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Overmars

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Everything posted by Overmars

  1. 7-10 seasons for me. Occasionally I keep going, but I often find it becomes too easy to win and too far removed from the current football world. I will usually get sucked into starting a new save to try to win with clubs struggling in real life or just to use some of the real players in their prime years rather than a bunch of newgens.
  2. Yes. I have a new computer with discrete graphics, but I still prefer playing in 2D. The game flickers and drops frames regularly. I have improved it somewhat by adjusting my monitor refresh rates to 60 Hz and limiting the FPS in the game to 60. After playing the game for extended periods, the flickering can return, but restarting the game fixes it.
  3. Yes. Midfielders don't score enough, and strikers are scoring too often. I think this is down to there being too many one-on-ones and not enough scruffy goals. About half of goals should come from forwards, and in my games, that percentage is much higher.
  4. Attacking mentality is not as "win now" as it has been in past FM versions. I actually think it's easier to find success with Balanced mentality, which is a big change for FM. Logically, Balanced will give you a chance to play without too much aggression, and if you need to push for a goal later in the match, you can raise the mentality to adopt more risk in your approach. For the 4-3-3, either the DM should have a defend duty or your fullbacks should be more conservative. The much higher defensive line, especially in combination with an Attacking mentality, is going to lead to plenty of balls over the top and through balls played against you. You will essentially be 2022-23 Liverpool, which isn't ideal. The higher tempo and hit early crosses instructions seem more suitable for the 4-4-2 formation than the 4-3-3, whereas the work ball into box instruction seems like a 4-3-3 type of instruction.
  5. I suggest watching a match on full match highlights. You will probably see your IWBs moving to the middle on occasion but often remaining out wide. They behave with some degree of intelligence, reacting to the empty spaces on the pitch. Usually, those empty spaces are spots out wide, especially if you use an IF or IW ahead of them. Using conventional wingers ahead of them might free up your IWBs to positionally more centrally. If you use an IWB(a), you will probably see them scoring a few goals from the edge of the box. The one thing I really enjoy about IWBs is that they are rated a little more leniently by the match rating system. WBs, on the other hand, often receive dreadful ratings from missing one or two crosses and not providing assets.
  6. Yaya Sanogo (tall, strong, and with mediocre pace) led my league in scoring two seasons in a row as the lone striker in my 4-3-3. There are a lot of headers in the game, and he was winning a ton of them, but the real key to his success was the pace and dribbling ability of my AML/AMR inside forwards. Sanogo would essentially clean up the mess from the chaos those inside forwards caused.
  7. In FM23, I bought an outright winger regen who had incredible pace, acceleration, dribbling, crossing, flair, and agility. He wasn't great at much else, so W(a) was how I deployed him in both a 4-3-3 and 4-2-3-1. In both formations, he was really bad. In his last 73 league matches (about half of those matches were with my team), he has scored 1 goal and provided 8 assists. One goal in 73 matches!!! I couldn't believe it when an AI team wanted to pay me 20 million for him, which I felt was about 19 million too much. I had a similar player in FM22 and he was almost as bad. I figured that was mostly due to FM22 favouring more narrow formations, but now in FM23, I still don't think wingers are hugely effective. I agree that sliding them back to the ML/MR spots can help because the match ratings don't seem to punish them for not scoring goals when positioned deeper. If your AML/AMR goes a few games without scoring, it can be nearly impossible to get them out of that ratings funk.
  8. Also, there is no clear idea of the "best" approach against certain teams and formations. If you ask this forum for a good underdog tactic against Man City, you will see a variety of suggestions and general lack of consensus. I'm not convinced that choosing between a 4-3-3 and a 4-2-3-1 or trapping inside vs. outside or playing a WB(s) vs. FB(s) is how an inferior team can get one over on a better team. Similarly, I think most of the problems posted in this tactic forum are primarily issues with handling finances, managing morale, and picking good transfers rather than any sort of tactical failure.
  9. Yes, I posted about it a couple of pages back. There are at least twice as many headers as there should be. If you watch the match on full for a few minutes, you will see the header tennis being played.
  10. How is it working out? I have played a ton of games with the 4-3-3 in many versions of FM, and in FM23, I've noticed far fewer crosses than ever from the wingbacks. They used to cross 10-20 times a match in older FMs, but now they might not cross a single time. When putting them on attack, they might be pushed to cross more (I think that role's default is cross more often), but I haven't noticed too much of a difference. What I have noticed is that the wingbacks will touch the ball a lot and simply recycle possession. It's a bit of a dull attack really. My wingbacks are more threatening when launching risky passes from deep early on in possession, kind of like the passes Alexander-Arnold or even Van Dijk at CD might try for Liverpool. When they're not doing that, they're going a dozen games or more without an assist. As for the F9(s), it hasn't worked for me. DLF(a) and AF(a) seemed more consistently able to contribute. Another thing that worked for me was asking my inside forwards to sit narrow in their instructions. This might just be a game-y thing since they will overload the central area, but they get much more involved in goalscoring that way. Either way, my inside forwards end up being my main playmakers, so dribbling, passing, vision, first touch, and decisions all seem to be a big bonus with those wide attackers in FM23. Another thing about the front three is that it really helps if they are good in the air. Even if you select low crosses and a possession-based system, there will be plenty of aerial challenges for your front three to win. Everyone kind of loves lobbing a pass to them instead of playing it to feet. My final note is about your midfield three. I think it's a bit conservative, though with attacking wingbacks it seems sensible. Still, because those attacking wingbacks seem more apt to pass backwards then generate serious chances, I feel it helps a lot to have an incisive midfielder such as a CM(a) providing that extra body in the box. Another idea if your attack feels stale is to experiment with the IWB(a) role. They still provide width in passing attacks, but they will find their way into scoring positions for a handful of goals each season.
  11. I disagree. FM23 is at least as good as prior iterations. I have all prior versions and would rather play FM23. That's not to say that the game is perfect. There are countless things to criticize, but that's always been the case. The match engine has never been true to real life, with something always way out of whack (ex. too many goals from corners in FM11, too many crosses in FM21, and too many aerial challenges in FM23). If by bugs you mean things such as adjusting column widths in screens then I agree. I can't believe that I still can't customize my squad view screen without the last couple of columns disappearing. If you extend your wish for "virtually flawless" to the match engine or player behaviour then I don't think it's realistic to hope for perfection. I think those elements are too difficult to model and will always be a work in progress.
  12. You have 6 players in the midfield and all of them are on support duty. That feels a bit lifeless to me. I would consider giving one of the AMCs and one of the wingbacks and attack duty. You might also find some excitement out of using a SV(a). Another idea is to give your striker a support role (ex. DLF(s)) and use shadow strikers behind him.
  13. There are too many headers in the FM23 match engine. In the real-life EPL this season, the leading player in terms of aerial challenges won is Mitrovic with 74 aerial challenges won in 16 games. That's 4.6 headers won per game, and most players are averaging well beneath that mark. In FM23, every EPL team in my save has at least one starting player who is averaging over 10 aerial challenges won per game. 50 EPL players receiving regular starter minutes are averaging over 10 headers won per game. On many teams, at least 10 players are averaging more headers won than Mitrovic's real-life mark of 4.6 per game. The difference between FM23's headers stats and real life header stats is staggering. Long ball after long ball is lofted forward to ST, AML, and AMR players in FM23, and it doesn't matter which formation or tactic is being used.
  14. I feel like the following should generally be true: FB should be at least somewhat familiar with the WB position and vice versa ML/MR should be familiar with AML/AMR and vice versa MC should be familiar with DM and vice versa There are countless players in the game, newgens and real players, whose position familiarity looks oddly limited. It feels very wrong that my newgen MC is completely lost when asked to play DM -- as if there is this much of a distinction between the two spots in real life.
  15. BBM(s) for a SV(s) or CM(a) for a SV(a). I think all four roles are usable in lower leagues. Just make sure you have someone with speed and stamina. If not, you'll need to sub them off regularly.
  16. Fully agree with this. The TATO skin is a must for me because the statistics paint the picture of what is happening without me having to watch the full match. I also agree with you point about the clicks. I know you can turn off some messages in the game, and that might help, but I guess this type of game is always going to be a bit of a clickfest.
  17. In your screenshot, both of those offers involved selling the player, not just loaning him. The sale price is much lower than the player's estimated transfer value, which is why your staff won't accept the deal. You could probably loan out your player if you do it yourself and remove the future fee option.
  18. This feature really needs to be added to the game. We should be able to pick our youth team's formation independent of our senior team's.
  19. Play around with the WM role. It is almost fully customizable so you can have them sit narrow or wide, dribble more or less, cross more or less, push further forward, etc. The inverted winger role is fine too but a little less customizable.
  20. With a back 3 and defend duty DM ahead of them, I think you have to go aggressive with the two central midfielders. There just isn't enough substance in the attack for the FM23 match engine if you don't. Even if you did something like use two mezzalas, I would consider changing the DM to a DLP to add a bit of creativity into the mix.
  21. For my team in the Netherlands, I can sign staff for my B-team, which plays in the second tier. I can't just pick any staff, though, like I might have been able to do in some older versions of FM. A really good Brazilian physio demands far too high of a wage. The staff I can sign for my B-team are generally Dutch, since they are more likely to take reasonable wages to work in their home country. It feels somewhat realistic to me, even if the disparity between domestic and foreign staff wage demands is too extreme.
  22. I am about halfway into the Eredivisie season, so I tabulated the goals scored of every 4-2-3-1 and 4-3-3 team to see the distribution of goals among the ST, AML, and AMR positions: ST = 200 total goals AML + AMR = 65 total goals That's a heavy ST bias, with ST scoring at 6x the rate of an AML or AMR player. I don't think there is a good way of getting AML/AMR players to produce like Mane/Salah used to for Liverpool or Saka/Martinelli are for Arsenal.
  23. In my opinion, if desiring a long save of 10-ish seasons or more where you develop teenagers into very good players then managing a bigger club is the way to go. At lower league clubs, you can get a bit of development, but you'll quickly come up against a glass ceiling and need better facilities, coaching, and competition to make progress. It's more frustrating than fun, especially when the bigger clubs spam insultingly low offers for your players and you realize you did all of that training and nurturing to get 4.3k of transfer fees. And then when you do sell your players to bigger clubs, they avoid playing them at all costs and your promising youngster fizzles out into nothing.
  24. Small sample size on this, but I am using a 4-3-3 this season. So far from open play my: Strikers have 7 goals + 0 assists Wide forwards have 1 goal + 7 assists Central midfielders have 4 goals + 3 assists Even with attack duties, IF or IW roles, my wide forwards are facilitators, even moreso than my central midfielders. It's fun to watch and does look similar to the style of play I see from some real-life teams, but it is frustrating to feel like I can't really flip the script and get my lethal finishing wide forward to score on a regular basis.
  25. Interactions should be more subtle, but that seems like it would be far more difficult to implement in a game environment. I'd imagine a player could feel iffy about a manager in real life and won't say anything out loud, but FM just happens to make those feelings more obvious for the sake of gameplay.
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