playing in a league like MLS.

User marking at 50 reduces the occasions where my teammates seem to win possession back without much involvement from me. I want to select a player, position them and earn the ball back. CPU marking at 59 has felt like a good balance for its defensive positioning.

Run frequency stays at 45. I don’t expect someone to make a forward run every second. If nothing is available, I recycle possession.

Line height and length stay at their Authentic defaults of 65/35. These gameplay sliders are separate from the team tactical depths adjusted in the squad file.

Fullback positioning at 95 gives me the attacking support I want. How that feels will also depend on your formation and player roles.

Touch, dribbling and defending

Slider User CPU
First touch control error 95 95
Intercept error 90 90
Ball deflection error 99 99
Jog dribbling 44 44
Sprint dribbling 50 50
Controlled sprint dribbling 48 48
Tackle assistance 1 40
Physicality impact 99 99
Regular jockey speed 60 60
Sprint jockey speed 60 60

First touch error at 95 helps create the differences I want between players. Receiving under pressure requires care, and better players feel more comfortable controlling the ball.

Jog dribbling at 44 looks more natural to me. I’ve also found the CPU better able to carry the ball without immediately running into my defenders.

User tackle assistance at 1 makes positioning and timing important. Combined with the lower acceleration, a failed challenge has consequences.

3. CPU behaviour settings

Setting Value
CPU behaviour preset Custom
Player-based difficulty, CPU opponent On
Player-based difficulty, CPU teammate On

The following values are for CPU opponents:

Slider Value
Aggression 62
Stand tackle frequency 80
Professional foul frequency 56
Regular shot frequency 54
Finesse shot frequency 60
Long shot frequency 53
Skill move frequency 1

Aggression is the first value I’d adjust if the pressure feels too much.

I use 62 because I want a challenge. I’ve also found 60, 56 and 54 playable. Try lowering it before changing the whole setup. For me, it’s a useful way to tune how demanding the opposition feels.

How I play with these settings

The biggest adjustment is patience.

With a balanced setup, passing to a winger high up the pitch doesn’t mean four teammates will immediately arrive to support them. I have to give the team time to move forward.

A simple example:

  1. Pass to the winger and carry the ball forward.
  2. When a defender closes them down, pass back instead of forcing a dribble.
  3. Move the ball to a free teammate, switch sides or recycle it.
  4. Look for the space that opens as the team moves up.

Passing backward can still help build an attack. I’m trying to move the opposition, bring my team forward and create a worthwhile opening.

If I force the first forward pass or try to beat every defender, I lose possession. If I slow down and read the options, the attacks feel much more rewarding. Counterattacking tactics will naturally give you a different experience.

These are personal settings based on my testing, not a claim that there’s one correct way to play FC27. The Atlanta results are a small sample, but I’m enjoying the football even when I lose.

If you like patient buildup, imperfect touches and having to earn your chances, hopefully this gives you a useful starting point.

Hope you're able to enjoy the game! :)

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u/ToxinadeHere — 10 days ago