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Omark

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Posts posted by Omark

  1. Having been looking at some vids and guides pertaining to player development I started to realize that there are a lot of metrics we can use to determine whether a player is developing or not. The question I have is 'which one is the most relevant'?

    1. Players relevant attributes - are they improving? (we also have to consider things like 'consistency, personality traits, hidden attributes)

    2. Match ratings

    3. Players relevant stats - passing completion, assists etc. 

    4. Overall team performance - "who cares if the player has bad match ratings we still won"

    5. Scouts/Coaches ratings

    So if I have a player who has very good attributes for his position, and is rated highly by my coaches, but is consistently having poor match ratings - is he developing positively?

  2. The other issue for me is boredom. Finding the perfect plug and play tactic and just hitting the 'win' button gets boring after a while. I like having to adopt new tactical approaches and adapt to the changing situations both in-game and out of game. Although winning everything is pretty fun too.

  3. Have noticed that the one tactic method doesn't work. I am using this tactic plus two others for this upcoming season. Several creators say that you should have at least two tactics set up and when one starts to wobble then move to the second or even a third option. But it's also the same in real life - Tiki Taka is not longer as dominant as it used to be since teams have devised methods to counteract it. It will be interesting to see if teams figure out how to play against Liverpool wherever football starts again.

  4. 17 minutes ago, BJT said:

    Good to hear it's working well :)  Well there are different ways of trying to defend when the opposition have the ball. In this formation structure with a DM full-time I prefer to force the opponents wide up the top end, trying to use the touchline as a tool for forcing the opposition to give the ball back to us whilst keeping us compact in the middle. This works in tandem with the below if they do end up progressing up the pitch.

    With an additional midfielder in the DM slot, rather than force teams out wide in our third to promote predictability of crosses into the box, given we have an extra man I prefer to force players to use their weaker foot making them less effective.

    In the case of wingers, it will try to prevent more crosses into the box. If they did cut in which is less natural for a winger, we then have a DM there to stop them in their tracks and not have our backline get pulled apart as he'll be there to cover that space. In the case of inside forwards, this tries to move them away from goal where they're less dangerous in both getting a shot away, and delivering a cross on their weaker foot.

    Additionally the times they do make it into the middle of the pitch passed a full back in close attendance, the additional DM will make things more difficult to get a shot off.  This in turn will increase the chance to dispossess the opponents in this defensive area, immediately giving an opportunity to launch a quick counter from deep.

    Makes perfect sense - thanks for the reply!

     

  5. 5 hours ago, Mr U Rosler said:

     

     

    Hi Omark,

    Happy to answer any questions.

    I normally have a tactics thread most years, recently they are built with my own save in mind which is a move though the leagues with Stockport County hence the underdog/lower league flavor of this thread.

    In terms of arriving at a tactic, it’s a lot of trial and error with a bit of instinct developed over the years as to what is likely to work. I normally establish a few fundamentals first, which mentality looks best, I have a few preferred formations so I’ll establish which one of those looks favourable, then trying different player roles and duties to establish which of these look the best fit for the formation.

    Then it’s a case of experimenting with Team Instructions, dropping them on and off and seeing how this impacts results. This is done by setting the tactic and then holidaying for a season which takes about an hour on my laptop. As you progress from test to test, including some team instructions, ruling out others, you eventually end up with an outlier, a result quite different from the rest. This year it was coming 1st in the league with Stockport rather than 5th or 6th which was a typical result during my testing. As holidaying isn’t perfect, I’ll re-run the outlier tactic a few times to make sure it wasn’t a freak result. If its repeatable then you’re in business and you have your tactic.

    You could go next level and repeat this with all the player instructions, but I don’t have time for that and once I can repeatedly win the league with the team predicted to finish bottom I’m done. That’s all the performance I need and I’d normally release the tactic at this point.

    I’ll then play around with set pieces during my own save and release an update if and when I come across something useful.

    That aside, it will need re-testing when the match engine updates and often a tweaked version of the tactic will need to be put out.

    This year it took about 35 test runs to arrive here (or 35 hours), although once its up and running you can just leave it alone and get on with stuff. Other years I’ve nailed it on my 2nd attempt, it’s getting harder!

    Hope this helps!

             

    Thanks for the response. It appears that your methodology is the best way of creating a tactic as a more football-centric approach, whilst logical, isn't the most effective way to tactics creation. I have often wondered how people like Knapp and others create so many tactics that work and I guess they adopt the same approach. 

  6. Hi Mr U Rosler,

    You are correct that this is an issue for the game developers - kudos to you for creating this tactic. Did you come upon this by trial and error, or was this a happy accident? Did you see an ME weakness and seek to exploit it or is it just a case of the games AI unable to deal with a certain way of playing? Sorry if this is too many questions.

  7. In charge at Linkoping in the Swedish 2nd division (4th tier) and was given 1000-1 odds to win promotion. So far after 16 games played I am 3rd. Obviously this tactic works well as an underdog tactic but my question is 'How?' When you consider that 6 roles are attacking, the mentality is also attacking plus the role of RPM is not an easy one to fill in the lower leagues - the success of this tactic (congrats to Mr U Rosler for creating it) flies in the face of logic. Now i don't expect FM to be entirely logical but when you watch youtube vids and read the forums this type of tactic for an underdog team would be considered suicidal. So I guess the question to the more tactically savvy FMer's is why does this work?

  8. Yes thats correct because we have manualy selected all the player attributtes so you can have the DM as an advanced playmaker or an Anchor Man it wouldn't change anything because we have set his Attributtes.

    The only way that works is if the the wizard is selected and no manual input is involved.

    Thanks for the response - so the only/best way to get the 'right' players for the role is to use your player filters provided?

  9. Looking for some clarification regarding player roles in these tactics.

    I have been using ProZones excel tool for evaluating the best roles for players, but earlier in this thread I read "Makes no difference what the roles are as the tactic has custom settings on almost all sliders." ( DirtyAce)

    So does this mean that the excel tool is not helpful in finding the right players?

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