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jjtile

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12 "You're a bum, Rock"

About jjtile

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  1. Just so I'm 100% clear on this... You're both talking about the difference between (a) sytems that generate high possession by retaining possession - i.e. patient, low-risk, not giving the ball away and (b) systems that generate high possession by focussing on quickly regaining possession through aggressive pressing - i.e. more risk-taking and instances of lost possession than (a), but making up for that by quickly getting it back? Am I understanding that right?
  2. Thanks. This is all super useful. Going to take another look/really focus on these points when watching the first few matches. One thing I'd query - the in-game Regista tooltip explicitly says it's "suitable for possession-oriented systems". Am I missing a nuance with that?
  3. Just started a new save. Haven't played any games yet, but thought I'd post my tactic and see if anyone can stop any obvious flaws. Overall, the tactics is geared towards possession and careful build up. The DMd and the two CD provide some defensive solidity. RGA provides creativity and passed forward through the middle. IF and SS are main attacking threats - with DLF &, RGA providing them with the ball through the middle and the Winger and FB on the right-hand side providing crossed from the right. FB on the left provides some support and width in midfield.
  4. You’re arguing against a straw man there. I didn’t say players should be able to choose one and “win matches infinitely” (I specifically mentioned simply roughly meeting expectations) or that they should work regardless of whether you have the players to pull them off (I specifically mentioned checking your players attributes match what the tactic requires).
  5. You’re arguing against a straw man there. I’m didn’t say players should be able to choose one and “win matches infinitely” (I specifically mentioned simply roughly meeting expectations) or that they should work regardless of whether you have the players to pull them off (I specifically mentioned checking your players attributes match what the tactic requires).
  6. God, I really hope SI don’t see it this way. For many - myself included - setting up a base tactic and matching expectations isn’t little effort. It’s something that the rest of the game (coaching, transfers, squad management) is unfortunately gated behind. In ten years, hundreds of hours in-game and hundreds of hours reading the forums, I’ve still never made it two seasons without being fired for failing to match board expectations. I’m keeping all my fingers crossed that the the Tactical styles are going to essentially be a few dozen base tactics that you can choose, ensure y
  7. Apologies - I didn't mean that I thought that the higher tempo would directly make players move around more quickly. Just meant that, in instances where higher tempo results in the ball being transitioned more quickly up the pitch, those players without the ball who are tasked with attacking or support roles would need to move up the pitch more quickly to "keep up" with the ball. And that this would effect their condition over the course of a match. Or is that not right?
  8. Apologies, should have been clearer - but, yes, I meant when playing at a relatively higher tempo rather than the specific team instructions (which, as you say is only relative to mentality). Interesting that you mention players moving around to support due to the likelihood of the ball moving forward more quickly. Presumably that's mainly an issue during transitions? I guess that means that tempo can also impact on team condition over the course of a match (as they're repositioning themselves faster as the ball moves around faster during the match)?
  9. Cool. That's what I thought. So what's the downside of playing higher tempo? Is it that decisions are made quicker but that the the quality of the decisions is lower? i.e. does playing at high tempo mean that decisions are made quicker and therefore likely be poorer than they otherwise would be?
  10. Question: "Tempo" only affects your team when they have the ball right? i.e. attacking phase and when your team is transitioning to the attacking phase? It doesn't alter anything when you're defending, right?
  11. I'm not sure that different from what I said - other than the exact order in which modifiers are applied - but interesting nonetheless.
  12. Jeez - if someone had posted that table like five years ago, it'd have saved a lot of head scratching. So, essentially, with a couple of exceptions, More fluid reduces the mentality of players in the AM and Striker tier, leaves players in the M tier unchanged and increases the mentality of the players in the D and DM tiers? That's it?
  13. This was my guess too - but I wanted to check if it's as simple as: "There's no downside if your players are good enough. Always turn it on unless you have slow/mentally weak defenders"
  14. What are downsides of always having "use the offside trap" turned on? What are upsides of turning it off? Why would we ever want to not try to catch the opposition offside?
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