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Quickfire Questions and Answers Thread (Tactic and Training Questions Only)


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Has anyone got specific marking to properly work?

I've tried getting my full backs/wingers to specifically mark opposition wingers, or a DM to specifically guard a dangerous M/AMC but they always ALWAYS end up getting goalside of my players. Extremely easily, I might add. Once I remove specific marking, the problem stops. However, other problems arise (e.g. players marking other "less desirable" targets).

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Has anyone got specific marking to properly work?

I've tried getting my full backs/wingers to specifically mark opposition wingers, or a DM to specifically guard a dangerous M/AMC but they always ALWAYS end up getting goalside of my players. Extremely easily, I might add. Once I remove specific marking, the problem stops. However, other problems arise (e.g. players marking other "less desirable" targets).

Short answer yes it can work but like many specialised OIs I find it can easily pull you out of shape, and if the defender is not a great marker or the attacker has good off the ball then you can find it backfiring.

Personally the only time I use it is when the opp have a deep lying playmaker that dictates the play I sometimes put a forward on to mark him just to make his life a bit harder.

I would also imagine if you had a back 3 and the opp had a lone forward you could mark him with the central CB with low risk

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quick question about training.

My team training is focus is on attacking.

So I understand the focus will be on the following attributes Crossing, Finishing, Long Shots, Passing, Creativity, Off the ball.

How does this affect my defenders that are set to training as a Central Defender as none of those attributes are included in his training?

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quick question about training.

My team training is focus is on attacking.

So I understand the focus will be on the following attributes Crossing, Finishing, Long Shots, Passing, Creativity, Off the ball.

How does this affect my defenders that are set to training as a Central Defender as none of those attributes are included in his training?

They still have a high chance of the attributes from general training increases too. This is why I have always advocated using specific general focus with generic role training instead. That way you aren't watering down both focuses and splitting the time between them. The focus and the general one are kind of split evenly so neither is getting full effect but both are still the emphasis if that makes sense.

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Hello everyone.

Tell me please, when I comparing roles, could i count on player instructions, to understand a difference between roles? Or there are another hidden diferences, which not showed in default player instruction?

And another one question. What could i do, when my opponents using high pressing? Will it usefull to change instructions from short passing on mixed? Maybe there are something else?:)

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Hello everyone.

Tell me please, when I comparing roles, could i count on player instructions, to understand a difference between roles? Or there are another hidden diferences, which not showed in default player instruction?

And another one question. What could i do, when my opponents using high pressing? Will it usefull to change instructions from short passing on mixed? Maybe there are something else?:)

There are just a few roles with "hidden" effects that are essentially to do with ball attraction. Playmaker roles and Targetman roles will have more balls come their way. The rest of the roles you can see in mentality bar and PIs attached to them. For high pressing, one of the ways to defeat is to up you tempo to move the ball quickly away from the closing down, and if you have a midfielder with "like to switch flanks" PPM that is useful. Lastly, you might have some success using a "pass into space" team instruction as high pressing teams should leave space for you to exploit.

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Ok, thank you.

But. It would be great news (I mean regarding role comparison), but i have noticed, for example, that Full Back (D) and Wing Back (D) don't have any difference in instructions:) I guess, it doesn't mean, that this roles are the same. How to understand a difference in this case?:)

I had saw, that WB(D) has crosses as key atributes, but FB(D) - not. But both roles have no instruction regarding crossing frequency, and both roles are trying to cross from the deep. So, if the instructions the same, why one role use crosses attribute, but another - not?

Thanks in advance.

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Ok, thank you.

But. It would be great news (I mean regarding role comparison), but i have noticed, for example, that Full Back (D) and Wing Back (D) don't have any difference in instructions:) I guess, it doesn't mean, that this roles are the same. How to understand a difference in this case?:)

I had saw, that WB(D) has crosses as key atributes, but FB(D) - not. But both roles have no instruction regarding crossing frequency, and both roles are trying to cross from the deep. So, if the instructions the same, why one role use crosses attribute, but another - not?

Thanks in advance.

The wingbacks start out a bit higher up on the pitch, so in a neutral shape they will be a little more advanced than their fullback counterpart. The reason for crossing as a key attribute (I think it is necessary for a fullback role too :)) is that the wingback is expected to be more attacking and is expected to put more crosses in as part of a system that uses wide play. With a defensive role you will sill see the wingback a little further forward than the fullback.

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How much influence would the lack of Opposition Instructions have on a tactic's effectiveness, overall? I don't have the patience to do multiple OI-s, unless the opposition is highly skilled. Yet, I find myself in trouble against weak opponents too.

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How much influence would the lack of Opposition Instructions have on a tactic's effectiveness, overall? I don't have the patience to do multiple OI-s, unless the opposition is highly skilled. Yet, I find myself in trouble against weak opponents too.

I rarely use them at all- I'd prefer to set up my tactic to account for what I want to see happen. In fact, OIs can pretty dramatically mess with your team shape and defensive structure. I do use them in certain specific situations, usually to try to neutralize a playmaker, hard tackle a cowardly forward/tired player, or if a particular player is just killing me in a match. But, in my view, better to have a setup that does what you want from the start.

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The wingbacks start out a bit higher up on the pitch, so in a neutral shape they will be a little more advanced than their fullback counterpart. The reason for crossing as a key attribute (I think it is necessary for a fullback role too :)) is that the wingback is expected to be more attacking and is expected to put more crosses in as part of a system that uses wide play. With a defensive role you will sill see the wingback a little further forward than the fullback.

Am i right, that there are no way to see it, except to watch ME?

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Am i right, that there are no way to see it, except to watch ME?

Well, there is an indication on the right hand screen where your tactic is shown. If you set wingback, then fullback, or try the different roles, the player square will move up and down the pitch a bit.

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Opposition instructions

I have asked for one of my staff to (within the Respnsibilities section) deal with OI as I though this took place during a match.

During the match though I will select OI then "Apply advice" and new OIs are selected.

I thought the staff member would automatically update the tactic as new player entered the game via substitution.

Am I misunderstanding what this responsibility actually does?

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Opposition instructions

I have asked for one of my staff to (within the Respnsibilities section) deal with OI as I though this took place during a match.

During the match though I will select OI then "Apply advice" and new OIs are selected.

I thought the staff member would automatically update the tactic as new player entered the game via substitution.

Am I misunderstanding what this responsibility actually does?

I click that button again at half time to account for subs - the assman/coach doesn't make any changes if you don''t tell him to.

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How many new signings will affect my teams synergy?

Each one has a small negative effect on tactical familiarity and squad gelling, so bringing in several players will have a noticeable effect.

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I tend to play with my wide midfielders in the Ml/r stratum. A few games ago for one reason or another I moved them up to the AM level. My tactic familiarity dropped slightly as you would expect, to the lower range of 'fluid'.

After making this change I was noticing that the MCs were misplacing passes to the wide mids but particularly they would play it behind them as they ran forward. My question is is this literally because they are expecting them to be further back? Does tactic familiarity map exactly to specific problems based on the changes you've made or is it just coincidental? I could definitely imagine this in real life but not sure if it happens in game.

If it is the former, would it have been worth telling the MCs to pass into some space for the winger to run onto?

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There are some old players in my squad (32 & 33 years old). Their personnality is "professionnal". But every month, my assistant manager tells me both have been poor in training. Their personnal training is set to free kick (both).

I know that physical stats decrease when he player is getting old. Even when I warn them about their poor performance at training, the next month my assistant manager tells me they still have trained poorly. I don't know what to do. Any advice ?

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When I create a tactic I tend to create 2 alternative versions using different team instructions and strategies etc. The purpose being to ensure that when I make changes mid game the team are comfortable with a slight change of style. I started doing this a few versions ago. Does this still work and would you say it's still necessary?

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I tend to play with my wide midfielders in the Ml/r stratum. A few games ago for one reason or another I moved them up to the AM level. My tactic familiarity dropped slightly as you would expect, to the lower range of 'fluid'.

After making this change I was noticing that the MCs were misplacing passes to the wide mids but particularly they would play it behind them as they ran forward. My question is is this literally because they are expecting them to be further back? Does tactic familiarity map exactly to specific problems based on the changes you've made or is it just coincidental? I could definitely imagine this in real life but not sure if it happens in game.

If it is the former, would it have been worth telling the MCs to pass into some space for the winger to run onto?

This is a great question, and one I don't know the answer to, but will endeavor to find out if someone else doesn't answer it.

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There are some old players in my squad (32 & 33 years old). Their personnality is "professionnal". But every month, my assistant manager tells me both have been poor in training. Their personnal training is set to free kick (both).

I know that physical stats decrease when he player is getting old. Even when I warn them about their poor performance at training, the next month my assistant manager tells me they still have trained poorly. I don't know what to do. Any advice ?

This just happens when they go into terminal decline. It isn't they are training poorly, it is that they are getting worse, and it seems the game doesn't recognize the age-related decline as different from poor training that would cause attributes to drop. Nothing you can do and also nothing to worry about either except to start hunting replacements :D

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When I create a tactic I tend to create 2 alternative versions using different team instructions and strategies etc. The purpose being to ensure that when I make changes mid game the team are comfortable with a slight change of style. I started doing this a few versions ago. Does this still work and would you say it's still necessary?

If it boosts familiarity, then it would help a little. How much depends on how drastically different it is. If it is only slight, like one mentality level lower, or an increase in tempo, then I wouldn't waste a tactic slot. The penalty for slightly less familiarity isn't even noticeable IMO.

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If it boosts familiarity, then it would help a little. How much depends on how drastically different it is. If it is only slight, like one mentality level lower, or an increase in tempo, then I wouldn't waste a tactic slot. The penalty for slightly less familiarity isn't even noticeable IMO.

Ok thanks

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I know that I post a lot about this, but I am really into my save, and can't quite crack the tactics. I have the shape and the style in place. I manage to have lots of possesion, but I lack penetration. I get quite a lot of shots, but they are long shots. I want to create fewer chances, but more goals (due to the chances being less risky). So far I have:

Shape: Flexible

Mentality: Control

TI: Lower tempo, close down more, roam from positions, play out of defence, stay on feet and retain possesion.

I could add work ball into box, but I am afraid that it will overload the team with TI's and be counterproductive.

GK - D

FB - S

CD - D

CD - D

FB - S

CM - D

DLP - S

AP - S

SS - A

IF - S

F9 - S

How can I achieve, that my players will not take to many stupid chances, but instead be patient and score 2 from 5 rather than 1 from?

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You are quite cautious with your set up, and you may get more penetration if you considered a) more width up front, as both your AP and IF will be narrow and occupying similar space to your F9 and SS; b) more attacking duties to get more lateral movement, maybe one of the full backs or a winger if you chose to replace your AP or IF. Although Control is attacking you are mitigating some of that impact with your TIs.

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If I line up a 4-4-1-1 with a wide playmaker (say on the left side) could I offset the tendency to channel through the playmaker by ticking the TI 'exploit right flank'?

For example the tactic looks like this:

---------------------F9-------------

----------SS(A)--------------------

WP(A)---CM(D)---B2B(S)--WM(A)

-------------------------------------

I'm under the impression by default my team will try and get the ball to the WP more often than not, but is that offset by saying 'exploit the right flank' or would it be better just to change the left midfielder to a WM and give him PIs to act like a WP?

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It's not that I don't want him to be used as a playmaker, but that I still want the right flank to be used often enough as I have strong players in both positions (Gotze on one side and Robben on the other for example).

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I am always playing with narrow Diamond with an obsession with these

AMC (Enganche) , FOR1 (Triquartista) , FOR2 (Defensive Forward - support)

DMC (Regista)

I bought FM16 with Lunar New year sale... So what can I use in 2 MC / 2 DC and (Full backs Wing Backs) as Roles ?... For this year... I like 2 BWM but this year not seems work for me still leaking...

What's your opinion ?

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But why not use a Wide Midfielder? You can always exploit both flanks then.

Well that's what I was asking. I'm still interested in finding out if 'exploiting' a certain side or through the middle would override the tendency to focus play through a 'playmaker' (in the sense of balancing it out, not getting rid of it completely).

I'm under the impression by default my team will try and get the ball to the WP more often than not, but is that offset by saying 'exploit the right flank' or would it be better just to change the left midfielder to a WM and give him PIs to act like a WP?
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Well that's what I was asking. I'm still interested in finding out if 'exploiting' a certain side or through the middle would override the tendency to focus play through a 'playmaker' (in the sense of balancing it out, not getting rid of it completely).

How about try it out in a match and see, and report back with your findings? It would be an interesting thing to know, even if only marginally useful given that you wouldn't need to do it to get the effect you want.

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My central midfielder, whose role is Central Midfielder - Defend, picks up almost a yellow card per game. In my Arsenal save I've been playing Coquelin or Ajer there and in my Napoli save I've played Lucas Romero there. I understand that this is a position where a player can pick up a lot of yellows but this seems a bit extreme and I don't wan't to keep losing players to suspension multiple times per season.

So my question is, if in the player instructions I set the instruction Ease off tackles, I assume he will get fewer yellows but I'm concerned this will make him less affective in his role of breaking up play. Is that a fair assumption? Are there any other ways of reducing yellow cards for this player (my team instructions do not include Get Stuck In)?

Thanks.

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There are a number of support roles with "Get further forward" available but not enabled. Using the full back role as an example, if I have a FB support and enable "gets further forward" as a player instruction then will the player sit deeper than a FB attack when we are out of possesion but move forward when we have the ball?

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There are a number of support roles with "Get further forward" available but not enabled. Using the full back role as an example, if I have a FB support and enable "gets further forward" as a player instruction then will the player sit deeper than a FB attack when we are out of possesion but move forward when we have the ball?

Not sure about th defensive positioning, but in the attacking phase this pi means he will get further forward than he would be naturally inclined to. It's important to remember that because lots of things affect how far forward players get, for example winger positioning, where the opposition defenders are, how much space is available, and PPMs. I have Luke Shaw as my LB and as he has Get Further Forward PPM and oppositions tend to sit deep against me, I find he gets forward plenty on support role with no PIs.

This is a good way to get the full back to get forward as though he was on attack duty without the aggressive passing and risk taking, but make sure you really want him to get forward more than he would anyway.

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There are a number of support roles with "Get further forward" available but not enabled. Using the full back role as an example, if I have a FB support and enable "gets further forward" as a player instruction then will the player sit deeper than a FB attack when we are out of possesion but move forward when we have the ball?

On the defensive side yes, he will sit where his role/duty tell him on the defensive shape, but be more forward with the ball. This is good if you want the attacking width but still want to maintain, if possible, a more conservative defensive shape. The downside of course is where he gets caught on transitions when you lose the ball, but if it isn't a quick counter, he should get back into his defensive spot. So using that PI with a fullback it wouldn't hurt for him to be pacey :)

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I've a question about Team Shape and player responsibility;

Take for example Structure - 'Central defenders are responsible only for the defensive phase'

What exactly does this mean? Does it mean that the player will not move forward when a counter attack is on? Where as, if i had the team set to Fluid - 'However, players from each unit are expected to move into the transition phase when the right opportunity arises' means that they will move forward if a counter attack is on? But only in the right opportunity? Which is what?

Am i over complicating this?

I've always wondered and, as i'm off ill today, i thought i'd catch up on my fm reading..in between fits of coughing, sneezing and probably crying.

Thanks all

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What exactly does this mean? Does it mean that the player will not move forward when a counter attack is on? Where as, if i had the team set to Fluid - 'However, players from each unit are expected to move into the transition phase when the right opportunity arises' means that they will move forward if a counter attack is on? But only in the right opportunity? Which is what?

If I recall correctly the player, even if he's a CD, will bomb forward if the counter attack is triggered and he is in the position on the pitch. Just now I had my CD run like 50 meters up the pitch with my winger when we got the ball back on a corner.

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