How to convert penalties everytime in FIFA 15

We wanted to do a little tutorial on how to score penalties on FIFA 15 every single time you take one, and this is what we’re going to be covering today. When the referee points to the penalty spot and awards you with a spot-kick, the last thing you want to do is end up missing it, especially if it’s a crucial one and ends up costing your team the game.

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This kind of circumstance is about to change, as we narrow down and teach you step-by-step on how to convert them whenever you’re awarded one.

Step 1

It might come across as obvious but as we’re covering this as a step-by-step guide, we need to point it out. The first thing you must do is pick the best player that has the best penalty stats in your team that’s on the field of play. You can find this out by pressing the RT button on the Xbox 360, or the R2 button on the PlayStation 3. A hover down menu will appear showing you the full list of players and their stats at taking penalties, you should then choose the one who has the greatest statistic.

Once you’ve identified who your best spot-kick taker is going to be, you should select him to take them every-time from the main menu so that you don’t need to keep changing it every-time you go into a match.

Step 2
For the next step, you need to make sure that when the red bar is going sideways from right to left, and left to right, that you press the shoot button when it lands in the green centre. If you get this wrong, then the player will sky the ball into the stands and you’ll miss the opportunity of converting. Make sure that you get it in the green highlighted bar, and that’s the minimum that’s required in order to be successful at penalty kicks.

Step 3
When shooting, you must make sure that you get the yellow bar to three quarters of the way up, no less and no more. This will be a perfect shot with the accuracy maintaining, and the power also being maintained. If the gauge goes up to far or too less, then you’ll either put the ball over the bar or develop a truly weak shot. Get it to just over halfway to be successful all the time.

Step 4
When using the left-stick to move the direction of the ball, try to point it in a diagonal way to the top left or right, by doing this you for approximately one second, you will score penalties each time you take them. The goalkeepers can never get to these kind of shots and they’ll only be saved once in a blue moon.

To perform the fake shot run-up, just before the player goes to strike the ball, you will need to press the shoot button once more. The only disadvantage of performing this skill is that there’s a high risk of missing the penalty kick. There’s no way to score these types of goals every-time, but if you get it on the green bar and get the power gauge up to halfway, then you’ll be in with a chance of putting the ball in the back of the opponents net.

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FIFA 15 Style or Substance and Incredible Visuals

For many years EA have announced the next FIFA game with a raft of gameplay announcements, but FIFA 15’s E3 announcement bucked the trend. Graphics, presentation and aesthetic touches topped the billing as EA began their annual summer-long marketing campaign. This apparent switch in focus begs a central question: will the gameplay be up to scratch?

fifa15 xboxone ps4First up, incredible visuals. This trailer shows of a lot of the stuff we talked about after the first FIFA 15 playtest, giving you a peek at the pitch deformation, animated ad boards, post movement, player hair movement and player breathing. Seriously.

Disclaimer: I have not played FIFA 15. Was in the wrong country at the wrong time. This is all speculation based off information available to the public. Apologies for the length.

I’m sure that most people have a mental wishlist in mind of announcements they wanted to see. Disillusioned with FIFA 14′s breathtakingly poor balance, my own list included a wide range of gameplay improvements. I wanted to see EA unveil antidotes to the problems which too often reduce FIFA to a shallow husk of a simulation.

Graphics, Presentation, and Emotional Intelligence

The word emotion was front and center when David Rutter took center stage at EA’s E3 conference. FIFA 15 we are told will make us “feel the game” – this year’s tagline. It’s a lofty and understandable ambition for a franchise which, despite its booming popularity, has forever been criticised as lacking atmosphere.

How do they plan to achieve this more immersive experience? First up, EA boast of improved visuals, thanks to an overhauled lighting system, upgraded character models, and the new dynamic pitch, which players will leave their mark on, and vice versa. FIFA 15 definitely looks better than FIFA 14, by some distance, but even so it’s fairly ordinary looking up against contemporary games in other genres. There was no footage to be found from a gameplay perspective, so how much these improvements really matter when the level of detail is dialed down is yet to be seen.

Further improvements are seen in the crowd, which is now more frequently in focus. Impressively modeled and animated, you only had to see it recreating the poznań to know that FIFA 15 will comfortably take the title as most authentic football title this year. Goal celebrations also see a major upgrade, with the whole team involved – something that hasn’t been seen since the childish custom celebrations were implemented some years ago. Fingers crossed this will lead to more believable looking celebrations, but I’m not sure those will return until the custom celebrations are removed. Call me boring, but custom celebrations wreck immersion, and only serve to be FIFA’s analogue to the first person shooter genre’s teabagging.

Perhaps most significantly, EA have developed what they call “emotional intelligence”. The new feature sees the relationships between players tracked in real time throughout the match, reflecting in how players react to events. In general, if you told me one of EA’s biggest new features was a new level of artificial intelligence I’d be extremely happy, but in this case, I think their priorities are out of sort.

FIFA has long had miniature cutscenes, and so far as I can tell almost everyone prefers to skip through them as quickly as possible. It’s not impossible that the new feature could revitalise the dull repetitive deadball scenes, but EA’s historical success with this kind of feature are hardy endearing. Presentational improvements are endearing the first few times you see them, but usually tiresome by the tenth time, and downright irritating by the 100th.

An addendum to the talk about emotional intelligence is the information that it will not affect play. This was no doubt meant to relieve a fanbase still suspicious of scripting, handicapping, and momentum. In some ways though, it seems like a pity. The emotional states of player should matter in a football simulation – not necessarily in a one off competitive match, but in Career Mode? It’s certainly something a game like Football Manager would deal with.

EA are in a very tricky position when it comes to these type of features. There is no doubt that EA did look into ideas like momentum, and at one point considered them part of a natural progression for sports simulation. The scripting debacle has put a hard stop to all that.

To me, scripting and handicapping are blanket terms to describe something more complicated but less sinister. I focused in my last article on the lack of control we users often have over the game. The lack of control, combined with some massively obfuscated mechanics, makes for a game where outcomes often don’t make a great deal of sense, nor feel particularly fair. As patronising as this will likely sound, it is quite natural for people without control over proceedings to assume that something else is in control. Ancient tribes prayed to volcano God, lest they were drowned in lava, and FIFA players believe in a devious AI script that determines the outcomes of matches.

EA’s view is that scripting does not exist. My view is also that scripting doesn’t exist, but I think it is up to EA to look at solving the things which have made people believe in it.

fifa 15 xbox

Gameplay changes

Agility & Control

For about the fifth game in a row, FIFA will finally allow you to play like Messi thanks to changes to dribbling. Players will now have better close control and feel more responsive, and finally, dominant foot dribbling will be part of the game, leading to the differences between dribblers being more noticeable.

I’m pleased to hear that the unrealistic two footed dribbling will be a thing of the past, but an alarm bell rings in my head at the continual mentions of responsiveness. FIFA 14’s Precision Movement was a huge change to the way that players in are animated, and the way they move. The change had a number of consequences and chief among them was a much greater sense in momentum when dribbling. To me, it was one of the most important steps forward FIFA had taken in a long time, let down by an uneven implementation.

The weight of the player is hugely tangible in FIFA 14 when you’re on the ball, but as soon as you get off it, it’s kind of like going back to FIFA 13. Defenders are so much more mobile than attackers that, despite them generally having lower movement attributes, they still have an unfair advantage. Defending in FIFA is all about sprinting into the dribbler, and you go into the tackle knowing that if they try and beat you, your player can turn faster, accelerate faster, and get to a higher top speed than the attacker.

I am conscious that some felt precision dribbling made on the ball movement sluggish – my response is it feels sluggish relevant to what you’re up against. EA should be doubling down and making off the ball movement more realistic. My worry is that what we may see with FIFA 15 is similar to what we saw with FIFA 09. FIFA 07 and 08 delivered revolutionary and realistic biomechanics, and with FIFA 09, in the name of fluidity and responsiveness, player movement was trivialised for rest of the generation. This must not happen again.

Correct Contacts

For the first time with FIFA 15, the physics of the ball will be dependent on the physical contact with the player (though not for all interactions, shots are not mentioned). EA describe various ways that correct contacts will be felt in game, saying that it will, for example, transform the fluidity and feeling of passing.

In a sense, this is an impressive technical upgrade. As you’d expect, with improvements in hardware and science, it becomes possible to simulate things which before had to be faked. Even so, I have my doubts about how much difference this will make. EA make the example of passing as an area improved by correct contacts – I won’t deny their statement. I just question whether it’s really what FIFA’s passing needs. Passing is an area with quite a few problems, and none of them have anything to do with how the contact between boot and ball is modeled. No, the issues with FIFA’s passing are due to a shallow error model, and the restrictive assistance.

Possession Tackling

On the defensive side of the game, EA are talking up changes to tackling. “Possession tackles” will see tacklers rewarded more often with possession of the ball. This seems like a positive change – tackles in FIFA are often needlessly clumsy and it’s not uncommon to make a tackle which actually worsens situations because it goes straight to an unmarked attacker.

Having said that, I’m wary of EA improving players’ tackling abilities. Players are already far too good at making tackles, and tackles are far too frequent. Many users spend the entire game sprinting one player after another directly at the ball carrier – this doesn’t need to be rewarded any more than it currently is. In the long term, EA must break the causal relationship between charging in like a missile and winning the tackle.

Set Piece Control

In my last article, I was critical of aerial play stating that the user (both on the defending and attacking side) has almost no control over what actually happens. It doesn’t seem like anything is going to change with how aerial play works, but EA are offering a new way to take set pieces. Instead of taking the cross, we can select our intended receiver and have the computer take it towards us.

Conceptually, I like it. When playing alone, the lack of movement from the players you are crossing to is a real pain, so to be able to direct that movement yourself seems like a good option. As always, balance is key, and it may be hard to ensure that both the old way of taking corners, and the new way, are worth using.

What we ultimately need though is a lot more activity coming from the AI. On corners right now players move around somewhat randomly, but they should be starting to make runs as the player takes his kick. On the strategic side, I’d love to see the ability to set up attacking and defensive roles for freekicks and corners.

Team Tactics

Perhaps the most intriguing changes revolved around the tactical side of FIFA which I don’t believe has seen any real changes since FIFA 09. The details are fairly scant right now, but it is good to see the game moving towards more authentic representations of real life tactics is tantalising. FIFA’s current tactical options are fairly broad, with an endless array of knobs to tweak, but in terms of actually empowering the user to set their team up how they want, I’ve always felt they’re quite weak. It is arguable that, by moving towards more specific routines, like “park the bus”, tactical changes might be more intuitive, more accessible, and more relevant.

On the face of it, these new tactical behaviours should have the largest effect on the way that the CPU plays, but, the official website’s rundown of features attests to this being something available to us users too. It’s not necessarily the tactical overhaul FIFA needs, but any improvements to this long neglected area are worth cheering.

Miscellaneous

Most of the gameplay details are covered above, but a handful of mentions don’t fit that well into any category. It does sound like some balancing has been done to through balls and headers, according to Nick Channon in a Gamespot interview. Defensive AI seems to have received some attention too – the last man should now be more conservative, backtracking to give his team a better chance to get back.

Ironically, it is these three changes which feel most important, and it is the casual, afterthought nature of their mentions which is so worrying.

Conclusion

Obviously, there is no revolution coming for FIFA 15, and in fact I’d go further than that and say that the list of gameplay improvements is less encouraging than those for the past five FIFAs. From a competitive perspective, FIFA 14 is a significant step back from the games that came before it, and I wanted EA to respond, coming out with gameplay improvements focused towards repairing key areas.

It seems like presentation is the number one priority this year for EA, and it would be easy to point the finger at that, state that FIFA 15 is a case of style over substance and be done with it, but that isn’t really fair. The truth is that the gameplay announcements are inherently unimpressive. Too many important areas are being neglected, and a lot of attention seems to be going where it simply isn’t needed.

Right now, I’m finding it pretty hard to be optimistic about FIFA 15. All the same, I’m conscious of how difficult it is to predict a game’s quality from speculating about gameplay changes. I could be wrong – I hope I’m wrong – and so, for now, like all of you, I’m waiting on the next round of announcements with bated breath.

To Buy Fifa 15 Coins and FIFA 14 Coins you can find from http://www.fifa15-coins.com

- Source from: http://www.fifa15-coins.com/news/game-FIFA-15-1832/FIFA-15-Style-or-Substance-and-Incredible-Visuals-12686

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WildStar Medic Class Guide

Overview

The Medic is close quarter, medium armor wearing healer or damage dealer. Wielding Shock Paddles, they’re not only capable of dealing massive damage but they are exceptional at looking after their allies. What makes Medics the so different to the likes of the Esper or the Spellslinger is the fact that they’re a melee brawler. You need to be up close and personal to deal damage and to heal your allies which makes this class particularly tricky to master.

Medium armor does offset some of the damage you’ll receive but you’ll need to be quick on your toes to avoid the abundance of telegraphs you’ll encounter. Fortunately the Medic has a variety of skills that allow it to lock down opponents, create space or generally survive for long periods of time. The fact they can teleport, put other players in subdued states or excel at area of effect damage makes them highly desirable. Surprisingly, they aren’t a particularly popular class with only the Esper being less popular. In think this is partially because of the skill ceiling but also its pump and dump mechanic (we’ll talk about that below).

 MedicSmall

Strengths

Large area of effect attacks and heals
Powerful group healing
Has some useful mobility skills to get in and out of combat
Wears medium armor so isn’t as squishy as the Esper or Spellslinger

Weaknesses

Often focus fired in PvP due to their healing and damage potential
Relies entirely on building Actuators to use your skills
Needs to be in the the thick of combat to be effective
Has no viable ranged attack options

Terminology

AMP – A system to buff your abilities by spending AMP points.
AoE – Area of Effect
Base – This refers to taking an ability at its lowest possible value.
CC – Crowd Control
CD – Cool Down
Crit – Chance to critically hit
Crit Sev – Critical Severity rating
DC – Discharge
DS – Dual Shock
DPS – Damage per second
FP – Field Probes
GA – Genetic Archives
GR – Gamma Rays
GCD – Global Cool Down
HoT -  Healing Over Time
HPS – Heals per second
KB – Knock back
LAS – Limited Action Set
ML – Magnetic Lockdown
RB –  Reduced Burden
RH – Runic Healing
SS – Shield Surge
SP – Support Power (the primary healing and tanking attribute)
PP – Protection Probes
PS – Paralytic Surge

Mechanic

MedicAcctuators

The Medics mechanic requires much more micro management than the likes of the Spellslinger and is a little harder to explain. Across the bottom of your screen you’ll see 4 cubes with 3 visible sides. The cubes are known as Actuators. When you utilize some of the damage or heal orientated skills of the Medic you’ll consume one or more of these Actuator’s (these are known as dump skills). Once the Actuators are depleted, you’ll be unable to use any more of the dump skills until you’ve built up your Actuators again. You can do this in several ways:

Using a pump skill (Discharge for damage or Emission for healing)
Getting out of combat
AMP’s
Some skill Tiers.

The primary method however is to utilise your pump skill repeatedly during combat, with each pump skill generating 3 “stacks” before being converted into 1 Actuator (thus 3 sides to the Actuators on the User Interface). Alongside this the Medic has an innate ability called Energize. This buff on a 30 second cooldown will restore all your Actuators and dependent on whether you’re above or below 30% health will provide further buffs:

Above 30% Health: Restore all Actuators and increase Assault and Support Power by 17%
Below 30% Health: Restore all Actuators, restore X Shield and increase Shield mitigation to 100%

As you can imagine, utilizing this mechanic to its maximum potential is quite tricky. Not only do you have to monitor your use and the need to continually pump and dump but to also use Energize at the opportune moment. Many poor Medics I encounter make the mistake of fail with this class by pumping too little (thus starving themselves of Actuators), using their dump too little (thus crippling their damage output) or using their Energize too early (thus significantly reducing their damage spike potential). In order to be effective here you have to manage your Actuators precisely and pump and dump as often as humanly possible. 

wildstar MedicAttack

Playstyle

In comparison to the Spellslinger and Esper (though both those classes can last a long time in the right hands) the Medic is particularly hardy. With Medium armor and if you’re damage focused it can survive a reasonably long time by itself without healing intervention and if healing focused, it’s super difficult to die unless you screw up your pump and dump rotation. That isn’t to say they are indestructible because if they’re pressured heavily they’ll struggle to build Actuators quickly enough to use their dump skills. One of the biggest difficulties facing a Medic, once you’ve gotten to grips with their mechanic, is to stay in amongst the fights without taking too much damage. There are a couple of options here:

Equip a skill such as Urgency which can be used aggressively to teleport you into combat or to teleport you out of it.
Use Restrictor to escape danger or and with some practice, use it backwards so you teleport into a fight (I love doing this).
Dispel skills are incredibly useful on a Medic as it will keep you debuff free from slows, roots and snares.
Utilize skills such as ML or PS to keep your foes in place.

Other than that, you’ll need to ensure you’ve practiced plenty at recognizing which telegraphs you can withstand and which you should avoid. I’d always say try to stay out of them but for the majority of the time it isn’t always possible. If you’re to maximize your damage output you need to resist retreating from fights and instead get stuck in.  Just be aware, as mentioned before, that as a Medic your damage output is entirely reliant on your pump and dump mechanic. To talk about this element of the Medic a little bit more, there are two pump skills and 4 dump skills (two healing and two damage dealing)

wildstar MedicAttack

Pump

Assault – Discharge: Deal technology damage to 5 foes and grant 1 stack of Power Charge every 0.41 seconds. Builds 1 Actuator at 3 stacks.
Support – Emission: Restore health to yourself and 4 allies and grant 1 stack of Power Charge every 0.41 seconds. Builds 1 Actuator at 3 stacks.

Dump

Assault – Gamma Rays: Deal Technology Damage with 3 Beams. Each beam can hit 1 foe but all 3 beams can hit the same foe.
Assault – Quantum Cascade: Deal Technology damage to 5 foes every 0.5 seconds.
Support – Crisis Wave: Restore Health to yourself and 4 allies.
Support – Shield Surge: Deal Technology damage to 5 foes and restore shield to yourself and 4 allies.

As you’ll see from the list above, the damage and healing options are limited for pumping, making your reliance on these two skills crucial but also relatively repetitive. Filling 4 Actuators will take 4 casts of Discharge or Emission while two uses of Gamma Rays, Quantum Cascade, Crisis Wave or Shield Surge will deplete your Actuators entirely. Although we’ll talk about builds in a separate guide, most people don’t equip 2 dump skills though it is viable to take both Crisis Wave and Shield Surge.

Tips & Tricks

wildstar rotation

Remember to always use your pump skill. Whether you are healing or damage dealing, it’s your default damage skill and is paramount to you acquiring Actuators.
If you’re DPS specialized, always dump your skills whether using Gamma Rays or Quantum Cascade. There’s no real benefit to keeping hold of your Actuators because your other skills don’t use them.

If your healing specialized remember that Emission costs very little Focus, so even if you’re running on empty you’ll still be able to heal your allies.

As a healer you need to be a little bit more conscious of Actuators and Focus as even if you have the right amount of Actuators, if you don’t have the focus you won’t be able to use the skill.

Remember to chain skills together to make maximum use of Actuators + Focus based skills. A great example is to use Paralytic Surge (stun) > Annihilation > Fissure > Quantum Cascade (until Actuators are depleted).

Energize, your innate skill, is your “Oh shit!” and your “DIEEEEE!!!” button. It will recharge your Actuators to full and allow you to double-spike your heals or your damage output. It’s easy to melt faces with Energize because if your Actuators are already full, you can use Quantum Cascade or Gamma Rays 4 times (QC > QC > Energize (Full Actuators) > QC > QC).

Remember that Energise also provides a shield boost when you’re below 30% HP, meaning you can fight for that little bit longer and hopefully win the fight.
Medics can survive for long periods but you need to remember that being in melee range is filled with risks and you need to be prepared to take damage and be debuffed regularly.

Under heavy pressure from damage received or if you need to heal others repeatedly, the Medic can struggle. Relying so heavily on Actuators for your big heals and damage skills means you need to predict fights. Remember that Energize is designed for those moments when you need back to back heals and/or dps.

- Source from: http://www.wildstarmall.com/news/game-WildStar-1614/WildStar-Medic-Class-Guide-12334

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