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3 "What we've got here is a failure to communicate"

About Raniel3

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  1. When the AI put a player on the transfer list, and I try to loan him out, they start with demanding some sort of obligatory buy-clause after the loan / automatic buy after X matches. That seems reasonable, since they want to get rid of him. However, I can easily re-negotiate those demands, by just deleting those clauses. So I can re-negotiate every one of those players to a default loan without any buy clause WITHOUT OFFERING ANYTHING IN COUNTER. They don't even demand a higher loan fee or something like that, I just delete the clause, click "negotiate" and they accept. I can even also include an optional buy clause. I think with transfer listed players the AI should either insist on some sort of obligatory buy clause OR at least demand compensation through higher loan fee.
  2. I just plug and play the dynamic (fluid?) counter preset style with an 433 (4-1-2-2-1) and am not deluded. We dont create many shots, but we have enough counter opportunities to win a lot of games 1-0 or 2-1 or something. Pretty much EXACTLY what I expect from a defensively stable counter attacking tactic. Goals are from all varieties, by the way: 1on1s, second opportunity shots from outside the box, crosses, set pieces...
  3. Training rating also doesn't show up on the individual training screen, along with the already mentioned playing time and that other screen
  4. Full backs having much less assists is actually realistic (though not depicted well in the match engine). The numbers are spot on, so I'd rather not have this go back to the FM19 style of 15+ assists. Most assists IRL come from midfielders or inside forwards. Just like in game.
  5. I surely wasn't going to end up buying it this year, but in the end I ended up buying it. I was just hoping that this is one of those extremely feature-wise underwhelming versions, where they just fixed a lot of stuff (esp. in the ME, last years was the worse in 10 years). And... they did! I'm having a lot of fun. There's just one thing that still isn't fixed: Three strikers up front are massively OP, still are. If it wasn't for the AI using it and overachieving like never before, I wouldn't mind... but this kind of ruins my Serie A game (Lazio's doing that narrow 433 in most games... and they average 30 shots a game...).
  6. Just to mix in some facts into the long distance goal debate: In the season 2008/2009 across the major european leagues there have been 17% of all goals from outside the box. This includes free kicks. (I did not find recent stats, but I didn't google too hard either)
  7. A medical takes place - also in real life - before a contract is signed. So if a future transfer is arranged by all parties signing the contract, there is nothing you can do if the player gets injured, nor on FM nor in real life.
  8. I don't know if it was Einstein, but that quote of yours is of a hall of fame caliber, well done Sir!
  9. This is actually a research issue. Because regens are often as you described (too extreme IMO, you'll have that 16-year old with 17 finishing and 6 technique etc.)
  10. As the "first touch" attribute describes a player's ability to stop / control a ball, it shouldn't even matter in real tiki-taka. However, as there is no real tiki-taka in FM I would agree. Anyway, here's my top five: Passing Decisions Team work Composure Off the ball
  11. His attributes are not exactly right for it, but I'd think about giving him a role where he will close down A LOT. His acceleration and agility will be golden for this, he will leave opposition midfielders no time at all with the ball. Since his tackling and bravery aren't that good, I'd say rather box to box than ball winning midfielder, or (if it fits with the rest of your team) a roaming playmaker. Apart from his speed it's the decision attribute that stands out for me. So he should definitely get a role where he gets a lot of creative freedom and free roaming (B2B or roaming playmaker). His attributes ensure he will ALWAYS be at the right place at the right time. Could become your most important player
  12. Now that's an old thread... anyway in my experience it's the quantity of players you sign AND keep in the first team. As for a cutoff age, I'm pretty sure it is 24 (that is from 25 on they count as "non-young"). I can't check it right now as I don't have the philosophy on my team, but IIRC you can give players up to the age of 24 the squad status "youngster" and "hot prospect", which suggests that these players still count as young.
  13. Which is not satisfying and hopefully does change in future versions. You should get an advantage if you always play the same 11 players, of course you will also see a huge dip in cohesion if one of those players gets injured and you have to play one of the backup players. As much as rotating a lot will hurt your performance in a particular match but ensures that a lot of players can play together in case of injury or just because you need some tactical flexibility. It is one of the biggest philosophical questions in real life managing (e.g. Mourinho vs Guardiola) and should work likewise in FM.
  14. That's a really interesting thought. The decisions attribute could play a fundamental role here, as does the teamwork attribute I assume. The above mentioned experiment with Immobile, however, shows a rather average decison maker (9-13) still scoring a lot with a poor finishing attribute. Then bad decisions could also mean that they actually passed in a situation where a shot would have been the better choice, so I think what you have too look at for an experiment is a lethal striker with horrible decisions and horrible teamwork (that is: egoistic). He most probably will rather shoot than pass, so that's a good candidate to check how he's doing with a bad finishing and composure attribute.
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