🔹 PlayStyle and Passing Behavior:
CPU playmakers with the Long Ball Pass PlayStyle rarely attempt long diagonal passes, unlike real players such as Joshua Kimmich.
Defenders like Nico Schlotterbeck — who in real life send accurate long passes from the back — do not behave the same way in-game.
The CPU relies excessively on short ground passes, which reduces tactical diversity and makes matches feel dull over time.
🔹Feedback: CPU Cross Variety and Long Passing Behavior:
As an offline player focused on realism and tactical depth, one major issue in EA FC gameplay is the CPU’s lack of crossing and long passing behavior. The CPU almost never performs different types of crosses — such as traditional wing crosses, diagonal switches of play from midfield, or long driven passes from deep defenders.
Even playmakers known for their vision (like Kevin De Bruyne) or ball-playing defenders (like Virgil van Dijk) do not attempt realistic long diagonal passes that change the rhythm of play. This omission removes a key tactical layer from the game and makes CPU attacks repetitive and predictable.
In real football, these cross variations and long switches are essential tactical tools — especially when facing compact defenses. Their absence limits immersion and realism for offline players.
✍️ It’s recommended that future versions (e.g., EA FC27) improve CPU logic to include:
Wing crosses and aerial deliveries from wide areas
Diagonal long balls from midfield playmakers
Long passes from deep defenders to create counterattacking opportunities
These adjustments would bring more tactical variation, realism, and excitement to offline gameplay.
🔹Feedback : CPU Crossing and Long Passing
The CPU rarely performs crosses or long passes.
Lack of crosses from the wings and diagonal passes from central areas.
Ball-playing defenders also do not deliver long passes.
CPU behavior leads to repetitive tactics and reduced realism.