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drhay53

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41 "Frankly, my dear, I don't give a damn"

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  1. In my experience, when you start getting low shots-on-target ratios when they were previously high, but from the highlights you're still getting the same types of shots from the same places, that usually indicates that the team are feeling too much pressure. It usually results when I give negative team talks a few times in a row, and then it can easily snowball. When this starts to happen I like to tell them they were unlucky a couple of times and usually things turn around.
  2. Headed finishes in general seem much more dangerous. In the previous ME it seemed like we were back to the "every header is straight at the keeper" mode. But in my matches since the patch it seems like they're much more dangerous.
  3. Not seeing any problems with inside forwards... in fact I'd say I've seen them cutting inside with the ball even more. I also just had a really nice goal from an inside forward, on an assist from the opposite inside forward who had cut in with the ball and played him through. It does seem like with the fewer balls over the top, my own tactics may not be quite attacking enough, but that should be a relatively easy adjustment to figure out. One thing I've noticed; for the weekly staff meeting, I'm now getting a lot of individual training recommendations that I wasn't getting before. Like "so-and-so struggles with composure and decisions and should be put on final third training"
  4. personally I've trained three different tactics with the same base roles and duties; a high press based off of the gegenpress preset, a mid block based off of the control possession preset, and a low block based off of the fluid counter preset. The high press and mid block are on balanced and the low block is on cautious. I switch between them largely based on feel; but typically if things are going well I don't change much at all. Why change if I'm winning the xG battle? The goals will come, or they won't, but if we play better than the other team, I leave things alone. During the match, though, I do occasionally adjust a few things; sometimes I'll focus play depending on the opponents weaknesses (either formationally, tactically, or a certain player, or all of the above). Sometimes I'll use OI's and the pressing traps to funnel the ball to certain areas where I think I'm stronger. For instance funneling fullbacks onto their inside foot and trapping inside when the opponent looks weak in central areas, etc. Sometimes I'll move tempo a tick up or down, depending on how the opponent is pressing. Sometimes I'll change crossing instructions; either the type of crosses or checking hit early crosses. I don't like to change duties and roles in desperation simply because I know the passing options are well-balanced the way they're setup, and changing them always seems to reduce the effectiveness of our attack. I would say the breakdown of how I play my tactics is roughly: at home - 15% gegen, 80% control possession, 5% fluid counter away - 85% fluid counter, 10% gegen, 5% control possession I don't have the exact preset options for each of those; I tinkered with them a tiny bit. Usually removing things like run at defense. I tend to leave most things unchecked and let the players play to their attributes, only making adjustments if things aren't going well and there's a pretty obvious thing to try out.
  5. Just throwing my voice behind this to say that this is a huge deal for me.
  6. It seems to me from my own game and from comments in various places that there is still an issue with youth development. The main symptoms seem to be older players never getting replaced, and teams struggling to meet their home grown registration requirements. Before I go off trying to prove there is still an issues, has SI confirmed this is still a problem, or is there a bug report already? I looked through the bug tracker for about 10 minutes but it's really sprawling and I'm worried I might have missed an existing topic.
  7. From my own personal experience I would say it plays enough of a role that I always max it out. One tip; if you have a player you want to play multiple positions in your tactic you can usually rotate their training every two weeks and they'll be maxed or nearly so in the two different roles you rotate between.
  8. It is incorrect to say that you aren't training roles when you set individual training. There is a piece of tactical familiarity that is controlled by the individual training. For young players I ignore it but for the first team I make sure that players are training for a role that's in my actual tactic. Some people ignore it and swear it makes no difference. I pay attention to it and swear it does. In my experience players play better when they're training for the role they play in and when you don't play them in many different positions/roles.
  9. Over the last few iterations some features have been added that are very close to things that I've kept spreadsheets or python scripts to handle for many years. While digging around the new squad planner in FM23, it struck me that the primary tool I still basically HAVE to have outside of the game is a script I wrote to manage squad rotation. First, what I do in my script. I have a data file tracking each player's expected playing time, and their first choice position in my tactic(s). I track via a simple number when the last game was that the player started the match. I run the script before each match and it tells me which players need to play according to meeting their agreed playing time. Sometime in the last few iterations of FM, the "match workload" was made visible as well. I have come to believe that the match workload is one of if not the greatest predictor of injuries. So I am constantly juggling playing time to have the best players available for the most important matches, with "medium" match workload, while also making sure the backups are getting enough games to stay happy on the team and stay fit. This is all fine. It's the right kind of puzzle to have to be solving in football manager! The problem is it's incredibly difficult in the game to construct a single view where all of this can be managed adequately. Especially estimating the match workload during a busy calendar, and then figuring out when the last time was every player started, it's just too cumbersome to do it in game. The information simply doesn't exist, as far as I can tell, to do this at a squad level. So I propose a new "squad rotation planner" that lays all of this information out. It may also include things like when players return from injury or are away on international duty. In this squad planner, you can set your starting 11 for each upcoming match, and it will project for you what each players match workload will be for future matches. It will also show the number of matches since the last time that player started, for each upcoming match, so you can find the best time to rest a starter and play a young player or backup. There are many other things that could be added to this planner, like training rest days and such (i.e. maybe this screen is a subsystem of the medical center?). I think this would be another step towards reducing the need to track information external to the game. Hope you all will discuss it as a team and see what you think.
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