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  1. I'm sure it's all tactical. Direct/mixed tactics are more effective than possession on FM18, I've seen that myself and on other's saves. It's hard enough for a human to build a possession style that can successfully break down packed defences because of the complexity of the role/duty combinations you have to set up. It's impossible for the AI to do, they just aren't coded that way and the very basic tactical attributes that are set by the researcher and are somehow supposed to define an entire tactical style of an AI manager don't feed into the tactical/match engine properly. They can't even get the 65-70% possession levels that a City or Barcelona have in real life, it's rare you see an AI team averaging more than 55%. And because pressing in FM isn't anywhere near as sophisticated as in reality the high defensive lines that are set by AI Pep/Klopp become suicidal. Then the Mourinho/Simeone style that defends deeper and attacks more directly becomes far more successful than it should be and you end up with Mourinho at United for 20 years winning 18 league titles. FM has a huge amount of work to do to improve this area of the game, at the moment what should be epic battles against really challenging opponents playing in the style of their real life counterparts become too easy. If I'm Huddersfield playing Man City in the first season I should be expecting to lose heavily with less than 30% possession the vast majority of the time. The core of the game should be you challenging yourself against realistically modelled elite managers. But it just doesn't happen. Your direct opponents are faceless shells that are nothing like the real personalities. It's arguably the biggest flaw in the whole game
  2. Every player in FM18 plays like Shoot on Sight is on constantly anyway. Anywhere within 25 yards of goal any player will shoot even with better options available.
  3. Standard, Fluid, shorter passing, close down more 4-4-1-1 GK D WBs CD CD WBs WMa CMs CMd IWs APs DLFs You could possibly move the CMs to DMs and add another Ti or two and some PIs. And you need lots of good technical players with high teamwork and work rate.
  4. There are at least five roles already in the game you could describe as a holding midfielder. It is genuinely incredible that you don't already know this.
  5. The role suitability green circle is completely useless, seem to do more harm than good, and should be ignored totally. Just look at the players attributes as they are the only things that count.
  6. When your aim is dominating possession first then scoring goals and winning games second this is what happens. Possession should be byproduct of winning games not the main objective. And possession in FM is calculated differently to the Opta stats so comparing those is pointless.
  7. Last season Arsenal lost 1 out of 22 games between 20th August and 13th December, which was an EFL Cup game. Just saying.
  8. It's 177, so he has 9 points to grow into which is reasonable for a 24 year old. There are only 5 players at the start of the game with more than 179 CA, two of the best players of all time, one of the best goalkeepers of all time, the most expensive player of all time (and Luis Suarez). I've always liked him and knew after that first 20 goal season that he was going be good but Kane is not on that level.
  9. Only 9 strikers start the game with a higher CA than Kane and most of them have rightly better physicals which eat a lot of CA. He's also got the PA to grow to be better or at least as good as 6 of them. He's got good hidden attributes too. If he's not performing it's down to bad AI management and the fact that strikers without high pace and acceleration can struggle in the ME.
  10. The highlights aren't the problem, the number of offsides is. The real life average is 4 per game, in FM it's about 8-10. There are usually several players with close to or more than 100 offsides a season in FM, IRL Harry Kane has the most in the PL with 21 after 17 games
  11. There are still some really annoying and quite basic issues that started in FM16 and have not been fixed. 1. English Premier League fixtures - most teams are playing 4 consecutive home or away games in December. Seems small but 4 consecutive away games can mess up a season. It's also simply not realistic and not an issue that should be in a supposed simulation. Even if licensing prevents using the real fixtures it is really not difficult to have a correct schedule of home and away games. This is absolute basic stuff and affects some other leagues too. 2. There are about twice as many offsides as there should be. Players with the likes to beat offside trap trait can be caught offside 7 or 8 times in one game. And then you compound it by making us watch every single one on comprehensive highlights to the point where more than half of the highlights in some games are offsides. 3. The number of crosses aimed at the goal that the keeper ends up saving (or end up in the net) is silly. Inaccurate crosses should be overhit more or be defended by the first defender much more regularly than they are now, not hit straight at goal. 4. Support duty strikers should be dropping deeper when defending. I don't need them on the edge of my own box like some people would have, but they at least need to be deeper than attack duty strikers. It also affects transitions in to attack because they are often too high up the pitch to receive the ball. They used to drop much deeper on FM15 and earlier but for some reason this was changed. I don't expect any of these things to change by the release of the game or even by FM19 because they've been this way for 3 versions of the game now and I can only assume are intended to be like this. Speaks volumes of how badly the game has lost it's way in the last few years.
  12. The researchers don't set squad status or transfer listing directly, it's determined by a combination of reputation, CA and the AI manager's preferred tactics. With Yedlin his Pace and Acceleration of 19 eats up a lot of CA and in the match engine (and real life) makes up for a lot of his weaknesses. He could be a little better so the AI doesn't transfer list him though. I would say that Diame, Mbemba and Colback are a touch overrated. Though without seeing their hidden attributes like consistency it's hard to say how they actually perform. Then Lejeune, Merino and Joselu are questionable but they came from other researchers and can be tweaked in the January update.
  13. I'll take some of this bit back. It's still there, under the Analysis tab then Match Stats then Team Stats. So 3 clicks away from the Pitch, then there are several different tabs for different stats rather than displaying it all one 1 screen. So 4 clicks to get what you want v 2 on FM17.
  14. The new in match UI is a disaster and in not one way better than FM17. Important basic information like player condition is hidden away on one widget. The old team stats screen that held all the individual player stats on one screen has been removed. The new buttons for subs, tactics etc are too small and don't display your mentality, tactic, team shape without clicking on them so you can no longer see at a glance how you are set up. The analysis section is too clunky to be used regularly in match but this is where most information is held so you are forced to have to use it. Don't mess with things that weren't broken. And getting rid of the old 2D is a mistake as well. As much as Miles likes to sneer at people on Twitter for using it, it's better than the new 2D. Many people liked using it, for me simply because you can actually identify individual players using their squad number.
  15. The come out of defence instructions is a PPM so that the players who do it can be limited. No point asking your clogger Conference North CD with 2 for Passing, Dribbling and Vision to do it and much easier to code the specific unique behaviour in a balanced way in the ME. A CD will need certain attributes to do it so best to limit to the likes of Stones, Hummels, Pique etc. The new roles are interesting though a generic AMR/L is still missing. Not hard to just transfer the AM S/A to there surely. The new roles all seem to have unique movement behaviours like the Half Back has, which seems to be the way forward SI are going now. The carrilero is particularly interesting because the emphasis on lateral movement suggests that it's been improved in the ME, which was a big weakness before. The mezzala is an odd one because it's a role specific to Italian football and it's hard to see what differentiates from the BBM and carrilero, it's also debatable what the role actually is and if the SI interpretation of it is actually right? The Segundo Volante should make playing a proper double pivot easier and using 2 DMs more viable. The inverted winger is more for the AI than human player as you can just use a modified WM.