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fernandovalente

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Posts posted by fernandovalente

  1. I'm a cranky, stubborn purist as well. :) In my experience, sticking to real world principles will always serve you well in terms of results and you will get more out of the game that way in terms of satisfaction, even if the representations aren't totally perfect. There will always be specific approaches that take advantage of slight unbalances in the ME from patch to patch, but using sound tactical reasoning will remain consistent while super-tactics come and go.

    This might be stupid (although not a question) but I'm very dynamic looking into fm matches (we are required to be, or else... :-)), I have the results and then... I get frustrated because amy team doesn't get the possession levels I want, leave the current save I've been playing and start all over again :rolleyes: and yes I will never have always 70% possession against all teams :-)

  2. Possession tactics like wwfan's are set up to create sudden changes of rhythm and effective tempo will always be influenced by the availability of options and how aggressively the opposition closes down, so a lower tempo does not necessarily mean players will just tip toe about the pitch at all times. It just means they have the option of looking for a better decision.

    In the case of Pep, he is also not necessarily thinking on a quantifiable FM scale, and it's also the case that his style is always evolving to fit new circumstances and personnel so a Barca tactic based around Xavi and Messi probably isn't a good fit for modeling what he's trying to achieve at Bayern.

    Yeah, different players also means an ability from the manager to evolve his ideas and adapt to those same different players. In the case of FM, I try to be completely faithful to what I read in football tactical analysis. Maybe this is exactly what I do wrong, being too much faithful to football concepts and applying it to FM and forget that is a code based game with its own logic. But it would help a lot not being exclusively dependent on player roles and have distinctive options for offensive and defensive transition :-)

  3. Tempo is all about moving the ball quickly so the AI can't get to the ball but can be lured out of position. Different Mentalities suit ways of achieving possession in different ways. I'm using Attacking at the moment as it uses short, possession oriented passing at the back, but more direct passing at the top end of the pitch where space is at a premium. There's no set way to achieve possession in football but one thing is clear, Guardiola hates possession for the sake of possession, he wants passing to have purpose.

    Sure and purpose comes along with a more aggressive mentality and faster passing (or direct passing set by Attacking at the top).

    This is more like a curiosity because all possession tactics come with a low or very low tempo, completely the opposite of Pep thinks. I guess people confuses a low / high tempo with a low / high passing risk, maybe a high tempo with a lower passing risk is more suitable (by lower risk I mean less pass into space and a lot more onto the foot alongside with one-twos). It would nice if someone would find out that after all, the man also goes for rigid team shape rather than fluid :lol:

  4. I'm not sure it it's a stupid question, but if the master of possession says this about tempo:

    Interviewer: What’s the importance to you as the coach of the tempo at which the game is played? The speed?

    Pep: I will like to play in a high high speed. To change the rhythm you must play at a huge speed, because It’s only when you play with a huge speed that you can change the rhythm. You have to try to stay aggressive without the ball and with the ball we try to play quickly but in the right moment to make a change in rhythm.

    how does this fits in the idea about using low or very low tempo when playing a possession style ???

  5. i think looking into heat maps doesn't help a lot.

    Better see the movement in the ground during match ( i see in 2D and it helped me a lot)

    That's something I've discovered with this new FM, 2D gives us a lot better perspective of players and their positioning and movement :-) Ok,maybe the heat map wasn't the best example but as I can remember the mentality and creative freedom was different just by changing the duty. Wonder if this is still accurate ??? I just don't see the point of having to choose a different role or duty just because one simple PI :-(

  6. Well, yes it is a TI, because you are telling the entire team to behave that way when it is appropriate to do so. Keep in mind that all player behavior will be based on the decision stat, as to who does what when, instructions notwithstanding.

    As to your next question, ff the striker is closer to the ball carrier than your winger, he will likely do the closing down. If you set your striker to tight mark the CB, are you asking what priority is given with the instructions? As I understand it, PI's override TI's.

    As for the OI, you are setting specific players to do those jobs. If you select "always close down" an opposing winger, then whoever is closest to him will do it. The PI is what you want your player to do, the OI is what you want done to the opposing player, regardless of who is doing it. So for example, you could have your CB set to close down more, so he will close down faster when he is the nearest to the ball carrier.

    Ok, closer to... I think the Striker has a default PI to Close Down More, so if:

    a) I have a Hassle and Mark Tighter TI;

    and

    b) I have my striker with Mark Tighter PI;

    The striker is more likely to ignore the Hassle TI and go for the Tighter Marking PI... unless he's closer to the ball carrier and if so the Close Down More PI turns to be more likely.... also, all this depending on the creative freedom that is set and the Decision attribute of the striker. Someday we'll need to have some degree on FM :)

    If this is correct, I think I've got now. And thanks for all the help :applause:

  7. Yeh it can seem a little contradictory. However, you may be telling "all" your players to close down more, but in reality only the ones nearest the ball will do so - your striker won't be trying to close down the opposition's striker on the ball if they are 80 yards away with 15 other players between each other. It's the same with Mark Tighter - only players who are not closing down the ball will move towards an opposition player to mark.

    TBH I'm not a fan of the Hassle Opposition TI as for me it drags too many players out of tactical shape leaving too many gaps - I also find it significantly increases yellow cards. Of course that could just be me ;). Personally, I prefer to specifically target the individual players who I actively want pressing through the use of PIs.

    Ok, the TI is not in fact a TI !

    Now, I really must be complicating this issue but if you could tell one more thing to ease my mind. Let's say an opponent FB has the ball, I guess my Winger will close him down (move towards the ball)... or will go instead for the Mark Tighter (move towards the player), hummm, ok, he can do both, I guess. What about my striker ? What prevails ?: a) the striker closing down the FB ? b) the striker marking tighter a CD ? Or going for a) or b) depends on the mental attributes only ?

    Yes, sometimes I have also the same problem, frequently my Central Defenders. So, using the PI means you also don't use OI ? I guess using also the OI might be risky and over ruling the PI you have set.

  8. Not really - players who are not closing down the opponent who is on the ball (ie those players who are not actively "Pressing" aka "Hassling") will mark others more tightly in a bid to further reduce available passing options for the player who is being hassled. So, no-one is "holding their ground" - they are either moving towards the ball to create the press or moving towards other opponents to prevent passes, thus forcing the opposition into a mistake and regain possession.

    Remember as well this is all relative to the Mentality you are using - more attacking mentalities already have a heavier press than more defensive mentalities by default.

    Ok, seeing some light now :-)

    But, when using a TI to Hassle, I'm telling all my players to close down more and using also the TI Mark Tighter / Tighter Marking I'm also telling all my players to move towards the opponents. How will my players know what to do ? At the same time, I'm telling them to move towards the ball and at the same time to move towards the opponent (who might not have the ball).

  9. In an ideal world, the UI would "know" to disable Tight Marking where Hassle is set.

    Hassle Opponents maxes Closing Down, applies Tight Marking and Increases Tempo.

    Tight Marking is basically how close you mark a man. Default is a sort of loose zonal marking. Tight marking makes it, well, tighter :)

    Ok, that I understand. Nice :applause:

    But my question is more about the movement of the players, I mean when telling players to Hassle / Close Down, this mean they are supposed to leave their positions and, well, hassle :-) right ?! But when telling them to Mark Tighter, I'm also telling them "wait until the opponent comes close to your range of action / positional boundary"... right ? One instruction tells the player to roam more (in defensive sense, closing down to regain possession), the other tells the player to hold more his ground... right ? :confused:

  10. Hassle Opponents actually sets Tight Marking as well, so they don't conflict.

    Now I'm more confused :confused: can you elaborate on that ???

    If Hassle sets TM as well, shouldn't be better Tight Marking become unavailable (red colour) at the TI menu ???

    Also, what is asked to the players with these two instructions: is what I wrote at the post above correct ?

  11. I have a (stupid) question or, at least, I guess it has been discussed but this came out. This is some kind of thought but also an attempt to shed some light on this issue. So, let's consider TI and leave PI and OI:

    Hassle Opponents - this is the instruction that tells our team to press hard on opponents, meaning that our players will leave their position and go after the opponent player with the ball.

    Mark Tighter - it's a zonal marking telling the player to the mark the opponent (tighter) when he enters our player range of action / boundaries.

    Now, considering these two descriptions, I'm wondering that these two instructions create a conflict when in use together: I'm telling my players some sort of "chase the ball wherever the ball is" (Hassle Opponents) and at the same time "when the opponent is inside your position bounds, mark him closer / tighter". How come this is not conflicting ??? I would guess the Mark Tighter should be use when not using Hassle Opponents.

  12. Right, I'd appreciate it if someone can clear this up for me so I don't get mixed up/confused.

    What instructions are already set when you choose a mentality?

    For example if I picked control, I'd feel the need to add some instructions to to try and maximize the philosophy. Which majority of the time ends up blagging my tactic right up.

    Defensive Line, Width, Tempo and, of course, mentality

  13. Guys, I'm sorry for repeating this text posted at wwfan's interpretation of Barcelona, but I really some feedback... if possible from the mods

    This is my set up: Counter / Very Fluid

    TI: Retain Possession, Shorter Passing, Work Ball into Box, Play out of Defence, Look for Overlaps, Play Narrower, Much Higher Defense Line, Roam from Positions, Hassle Opponents, Stay on Feet, Use Tighter marking, Use Offside Trap, Higher Tempo.

    I don't use the Be More Expressive / Be More Disciplined TI because the very fluid style already sets a high CF. As for the Higher Tempo it's a way for balancing the lower tempo that is automaticaly set from the lower mentality.

    As for the tactic:

    Sweeper GK (s)

    BPD (st) - shorter passing, fewer risky passes, mark tighter

    CD (d) - shorter passing, mark tighter

    Right WB (a) - dribble less, shorter passing, stay wider, close down more, mark tighter

    DLP (d) - position 6: shorter passing, fewer risky passes, close down less, mark tighter

    Left WB (s) - shorter passing, fewer risky passes, stay wider, close down more, mark tighter

    DLP (s) - shorter passing, close down more, mark tighter

    AP (a) - dribble less, shorter passing, close down more, mark tighter

    right IF (s) - shoot less, stay wider, roam from position, mark tighter

    left IF (a) - shoot less, stay wider, roam from position, mark tighter

    False 9 - shoot less, run wide with ball, roam from position, mark tighter

    Since I'm a big fan of ppm's, I have set all players to:

    - plays short simple passes;

    - marks opponent tightly;

    - does not dive into tackles;

    The 3 playmakers dictates tempo, comes deep to get the ball and my AP gets forward whenever possible, move into channels and tries killer balls often. The IF's cuts inside, moves into channels, comes deep to get the ball, gets forward whenever possible, tries one-twos. The False 9 has all these except the Cut Inside ppm, but he Runs with Ball through the Centre.

    If possible, I would like some feedback from you guys. Thanks.

    P.S. (Invencible through out a full season and a half, won cup, supercup and lost the CL final to Arsenal)

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