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rockpie

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Everything posted by rockpie

  1. It might be weighted as more important in those actions, as far as being able to pull them off, but my understanding is that it is linked to all actions to some degree.
  2. OK then, in that case: I would say the following attributes are not given enough importance in your rankings: Technique - Very surprised to see you had this ranked as "low" when it comes to finishing chances. A players with high technique is going to be a much more effective finisher, since his ability to strike the ball cleanly / as intended is a vital aspect of putting chances away. I would rank this as "high" importance, personally. Aggression & Bravery - Your explanation suggests that these apply more to strikers involve in more aerial duels, but for a Poacher role primarily operating in congested, central areas.. you don't want him pulling out of any kind of duel, in the air or on the ground, and you want him to be aggressively looking to get involved whenever the ball reaches a dangerous area. I would assign both of these "medium" importance. Concentration - Pretty self-explanatory I think, "medium-high" importance, lowers the chance of a player's performance suffering later in games and minimizes the chance of mistakes / sloppy finishing. Could be the difference between a poacher scoring a late goal to keep his form going, or missing and then going a few games without a goal. Determination - Similar to Aggression and Bravery, but always of "high" importance for me regardless of role. You want a player who is going to push through any fluctuations in morale and continue performing regardless of what's going on around him. Balance - "Medium-high" importance I think, easier to score chances and maximize technical attributes if the player is able to maintain his balance as well as possible when attempting to score. Ever tried to do something when off-balance? Always harder. Just a few thoughts anyway.
  3. First step should be to define "score regularly" and define "slump". And is this purely focused on goals scored, or goal involvement? For example, if my striker went 3 or 4 games without scoring, but notched up 2 assists over that spell, I wouldn't really be worried about any kind of slump developing.
  4. Are they in mentoring groups with other players? They can pick up new traits by learning from other players in their mentoring groups.
  5. Update: so after exploring the Scouting area for a while, I found that you can filter players by the relevant statistics mentioned above, but I would maintain that the ability to set assignments based on these would be preferable and should fall under the Data Analysis team rather than be a function of the Scouting filters.
  6. I originally posted this in the Good Player & Team Guide forum to ask if this was already possible, got no responses from anyone so now posting here as a feature request. From my understanding, the way that some modern football clubs make decisions on transfers is a combination of performance analytics and in-person scouting for a number of matches. I would like to start a save where I implement an analytically driven approach, where all my first-team transfers are driven by data analysts who identify players performing well in certain areas in various competitions. But not just based on top scorers or top assisters, also to include more of the underlying statistics that are important on a per-role basis for my tactical setup. I think it should be possible to assign a data analyst to recommend player(s) in this way. For example, say I want to sign a Central Defender. I would like to know who are the players across certain leagues that rank well for interceptions per 90, successful tackles per 90, aerial challenges won per 90 and also have a pass completion rate of x%. And I would like to be able to give the data analytics team (or an individual data analyst) an assignment to produce a report for me based on these requirements. From the list of players my analytics department recommends, I could then assign my scouting team to go and watch them in person to get an additional opinion on the players before making a final decision on who to buy. It feels like this should be possible and I'm missing a big part of the game... or rather, since this part of the game is missing, it could be a big way of improving the usefulness of the analytics team.
  7. Check the opposition manager profile to see what his preferred style is. Any kind of Direct / Route One / Counter-Attacking style means I would drop the Higher Defensive Line to a Standard One + lose the Offside Trap. Change your Anchor Man to a Half Back so that you keep a 3 vs 2 situation at the back at all times. Change your FBs to WBs with instructions to Overlap on both flanks so that the RB is a WB (a) and the LB is a WB (s) -- that should keep their wingers pinned back further. Make Cuisance a DLP instead of AP to try and draw their DMs further away from their own defensive line and can more easily receive the ball from defenders + the DM. Also, change Perisic to an IF (a) for more penetration. See how that goes.
  8. From my understanding, the way that some modern football clubs make decisions on transfers is a combination of performance analytics and in-person scouting for a number of matches. I would like to start a save where I implement an analytically driven approach, where all my first-team transfers are driven by data analysts who identify players performing well in certain areas in various competitions. But not just based on top scorers or top assisters, also to include more of the underlying statistics that are important on a per-role basis for my tactical setup. Is it currently possible to assign a data analyst to recommend player(s) in this way? For example, say I want a Central Defender. I would like to know who are the players across certain leagues that rank well for interceptions per 90, successful tackles per 90, aerial challenges won per 90 and also have a pass completion rate of x%. And I would like to be able to give them an assignment to produce a report for me based on these requirements. From the list of players my analytics department recommends, I would then assign my scouting team to go and watch them in person to get more opinion on the players before making a final decision on who to buy. It feels like this should be possible and I'm missing a big part of the game... or if this part of the game is missing, it could be a big way of improving the usefulness of the analytics team. Mods: if this is in the wrong section, feel free to move. I took it as falling under "advice on building a successful team."
  9. In real life yes, he joined in January. But that won't be reflected on FM until the winter update.
  10. Yep. There could even be new staff roles created, or you could designate a team of staff members to work on them since I know pro teams use a combination of analysts & coaching staff to design and practice set pieces. It would also give managers the chance to defer responsibility for what can be a pretty time consuming task. Leaving them on default is always an option I suppose, but generally not advised.
  11. Don't get caught up in stats like how many shots or shots on target you're getting. I could get 100 shots in a game with all of them on target, but if they're all from outside the box and straight at the GK I still know something is wrong with my approach. First thing I'd recommend for you to be able to identify the right changes is to go back and watch the Extended Highlights of a few games where you lost or drew but could/should have won. It's always best to try and identify things for yourself, make tweaks / changes and see how things go. That said, faced with this kind of system & scenario.... If you're playing a Gegenpress system, with a Positive mentality and instructions like Higher Defensive Line, Much Higher Line of Engagement, Counter Press, Extremely Urgent Pressing, and Extremely High Tempo... and you find that teams are "parking the bus" which more than likely means defending in a low block and looking for chances to counter, then you're kinda playing into their hands and it might just be that you don't have good enough players right now for your system to overcome those teams / that approach. Extremely High Tempo = you're forcing your attackers to rush the ball around, rush their decisions, keep the ball moving... it has positives in terms of moving the defense around, but if the defense isn't pressing very much and just sitting in their low block waiting for a chance to pounce, then all it does is increase the chance of you giving the ball away with a mistake. You need exceptional technical players with great mentals to play that high tempo consistently. Higher Defensive Line + Much Higher Line of Engagement = Very aggressive, which makes sense for Gegenpress, but in combination with your player roles it's just a bit overkill. For example, you have 3 attackers all on attack duties. Then you have 2 WB (s) to provide width down the flanks. The B2B mid will also look to roam & push up to support attacks. That's 6 outfield players all pushing forward in transition. Add on top of that the fact that you're only holding role in midfield is a Deep Lying Playmaker, who will also take up more advanced positions that say a Defensive Midfielder, Anchor Man or Half Back, and what you get is 2 extremely exposed BPDs left to deal with any counter attacks or breakdowns in transition. Your system is essentially unbalanced and too aggressive, even for a Gegenpress, considering who you are and the league you're in. I would try using an Advanced Playmaker (s) instead of B2B, then switch the DLP (d) to a DM (d), AM (d) or HB (d) -- this role might have to switch depending on opponent formation, if they are playing with a lone striker DM but if they have 2 forward then HB. Reasoning behind this is because it seems like you want to camp in opposition half, so making the playmaker role an advanced one should help draw the ball into more advanced areas and decrease the chance of a deeper player (DLP) getting caught on the ball in transition with everyone else bombing forward. DLP (d) is better used in a counter-attacking system imo, where you play a Lower Line of Engagement to draw teams onto you and the DLP plays long balls over the top for a striker to chase / run onto. A less aggressive holding role at DM should also offer better support for you 2 CBs during counter attacks & breakdowns in transition. Changing one of the IFs to a (s) role is something I would consider too. Probably the one on the left flank, so it creates an overload with IF, AP and WB all on (s) duties. I personally might even change the WB (s) on the right to a IWB (d) to add even more safety but I'm a much more conservative manager. These are all changes that I'd recommend to help the overall balance of the setup, but it's still very aggressive and will still be vulnerable to counters, just a bit less so. I tried not to mess with your style too much by suggesting huge changes to Team Instructions, but what I would change there is: Extremely High Tempo >> Higher Tempo Higher Defensive Line >> Much Higher Defensive Line Much Higher Line of Engagement >> Higher Line of Engagement Extremely Urgent Pressing >> More Urgent Pressing Just to add some vertical compactness by condensing the gap between your Defensive Line and your Line of Engagement and giving your players a bit more time to make decisions on the ball. None of this is guaranteed to work, of course, but these would be the first logical steps I would take to see if things improved.
  12. Simply put: there are not enough communication options in this area of the game. I would like to see more. Want to tell a player that you're really disappointed with his development at his loan club? Not an option, you have to tell him his "progress has been OK" and hope he gets the message. Want to tell a player that a one-off performance was really impressive and to keep it up? Not an option, you have to praise his recent form -- if that hasn't been good enough, he may react badly even though he's just performed well enough to deserve some praise. Want a player to learn a PPM while on loan? Or for the player to be in a mentoring group with a certain player on that team? Not an option to negotiate that with the loan team manager. This last point also ties into a previous request I raised about how PPMs are taught by coaches, which could add a whole other layer to constructing your own coaching team and deciding which teams you loan your prospects to: Also, it would be a nice feature if you could assign a responsibility to you Loan Manager to implement praise or criticism to the players you have on loan, since I imagine it would be part of his job remit in real life.
  13. Unaware of anything similar on the site and thought that a centralized place for people to post / list good resources for learning about tactics, systems, methodologies, etc. might be a good idea. Feel free to post any interesting articles you come across that cover a particular style or whatever. Might lead to some interesting conversations. Maybe it can help to inspire new save ideas, new tactic ideas, new approaches to the game. Who knows. Here are a couple of places I like to read articles: Coaches Voice - https://www.coachesvoice.com/ StatsBomb Blog - https://statsbomb.com/articles/ I know a lot of people use the following YouTube channels to learn about different tactics too: Tifo Football - https://www.youtube.com/channel/UCGYYNGmyhZ_kwBF_lqqXdAQ/videos Football Made Simple - https://www.youtube.com/channel/UCFY0YHhxiIQWYYsLgeUBcbg/videos Where do you guys look for inspiration?
  14. Has he taken many penalties yet? Maybe the player needs to see that he's taking the pens regularly to acknowledge the promise has been fulfilled?
  15. Whatever changes you make should make sense not just in terms of ... but also in terms of what you're seeing and how the opposition are playing against you. Pretty sure I've suggested this to you before, but here's a thread I did on Making Good Decisions During Matches which might give you an idea / reminder of the kind of things you can look out for when it comes to changing a game: But yeah it's about trying to notice things, use whatever highlight mode and camera angle works best for you to do that. At first, you might need to watch Comprehensive Highlights to get a feel for it, then move to Extended once you're more confident that you're spotting the right things, etc. If all your attacks look congested / compressed into the middle of the pitch, where the opposition is easily defending -- this might suggest you need to Play Wider. If your players are rushing passes or hoofing the ball upfield under no pressure and giving possession away even though the opposition are not pressing much, you might find more success with a Lower Tempo. The opposite could be true if your players seem to be dwelling on the ball too long and the opposition are using intense pressing, in that case a high tempo would help to beat their press. Etc. Etc.
  16. I guess it depends on what the board expectations are and how good potential replacements are. For me, any unhappy player gets dropped from the match squad until the issue is resolved one way or another. I use it as a good opportunity to give game time to promising youngsters or rotation options. In your examples, the guy who wants more game time but played badly I would choose the option "You failed to perform when I gave you a chance" or whatever the similar dialogue option is. If he still has a problem, I would transfer list him and offer him to clubs. The most valuable player might want to be sold for 7M but that doesn't mean you have to sell him at that price. Offer him to clubs for 12M or whatever you think a good price is and see if you get any offers. I would transfer list him too but don't set his status as not needed. Just make it known to the AI that the player is available at your price. See what kind of offers you get and negotiate the best deal, then make a decision if you want to accept or not. After a certain amount of time not being in match squads and not being sold, he will probably drop the issue.
  17. Or we're all playing with different tactics? Aubameyang was my top scorer for Arsenal as an IF (a) with 28 goals from 32 apps in the PL. If you post a screenshot of your setup, maybe someone can offer some more specific advice on how you can get more from your wide players.
  18. FM20 is probably too hard for you if you couldn't win against bad teams in FM14.
  19. If you just want to hold a lead / see a game out, lose all the attacking mentalities on the player roles for a start. Your left full back on attack is too aggressive when you only want him to support or defend at that point, so change the FB (a) to an FB (s). Not sure you want both of your CDs to be playing adventurous passes or bringing the ball out of defense in this kind of scenario either, so change at least 1 (I would change both) to standard Central Defenders. The Trequartista you will also want to start contributing a bit more in defense, so he needs to become a W (s), IW (s) or IF (s). And the Winger (a) on the right needs to be dropped to a W (s). If you have any player instructions added for any players to Shoot More, Cross More, Take More Risks or More Direct Passing, these need to be removed. If they are part of the preset instructions for the roles on support or defend, that's fine. Team Instructions should then be more designed on wasting time. I would remove Shorter Passing, Lower Tempo and Narrow Width -- these may seem intuitively good ones to add, but you have to consider that the opposition will be chasing the game, maybe pressing more urgently than they did at the start of the game, and so compressing your players into a narrow bunch and having them pass it around slowly only increases the chance that the opposition will intercept or successfully pressure them into mistakes. Keep everything at standard so your players can stretch the play a bit. Add the instruction to Waste Time and that should be OK for in possession. In transition, whether you Counter Press or Regroup should depend on the tactical style of the opposition. If they are playing a Direct / Route One / Wing Play / Vertical Tiki-Taka Style, then Regroup is probably the best option to avoid getting caught out by longer balls over the top. If they are playing a Tiki-Taka / Control Possession / Passing style of game, then Counter Pressing will be more effective to pressure them and stop them passing through you. Where your GK distributes should also be more dependent on opposition formation & players. Distribute to flanks is fine, unless you are against a 4-4-2 or something where you could just be kicking it straight to them. Sometimes I even go as far as checking the height of my players vs their players so I know whether I'm likely to win balls in the air in different areas of the pitch, then choose the best distribution approach for that opponent. Out of possession, I would remove Prevent Short Distribution to GK. In this scenario it's late in the game and if their GK wants to roll it / pass it to a defender, please feel free to do that. It's not causing any risk to me if my team is set up to deal with the attack / build up that is coming. The only thing I like to do late in games is defend narrow. I find this is a good option for plugging up the area where inside forwards might want to dribble into, and you get a lot more blocks to attempted long shots on the edge of the area by compressing the space. It doesn't always work though, so if you notice your opponent is attacking with a lot of width / overlaps / players free to attack the far post, then you'll need to stop defending narrow to counter that.
  20. EDIT: found a better explanation above. Seems like you have them in the right place, maybe remove them from the steamapps\common\Football Manager 2020\tactics folder and see if it reads when they are only present in one place?
  21. I'm not completely defending it. There are issues, perfectly fine acknowledging that just as the SI team have. But when I see comments like "Wingers just blasting non stop into side netting never passing" -- I respond like I do because that's just not my experience with the game. I have seen them shoot into the side netting, sure. But I also get a lot of cut backs, crosses and shots on target from them. Hlozek got me 20 goals as a Winger (a) for Watford once I figured out how to get him to play the way I wanted (TIs, PIs, PPMs and the right combination of roles around him). If Salah isn't shooting enough or if your RM is shooting too much, it's your job as the manager to figure out how to change that. And it's not always as simple as just adding a Player Instruction. It's also not just down to a broken match engine if certain things don't play out as you expect. Telling him to pass shorter and shoot less isn't going to change much if the reason he is doing that is down to a lack of other options, or a PPM combined with an attacking mentality, or some other combination of factors that you might be overlooking.
  22. Pirlostyle passing? I'm guessing you just mean long-range through balls? These happens all the time in lower league football around the world. Players in those leagues are perfectly able to see runs and make passes against other players at that level. What separates them from higher league footballers is their being less able to see those passes and make those decisions as consistently, while applying the right technique under a higher amount of pressure from faster, stronger and better defenders pressing them, etc. And top strikers do score simple chances. They miss them too. We all know that maybe the ratio is slightly off and needs adjustment, but it's also nowhere near as bad as some people are making out -- in my experience anyway. If I see my striker(s) missing a lot of 1v1 opportunities, I need to see how those opportunities are created and why they are missing. How can get them into better positions to take easier chances? Etc. Just because it's a 1v1 doesn't mean it's easy. And even if it is a very easy 1v1, other factors can cause a player to miss -- even being tired after making so many runs or being off-balance after dribbling.
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