August 11, 2016

FIFA Expert's FIFA 17 Attacking Tips

If you're wanting to score more goals and a wider variety of goals including: headers, long shots, driven shots, 1v1's then this is the right for you to find these tips. If you are searching fifa 17 points, our site is your best choice.

We'll also cover crossing, dribbling, skill moves, passing and formation tips to help you be a real attacking threat on FIFA 17.

COMING SOON!!!

Use the various links underneath to read our brand new attacking tips for FIFA 17.

Shooting and Finishing Tips
Learn to score more goals in a variety of ways and styles.

Dribbling and Skill Moves Tips
Use these tips to help you become a master of the dribble!

Crossing Tips
Crosses can be a crucial part of the game. Read our guide to crossing here.

Heading Tips
Learn the new heading technique in FIFA 17 including the downward headers to give Gk's a tough time.

Corners Tips
Become a real threat from the newly worked set pieces for FIFA 17.

Formation Tips
Help in choosing the best attacking formation for you.

Custom Tactics Tips
Get your tactics spot on by using this page.

Passing and Possession Tips
Keep better possession of the ball and learn the new passing mechanics of the game.

These attacking tips will definitely help you get a good start to FIFA 17. However, if you really want the best tips available to help you improve in EVERY AREA OF THE GAME, then you will have to invest in our FIFA 17 GUIDE (Please read the full chapter content list below).

FULL ATTACKING CHAPTER LIST FROM THE GUIDE

Attacking Tips

Key for diagrams in the guide
Controller settings
The best camera settings
Shooting/Finishing
Corners
Crossing
Dribbling
Heading
Passing
Free-kicks
Scoring penalties
The slot finish
Shooting from distance
Skill moves
Dribbling with speed
The speed boost
Fake shot on wing
Possession play
Passing with defenders
Build-up play & playing out from the back
Using the 1-2 effectively
L1 Lay-off passing
First time lobbed through ball
Clearing accurately to attackers feet/chest
Sending team-mates on runs
Using midfield runners
Receiving the ball
Best way to build counter attacks

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July 04, 2016

FIFA 17 Demo Guides

FIFA 17 Demo is expected to be available on September 12/13/14, 2016 on Xbox One, PlayStation 4, PC, Xbox 360 and PlayStation 3 platforms. The FIFA 17 demo will be a snippet of the full game. It’s designed to show users what the full game will be like. The features are limited in most respects and your progress will not carryover from the demo into the full game. By the way, if you want to know more news, welcome to our site, you can find u4fifa fifa coins here too.

Release Dates – Updated

As we’ve detailed for quite some time now, we’re predicting the FIFA 17 demo will be released September 13th, 2016. However, looking at previous years it’s evident that this date will fluctuate based on your console, Xbox Live membership type and region. Last year, the FIFA 16 demo released from September 8th – 10th, 2015. This shows that there can be up to 2 days difference in the release time for FIFA 17.

Xbox Membership

The following times are estimated for both the Xbox One and Xbox 360. UK times listed are Greenwich Mean Time (GMT), US times are Pacific Time (PT). Unlike the PSN store, it appears that when there is a new update pushed through to Xbox Live, it becomes live within the store fairly quickly.

Xbox Live Gold – Worldwide

UK: Tuesday, September 13th, 2016 at 10am GMT.
US: Monday, September 12th, 2016 at 11pm PT.

Xbox Live Silver – Worldwide

Exactly one week later for Xbox Live Silver membership holders.

UK: Tuesday, 20th September, 2016 at 10am GMT.
US: Monday, 19th September, 2016 at 11pm PT.

Playstation Platform

The PSN store will update at different times depending on your location. Again, UK times listed are GMT, and US times are PT.

Playstation 3 & 4 – Europe

UK: Tuesday, 13th September, 2016 at 8am GMT.

Playstation 3 & 4 – US

US: Monday, 13th September, 2016 at 9pm PT.

PC – Worldwide

UK: Tuesday, 13th September, 2016 at 8am GMT.

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June 27, 2016

FIFA 17: Take A Look At The "Chemistry Glitch"

The past few days, there has been a lot of speculation, questions, guessing, and such, first regarding the "fitness glitch" (which almost 100% has been confirmed now) and now mostly regarding the "chemistry glitch".

Therefore, I thought I would take a closer look at this "chemistry glitch", in a more technical and logical way, so let's jump straight into it:

What is the "fitness glitch", and why does it work?

There has been a lot of talk about the "fitness glitch", where ALL non-day one cards (all cards except the NIF, non-upgraded, non-transfered cards) start games with full fitness, meaning that you don't have to apply fitness to the cards. It has been tested, and the cards affected by the glitch seem to start every game with 100 fitness regarding what they show before the match.

Now, what (most likely) is the reason behind this "fitness glitch"? What has made it like this? The most logical reason in my eyes, after talking to what I consider "experts", is that when EA add new cards into their database, like a transferred card, upgraded card or an inform card, something is wrong in their system (whether it be the source code of the game, the database system, or something else), causing the fitness not taking affect when the match starts. My guess is that the fitness displays in the menu, but it also has to be applied to make the player feel more sluggish in-game. However, for some reason, the cards released after day one seem to be not be affected by this, and therefore always are stuck at "base fitness", which is 99 (what the card has when you get it).

Why are you talking about the "fitness glitch?

The "fitness glitch" is the whole reason behind the "chemistry glitch" hoax (in my opinion) being a thing. The reason for the "fitness glitch" is that the non-day one cards are always the default of the respective value, and not set to the proper value that they are meant to be at that very moment.

What is the "chemistry glitch" and why (most likely) does it work?

The "chemistry glitch" revolves around the fact that since the "fitness glitch" is the default value, the "chemistry glitch" has to be the default value too. This would mean that every non-day one card ALWAYS has 4 or 5 chem (depending on what the "base chem" is. This would be positive when playing the affected cards in "red" positions, and it would be negative when playing them in a "yellow", "green" or "hyper" position.

So, the 1 million dollar question: Why, most likely, does this work, and why do I believe that the "chemistry glitch" is all just a huge hoax?

The "fitness glitch", as I already explained, most likely happens because the system somewhere doesn't update the "real" value, when you enter a match. Fitness doesn't take effect before you enter a game, in my opinion, and when it doesn't take effect at all with the non-day one cards, we get the so-called "fitness glitch". However, with chemistry, I believe that the value takes effect instantly when he has 1-10 chemistry.
This would mean that if 4 chemistry is base stats, and every + chemistry would be one better stat (even though I don't think it's that simple, but let's use this as a simple example), the player would instantly get +6 stats, hidden, when he had full chem. For many different reasons that I won't bother to explain at this moment as it's pretty complex, and reasons that I've discussed with "experts", it seems logical that they are set before the game and not in-game.

Since there seems to be a problem with non-day one cards getting updated to the real value, there would NOT be a problem with chemistry since it's already set before the game starts.

And that's why I believe that the "chemistry glitch" is a hoax.

What about the handicapping, people playing well in FUT Draft (mostly IF cards) and people having "felt" this "chemistry glitch"?

It's all just the nocebo effect, with you believing that an inform with +1 stats will perform a lot better. I won't go more into this, because it won't help even if I explained it the very best possible. People still would believe want that wanted to believe.
NOW: I may have gotten really off track here, and I may have felt to explain my main point, but I need to perhaps see some tests and look more into this before writing a lot more. I will be updating this post frequently (hopefully), to make it more understandable, add new information, etc. I would REALLY appreciate you guys helping me out here, with tests and what you think about this.

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