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Mitja

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722 "If you build it, he will come"

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  1. And Wide Centre back for fullbacks.
  2. In my opinion most commonly used inverted role is missing currently. Inverted Fullback with support duty. For example if you look at City's 4231 morphing into 3241 wide defenders will provide width and overlap or underlap. Inverted Wingback on support operates too far up in midfield and Inverted Fullback is too conservative. Having four defend duties is would turn out toothless if trying to replicate City's positional play. Actually Wide Centreback on support seems perfect role/duty combination. I don't see any reason why it shouldn't be added to fullback role selection. Another thing I don't think I've ever seen anyone playing as Inverted Wingbacks with attack duty play in FM. A fullback who becomes attacking midfielder, I don't know. What do you guys think?
  3. Yeah shame 2D was abandoned so easily. But it's good it's still there. Couldn't imagine playing without.
  4. There were problems with AI role selection where attacking players like KDB, Pogba, Odegaard etc would play as holding midfielders - DLPs. Usually such players don't have positional ability in DM and won't be selected as holding midfielders there.
  5. Really cool strategy when you are alone on market. I really doubt they listen to anybody. These forums are crying to fix current features for as long as I remember for example.
  6. Why than advertise it as the most realistic football simulation? But yeah I agree there's huge difference in playing style between those who want to bring their pub team to CL in few seasons and minority who want tactical battles. There would almost have to be two different versions. That's why I said a properly working AM (especially on tactical side) and similar would help with faster gameplay. Both sides would be pleased without introducing difficulty levels.
  7. Difficulty levels should be climbing up the quality of opposition managers and teams. Not the other way round. But then the game wouldn't sell that much. For faster more casual gameplay there's assistant manager, dof etc.
  8. I don't understand the logic of LLM being tougher challenge than playing in top tier football even if it's Real. With all the advantages over AI in all areas of management it's like saying in formula one game it should be tougher to compete against normal cars than formula bolides.
  9. FM 21 had decent amount of creativity, one-passing around penalty area, short through balls problem was when ball was played on flanks to fullbacks trying to cross like there's no tomorrow. Too many attacking actions would finish because senseless decisions to cross rather than keeping the ball. I've seen games with hundred crosses AI Liverpool was champion there. What about cutting inside? In previous FMs there were no problems here then suddenly players couldn't cut inside. It's a basic behaviour you take the ball to the side of your stronger foot. What I want to say is that the code was there and then it disappeared. Another example defensive on is fullbacks' pressing. In FM 17 they would step up from the line to engage into pressing wingers depending on instructions. i don't know if it has been fixed but it was gone at least until 21. I'm not sure about simulation it's about coding if behaviour x can be coded why y can't? It's even more strange that some things were there and now they're gone.
  10. Considering the state of defending it seems unlikely gegenpress is op because of closing down or counterpress being that important here. I agree everything that's been said about fatigue and injuries. But this is core issue here it's higher mentality + tempo + high d-line (since you want to defend as far as possible from your area). On the other hand defensive mentalities are actually control possession.
  11. Remember 17 where wingers always stayed wide? In 21 fullbacks would retreat to position leaving wingers to your MCs. Can you post some videos preferably in 2D?
  12. These instructions are typical for core style which doesn't mean they can't be changed of course. Some instructions are not available for each core style. For example in Counter very short passing would be unavailable or high d-line. In Control Possession direct passing would be unavailable of course. Or higher tempo. These unavailable instructions could help against overpowered tactical setups and avoid illogical happenings in ME. Like when defensive teams control possession against much stronger opposition. Without mentality all instructions become coherent and clear.
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