FIFA 16 Tip (Improved Workout)

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August 27, 2020
8 minutes
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By Jonny Gamer

FIFA 16 Tip (Improved Workout)

The new version has ini files that describe training parameters that can be manipulated.
So, using the CG File Explorer 16 tool, open the path dlc \ dlc_FootballCompEng \ dlc \ FootballCompEng \ data.
There we open the training_result_converter.ini file (more precisely, we export it), then, on the disk itself, in the dlc_FootballCompEng folder, the desired folder will appear, open it with a regular notepad, edit and save.
Below is an example of the changes that will increase the level of training and even older players can still develop their skills..

Spoiler

[CM_TRAINING]

// XP GRAPH FORMULA
BASE_CALC_VALUE = 3500
BASE_GROWTH_SCALE_VALUE = 100
BASE_GROWTH_SCALE_MODIFIER = 5.5
GROWTH_SCALE_PROGRESSION = 0.01

SECONDARY_ATTRIBUTE_TRESHOLD = 20

ATTRIBUTE_GROWTH_CAP = 3000 // in percents, 120 will mean the attribute will grow by 1.2
// for some edge cases (like created players with low attribute values) the xp graph will generate huge attribute growth values, this value will be used to cap the result
// so we don’t get large increase in attributes

PERFORMANCE_GRADE_A_MODIFIER = 5
PERFORMANCE_GRADE_B_MODIFIER = 5
PERFORMANCE_GRADE_C_MODIFIER = 5
PERFORMANCE_GRADE_D_MODIFIER = 5
PERFORMANCE_GRADE_F_MODIFIER = 5

PRIMARY_MODIFIER = 5
SECONDARY_MODIFIER = 5
TERTIARY_MODIFIER = 5

BRONZE_MODIFIER = 5
SILVER_MODIFIER = 5
GOLD_MODIFIER = 5

NUMBER_OF_AGE_WR_BANDS = 5

AGE_WR_AGE_MIN_1 = 15
AGE_WR_AGE_MAX_1 = 20
AGE_WR_BAND_MODIFIER_1 = 1.5

AGE_WR_AGE_MIN_2 = 20
AGE_WR_AGE_MAX_2 = 24
AGE_WR_BAND_MODIFIER_2 = 1.3

AGE_WR_AGE_MIN_3 = 24
AGE_WR_AGE_MAX_3 = 28
AGE_WR_BAND_MODIFIER_3 = 1.1

AGE_WR_AGE_MIN_4 = 28
AGE_WR_AGE_MAX_4 = 31
AGE_WR_BAND_MODIFIER_4 = 1

AGE_WR_AGE_MIN_5 = 31
AGE_WR_BAND_MODIFIER_5 = 0.75

NUMBER_OF_POTENTIAL_WR_BANDS = 5 // The operator values ​​defined in POTENTIAL_WR are defined like this: 0 = Equals, 1 = less or equal, 2 = greater

POTENTIAL_WR_RATIO_1 = 1
POTENTIAL_WR_RATIO_OPERATOR_1 = 0
POTENTIAL_WR_POTENTIAL_LIMIT_1 = 99
POTENTIAL_WR_POTENTIAL_LIMIT_OPERATOR_1 = 1
POTENTIAL_WR_MODIFIER_1 = 0.8

POTENTIAL_WR_RATIO_2 = 1.05
POTENTIAL_WR_RATIO_OPERATOR_2 = 1
POTENTIAL_WR_POTENTIAL_LIMIT_2 = 75
POTENTIAL_WR_POTENTIAL_LIMIT_OPERATOR_2 = 2
POTENTIAL_WR_MODIFIER_2 = 1

POTENTIAL_WR_RATIO_3 = 1.05
POTENTIAL_WR_RATIO_OPERATOR_3 = 1
POTENTIAL_WR_POTENTIAL_LIMIT_3 = 75
POTENTIAL_WR_POTENTIAL_LIMIT_OPERATOR_3 = 1
POTENTIAL_WR_MODIFIER_3 = 0.9

POTENTIAL_WR_RATIO_4 = 1.05
POTENTIAL_WR_RATIO_OPERATOR_4 = 2
POTENTIAL_WR_POTENTIAL_LIMIT_4 = 75
POTENTIAL_WR_POTENTIAL_LIMIT_OPERATOR_4 = 1
POTENTIAL_WR_MODIFIER_4 = 1.1

POTENTIAL_WR_RATIO_5 = 1.05
POTENTIAL_WR_RATIO_OPERATOR_5 = 2
POTENTIAL_WR_POTENTIAL_LIMIT_5 = 75
POTENTIAL_WR_POTENTIAL_LIMIT_OPERATOR_5 = 2
POTENTIAL_WR_MODIFIER_5 = 1.2

ATTRIBUTE_BONUS_1 = 30 // for 2 trained attributes
ATTRIBUTE_BONUS_2 = 18 // for 3 trained attributes
ATTRIBUTE_BONUS_3 = 0 // for 4 trained attributes

[CM_TRAINING_SIMULATION]
// Difficulty: 0 = Bronze, 1 = Silver, 2 = Gold, the sum of the values ​​for a given difficulty must be 100
// Grade: 0 = A, 1 = B, 2 = C, 3 = D, 4 = F
DIFFICULTY_0_GRADE_0 = 20
DIFFICULTY_0_GRADE_1 = 25
DIFFICULTY_0_GRADE_2 = 25
DIFFICULTY_0_GRADE_3 = 25
DIFFICULTY_0_GRADE_4 = 5

DIFFICULTY_1_GRADE_0 = 15
DIFFICULTY_1_GRADE_1 = 30
DIFFICULTY_1_GRADE_2 = 30
DIFFICULTY_1_GRADE_3 = 20
DIFFICULTY_1_GRADE_4 = 5

DIFFICULTY_2_GRADE_0 = 10
DIFFICULTY_2_GRADE_1 = 20
DIFFICULTY_2_GRADE_2 = 35
DIFFICULTY_2_GRADE_3 = 30
DIFFICULTY_2_GRADE_4 = 5

// 0 = no primary attributes, 1 = 1 primary attributes, 2 = 2 primary attributes, 3 = 3 or 4 primary attributes
// the values ​​for other grades are calculated by linear interpolation between values ​​for A and F
PRIMARY_ATTRIBUTES_0_BONUS_A = -15
PRIMARY_ATTRIBUTES_0_BONUS_F = 15
PRIMARY_ATTRIBUTES_1_BONUS_A = -5
PRIMARY_ATTRIBUTES_1_BONUS_F = 5
PRIMARY_ATTRIBUTES_2_BONUS_A = -5
PRIMARY_ATTRIBUTES_2_BONUS_F = 0
PRIMARY_ATTRIBUTES_3_BONUS_A = -10
PRIMARY_ATTRIBUTES_3_BONUS_F = 10

// potential entries count must match the ones from the previous section
// the values ​​for other grades are calculated by linear interpolation between values ​​for A and F
POTENTIAL_1_BONUS_A = -5
POTENTIAL_1_BONUS_F = 10
POTENTIAL_2_BONUS_A = 0
POTENTIAL_2_BONUS_F = 0
POTENTIAL_3_BONUS_A = -5
POTENTIAL_3_BONUS_F = 5
POTENTIAL_4_BONUS_A = 10
POTENTIAL_4_BONUS_F = 5
POTENTIAL_5_BONUS_A = 10
POTENTIAL_5_BONUS_F = 0

Further, the author of the method also mentions how you can add the ability to train skills that are not initially there (speed and acceleration).
Open the training_progress.ini file and add the id of two skills that are not initially there.

Spoiler

[TRAINING_PROGRESS]

SESSIONS_PER_WEEK = 5

NR_OF_ATTRS_FOR_TRAINING = 28 // self explanatory

ATTR_ID_FOR_TRAINING_1 = 2
ATTR_ID_FOR_TRAINING_26 = 5
ATTR_ID_FOR_TRAINING_23 = 9
ATTR_ID_FOR_TRAINING_22 = 10
ATTR_ID_FOR_TRAINING_24 = 11
ATTR_ID_FOR_TRAINING_2 = 12
ATTR_ID_FOR_TRAINING_3 = 13
ATTR_ID_FOR_TRAINING_4 = 14
ATTR_ID_FOR_TRAINING_5 = 15
ATTR_ID_FOR_TRAINING_6 = 16
ATTR_ID_FOR_TRAINING_7 = 17
ATTR_ID_FOR_TRAINING_8 = 18
ATTR_ID_FOR_TRAINING_9 = 19
ATTR_ID_FOR_TRAINING_21 = 20
ATTR_ID_FOR_TRAINING_10 = 21
ATTR_ID_FOR_TRAINING_11 = 22
ATTR_ID_FOR_TRAINING_12 = 23
ATTR_ID_FOR_TRAINING_13 = 24
ATTR_ID_FOR_TRAINING_14 = 25
ATTR_ID_FOR_TRAINING_25 = 26
ATTR_ID_FOR_TRAINING_15 = 27
ATTR_ID_FOR_TRAINING_16 = 28 // this is the id of the attribute; see bellow the list
ATTR_ID_FOR_TRAINING_17 = 29
ATTR_ID_FOR_TRAINING_18 = 30
ATTR_ID_FOR_TRAINING_19 = 31
ATTR_ID_FOR_TRAINING_20 = 32
ATTR_ID_FOR_TRAINING_27 = 0
ATTR_ID_FOR_TRAINING_28 = 1

// PLAYER_ATTRIBUTE_ACCELERATION, // 0
// PLAYER_ATTRIBUTE_SPRINT_SPEED, // 1
// PLAYER_ATTRIBUTE_AGILITY, // 2
// PLAYER_ATTRIBUTE_BALANCE, // 3
// PLAYER_ATTRIBUTE_JUMPING, // 4
// PLAYER_ATTRIBUTE_STAMINA, // 5
// PLAYER_ATTRIBUTE_STRENGTH, // 6
// PLAYER_ATTRIBUTE_REACTIONS, // 7 – Mental or Physical? Physical in VPro, Mental in rest
// PLAYER_ATTRIBUTE_AGGRESSION, // 8
// PLAYER_ATTRIBUTE_INTERCEPTIONS, // 9 – Note: This still corresponds to Gameplay :: PLAYER_ATTRIBUTE_TACTICAL_AWARENESS; Please remove this comment once Gameplay has changed their attribute!
// PLAYER_ATTRIBUTE_POSITIONING, // 10
// PLAYER_ATTRIBUTE_VISION, // 11
// PLAYER_ATTRIBUTE_BALL_CONTROL, // 12
// PLAYER_ATTRIBUTE_CROSSING, // 13
// PLAYER_ATTRIBUTE_DRIBBLING, // 14
// PLAYER_ATTRIBUTE_FINISHING, // 15
// PLAYER_ATTRIBUTE_FREE_KICK_ACCURACY, // 16
// PLAYER_ATTRIBUTE_HEADING_ACCURACY, // 17
// PLAYER_ATTRIBUTE_LONG_PASSING, // 18
// PLAYER_ATTRIBUTE_SHORT_PASSING, // 19
// PLAYER_ATTRIBUTE_MARKING, // 20
// PLAYER_ATTRIBUTE_SHOT_POWER, // 21
// PLAYER_ATTRIBUTE_POWER_SHOT_ACCURACY, // 22 – long shots
// PLAYER_ATTRIBUTE_STANDING_TACKLE, // 23
// PLAYER_ATTRIBUTE_SLIDING_TACKLE, // 24
// PLAYER_ATTRIBUTE_VOLLEYS, // 25
// PLAYER_ATTRIBUTE_CURVE, // 26
// PLAYER_ATTRIBUTE_PENALTIES, // 27
// PLAYER_ATTRIBUTE_GK_DIVING, // 28
// PLAYER_ATTRIBUTE_GK_HANDLING, // 29
// PLAYER_ATTRIBUTE_GK_KICKING, // 30
// PLAYER_ATTRIBUTE_GK_REFLEXES, // 31
// PLAYER_ATTRIBUTE_GK_POSITIONING, // 32

For example, in the training_drill_attributes_list.ini file, add the speed and acceleration skills to all “penalty” training.

training_drill_attributes_list.ini

[DRILL_SUGGESTIONS]
MIN_PRIMARY_ATTRS_FOR_SUGGESTION = 2

// Penalty bronze, silver, gold
[CM_TRAINING_DRILL_78]
NUMBER_OF_ATTRIBUTES = 4

ATTRIBUTE_1 = 0
ATTRIBUTE_2 = 15
ATTRIBUTE_3 = 21
ATTRIBUTE_4 = 1
// ATTRIBUTE_7 = 6
// ATTRIBUTE_8 = 7
// ATTRIBUTE_9 = 8
// ATTRIBUTE_10 = 9
// ATTRIBUTE_11 = 10
// ATTRIBUTE_12 = 11
// ATTRIBUTE_13 = 12
// ATTRIBUTE_14 = 13
// ATTRIBUTE_15 = 14
// ATTRIBUTE_16 = 15
// ATTRIBUTE_17 = 16
// ATTRIBUTE_18 = 17
// ATTRIBUTE_19 = 18
// ATTRIBUTE_20 = 19
// ATTRIBUTE_21 = 20
// ATTRIBUTE_22 = 21
// ATTRIBUTE_23 = 22
// ATTRIBUTE_24 = 23
// ATTRIBUTE_25 = 24
// ATTRIBUTE_26 = 25
// ATTRIBUTE_27 = 26
// ATTRIBUTE_28 = 27

[CM_TRAINING_DRILL_79]
NUMBER_OF_ATTRIBUTES = 4

ATTRIBUTE_1 = 0
ATTRIBUTE_2 = 15
ATTRIBUTE_3 = 21
ATTRIBUTE_4 = 1
// ATTRIBUTE_7 = 6
// ATTRIBUTE_8 = 7
// ATTRIBUTE_9 = 8
// ATTRIBUTE_10 = 9
// ATTRIBUTE_11 = 10
// ATTRIBUTE_12 = 11
// ATTRIBUTE_13 = 12
// ATTRIBUTE_14 = 13
// ATTRIBUTE_15 = 14
// ATTRIBUTE_16 = 15
// ATTRIBUTE_17 = 16
// ATTRIBUTE_18 = 17
// ATTRIBUTE_19 = 18
// ATTRIBUTE_20 = 19
// ATTRIBUTE_21 = 20
// ATTRIBUTE_22 = 21
// ATTRIBUTE_23 = 22
// ATTRIBUTE_24 = 23
// ATTRIBUTE_25 = 24
// ATTRIBUTE_26 = 25
// ATTRIBUTE_27 = 26
// ATTRIBUTE_28 = 27

[CM_TRAINING_DRILL_80]
NUMBER_OF_ATTRIBUTES = 4

ATTRIBUTE_1 = 0
ATTRIBUTE_2 = 15
ATTRIBUTE_3 = 21
ATTRIBUTE_4 = 1
// ATTRIBUTE_7 = 6
// ATTRIBUTE_8 = 7
// ATTRIBUTE_9 = 8
// ATTRIBUTE_10 = 9
// ATTRIBUTE_11 = 10
// ATTRIBUTE_12 = 11
// ATTRIBUTE_13 = 12
// ATTRIBUTE_14 = 13
// ATTRIBUTE_15 = 14
// ATTRIBUTE_16 = 15
// ATTRIBUTE_17 = 16
// ATTRIBUTE_18 = 17
// ATTRIBUTE_19 = 18
// ATTRIBUTE_20 = 19
// ATTRIBUTE_21 = 20
// ATTRIBUTE_22 = 21
// ATTRIBUTE_23 = 22
// ATTRIBUTE_24 = 23
// ATTRIBUTE_25 = 24
// ATTRIBUTE_26 = 25
// ATTRIBUTE_27 = 26
// ATTRIBUTE_28 = 27

// GK
[CM_TRAINING_DRILL_81]
NUMBER_OF_ATTRIBUTES = 3

ATTRIBUTE_1 = 28
ATTRIBUTE_2 = 31
ATTRIBUTE_3 = 32

[CM_TRAINING_DRILL_82]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 30
ATTRIBUTE_2 = 29

[CM_TRAINING_DRILL_83]
NUMBER_OF_ATTRIBUTES = 3

ATTRIBUTE_1 = 28
ATTRIBUTE_2 = 31
ATTRIBUTE_3 = 32

// Freekick
[CM_TRAINING_DRILL_75]
NUMBER_OF_ATTRIBUTES = 3

ATTRIBUTE_1 = 16
ATTRIBUTE_2 = 22
ATTRIBUTE_3 = 26

[CM_TRAINING_DRILL_76]
NUMBER_OF_ATTRIBUTES = 4

ATTRIBUTE_1 = 16
ATTRIBUTE_2 = 21
ATTRIBUTE_3 = 22
ATTRIBUTE_4 = 26

[CM_TRAINING_DRILL_77]
NUMBER_OF_ATTRIBUTES = 3

ATTRIBUTE_1 = 16
ATTRIBUTE_2 = 22
ATTRIBUTE_3 = 26

// Dribbling
[CM_TRAINING_DRILL_93]
NUMBER_OF_ATTRIBUTES = 3

ATTRIBUTE_1 = 2
ATTRIBUTE_2 = 12
ATTRIBUTE_3 = 14

[CM_TRAINING_DRILL_94]
NUMBER_OF_ATTRIBUTES = 4

ATTRIBUTE_1 = 2
ATTRIBUTE_2 = 5
ATTRIBUTE_3 = 12
ATTRIBUTE_4 = 14

[CM_TRAINING_DRILL_95]
NUMBER_OF_ATTRIBUTES = 4

ATTRIBUTE_1 = 2
ATTRIBUTE_2 = 5
ATTRIBUTE_3 = 12
ATTRIBUTE_4 = 14

// Advanced dribbling
[CM_TRAINING_DRILL_90]
NUMBER_OF_ATTRIBUTES = 3

ATTRIBUTE_1 = 5
ATTRIBUTE_2 = 12
ATTRIBUTE_3 = 14

[CM_TRAINING_DRILL_91]
NUMBER_OF_ATTRIBUTES = 3

ATTRIBUTE_1 = 5
ATTRIBUTE_2 = 12
ATTRIBUTE_3 = 14

[CM_TRAINING_DRILL_92]
NUMBER_OF_ATTRIBUTES = 3

ATTRIBUTE_1 = 2
ATTRIBUTE_2 = 12
ATTRIBUTE_3 = 14

// Defending
[CM_TRAINING_DRILL_69]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 24
ATTRIBUTE_2 = 9

[CM_TRAINING_DRILL_70]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 23
ATTRIBUTE_2 = 9

[CM_TRAINING_DRILL_71]
NUMBER_OF_ATTRIBUTES = 4

ATTRIBUTE_1 = 23
ATTRIBUTE_2 = 24
ATTRIBUTE_3 = 20
ATTRIBUTE_4 = 9

// Advanced defending
[CM_TRAINING_DRILL_84]
NUMBER_OF_ATTRIBUTES = 4

ATTRIBUTE_1 = 23
ATTRIBUTE_2 = 24
ATTRIBUTE_3 = 20
ATTRIBUTE_4 = 9

[CM_TRAINING_DRILL_85]
NUMBER_OF_ATTRIBUTES = 3

ATTRIBUTE_1 = 23
ATTRIBUTE_2 = 24
ATTRIBUTE_3 = 9

[CM_TRAINING_DRILL_86]
NUMBER_OF_ATTRIBUTES = 4

ATTRIBUTE_1 = 23
ATTRIBUTE_2 = 24
ATTRIBUTE_3 = 20
ATTRIBUTE_4 = 9

// Advanced Shooting
[CM_TRAINING_DRILL_66]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 21
ATTRIBUTE_2 = 15

[CM_TRAINING_DRILL_67]
NUMBER_OF_ATTRIBUTES = 3

ATTRIBUTE_1 = 25
ATTRIBUTE_2 = 22
ATTRIBUTE_3 = 21

[CM_TRAINING_DRILL_68]
NUMBER_OF_ATTRIBUTES = 3

ATTRIBUTE_1 = 21
ATTRIBUTE_2 = 15
ATTRIBUTE_3 = 10

// Shooting
[CM_TRAINING_DRILL_63]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 21
ATTRIBUTE_2 = 15

[CM_TRAINING_DRILL_64]
NUMBER_OF_ATTRIBUTES = 3

ATTRIBUTE_1 = 17
ATTRIBUTE_2 = 25
ATTRIBUTE_3 = 10

[CM_TRAINING_DRILL_65]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 21
ATTRIBUTE_2 = 15

// Passing
[CM_TRAINING_DRILL_60]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 19
ATTRIBUTE_2 = 11

[CM_TRAINING_DRILL_61]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 19
ATTRIBUTE_2 = 11

[CM_TRAINING_DRILL_62]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 19
ATTRIBUTE_2 = 11

// Lob passing
[CM_TRAINING_DRILL_72]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 18
ATTRIBUTE_2 = 11

[CM_TRAINING_DRILL_73]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 18
ATTRIBUTE_2 = 11

[CM_TRAINING_DRILL_74]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 18
ATTRIBUTE_2 = 11

// Crossing
[CM_TRAINING_DRILL_87]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 13
ATTRIBUTE_2 = 18

[CM_TRAINING_DRILL_88]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 13
ATTRIBUTE_2 = 18

[CM_TRAINING_DRILL_89]
NUMBER_OF_ATTRIBUTES = 2

ATTRIBUTE_1 = 13
ATTRIBUTE_2 = 18

// PLAYER_ATTRIBUTE_ACCELERATION, // 0
// PLAYER_ATTRIBUTE_SPRINT_SPEED, // 1
// PLAYER_ATTRIBUTE_AGILITY, // 2
// PLAYER_ATTRIBUTE_BALANCE, // 3
// PLAYER_ATTRIBUTE_JUMPING, // 4
// PLAYER_ATTRIBUTE_STAMINA, // 5
// PLAYER_ATTRIBUTE_STRENGTH, // 6
// PLAYER_ATTRIBUTE_REACTIONS, // 7 – Mental or Physical? Physical in VPro, Mental in rest
// PLAYER_ATTRIBUTE_AGGRESSION, // 8
// PLAYER_ATTRIBUTE_INTERCEPTIONS, // 9 – Note: This still corresponds to Gameplay :: PLAYER_ATTRIBUTE_TACTICAL_AWARENESS; Please remove this comment once Gameplay has changed their attribute!
// PLAYER_ATTRIBUTE_POSITIONING, // 10
// PLAYER_ATTRIBUTE_VISION, // 11
// PLAYER_ATTRIBUTE_BALL_CONTROL, // 12
// PLAYER_ATTRIBUTE_CROSSING, // 13
// PLAYER_ATTRIBUTE_DRIBBLING, // 14
// PLAYER_ATTRIBUTE_FINISHING, // 15
// PLAYER_ATTRIBUTE_FREE_KICK_ACCURACY, // 16
// PLAYER_ATTRIBUTE_HEADING_ACCURACY, // 17
// PLAYER_ATTRIBUTE_LONG_PASSING, // 18
// PLAYER_ATTRIBUTE_SHORT_PASSING, // 19
// PLAYER_ATTRIBUTE_MARKING, // 20
// PLAYER_ATTRIBUTE_SHOT_POWER, // 21
// PLAYER_ATTRIBUTE_POWER_SHOT_ACCURACY, // 22 – long shots
// PLAYER_ATTRIBUTE_STANDING_TACKLE, // 23
// PLAYER_ATTRIBUTE_SLIDING_TACKLE, // 24
// PLAYER_ATTRIBUTE_VOLLEYS, // 25
// PLAYER_ATTRIBUTE_CURVE, // 26
// PLAYER_ATTRIBUTE_PENALTIES, // 27
// PLAYER_ATTRIBUTE_GK_DIVING, // 28
// PLAYER_ATTRIBUTE_GK_HANDLING, // 29
// PLAYER_ATTRIBUTE_GK_KICKING, // 30
// PLAYER_ATTRIBUTE_GK_REFLEXES, // 31
// PLAYER_ATTRIBUTE_GK_POSITIONING, // 32

Personally, I have not been able to increase the level of speed and acceleration through training in this way. Yes, these parameters appeared in penalties in the game itself, but they do not affect training in any way. I don’t know, maybe I’m doing something wrong. 

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