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Christopher S

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Everything posted by Christopher S

  1. One of the most fascinating things about this game is how a system that demonstrably makes your teams play fluid and effective attacking football, results in absolutely toothless football for my team. This isn't a slight, nor a complaint - just an observation. Keep up the good work, buddy!
  2. Keep in mind that an IFa will almost exclusively look to get on the end of chances. It's a very selfish role that really only cares about scoring. Hence, a lot of his talent won't be put to use. If you want him to take a bigger role in your team as a whole, try to change him to a IFs or an IWa.
  3. That's one potential solution, yes. Alternately, if the players spatial awareness and understanding was better they'd simple assess and act more intelligently. That being said, I'm not a programmer so I can't tell you how to achieve the end goal - just that I'd really like to see it happen.
  4. That's kinda my point. If the ME allows for the IWB to ignore his instructions, why does it never allow for the player they collide with to react? Seeing a teammate move into "your" space should prompt you to find and move into another pocket.
  5. You're right about this, however, it reminds me of something that's bothered me for a while about the ME. Simply put, players don't seem to actually... well, react. In an IRL situation, if Player A (red) moves into Player B's (blue) 'space', then Player B would try and move into another pocket of open space. In OPs example, that'd look like this (for example): Sure, where Player A moves is ideally Player Bs starting position. But if Player A still decides to move into that area, player B should react to that instead of rigidly follow a pre-concieved direction, no? There are aces of space in front of him, why is he not moving into it? I realize this is a single example, but I see this issue popping up in most of my games. The main gripe I have with the ME is that it doesn't interpret and interact with space in a way that feels realistic at all, and this is such a good example to me.
  6. See, I always felt like Bergkamp was a straight up Trequartista. He was free to do whatever and go wherever. And if Treq feels wrong, I'd be much more inclined to liken him to a CFs with Comes Deep PPM.
  7. This is so infuriatingly true. It take weeks, months even, of in game time to MAYBE change a players PPM either way. I would MUCH rather have PPMs develop naturally as a direct result of how players are used. Example being if you tell a player, through PIs, to pass short and low risk, he'd eventually develop the "Plays simple passes" PPM as a result of being drilled to do so every game. In my opinion, that reflects IRL to a much larger degree, as that's how players pick up their habits and preferred playstyle anyway - it's through how they are used and what they are told to do. It would be more intuitive as well, as if you sign that guy but want him to be more expansive, you'd instruct him to do so through PIs and he'd gradually let go of his previous habits over time - if given the playtime and confidence. PIs, by design, are meant to direct players to do something different than what the team as a whole is instructed to. Right now, PI's are more often than not completely overrided by either ME limitations or PPMs.
  8. Solid reasoning. Been trying it for a few games in pre-season, seems promising so far. I'm somewhat worried what'll happen if the Winger doesn't actually score loads of goals, the FM21 match engine is just as bad as the previous iterations in regards to player decision making from wide positions. I'm already noticing what always happens; wingers (aka the Winger role) refuase to take 100% free crosses and rather wait for someone to catch up - or they'll cut insided and try and shoot from a completely dead angle despite having 2-3 teammates completely free around the 6-yard box. Hopefully I'll be proven wrong!
  9. Damn, that looks solid. Will try it out. I've not had any success with an SS on any of the editions since it came out, so it's sort of on my bucket list! Alszo, the WBs, MEZs, IWs combo definitely seems like it could create issues for the opposing team. The only thing I'd be worried about is who they are going to unload the ball to. A PFs is fairly static, and the SS would have to drift wide to be available from that kind of an overload, no? I worry that the only real outlet would be 40-50 yard lateral/diagonal passes, and those tend to get intercepted a lot. Have you tried this out? Am I wrong? EDIT: I didnt see that you have your PFs with Roam. I suppose this would actually directly adress my concern, and instead leave the SS room to go through the middle while the PFs will make him self available as an outlet for the overload?
  10. I really like the setup you have here. How did you pair that up with instructions?
  11. Out of curiosity how do you get the most of out an AF in this setup, in terms of mentality and team instructions? Having IFs - APs - IFs implies a possession heavy buildup to me, and an AF is inherently a very direct striker role. It seems a bit counter intuitive, but who am I to judge :P
  12. Ironically, I tried using this setup with my team on FM21 and did not work at all, really. Like @zlatanera, all my players are of the highest level and even fit the individual roles like a charm. Despite that, while being defensively very solid, we simply do not create any chances. The most shots I've had with this tactic in a game is 9. I've not fiddled with it, just thought I'd report it.
  13. My greatest hope for FM22 is being able to do something with this. I realize that IRL wingers will often move more narrowly in the final third, but I'd really like it if we were given a choice in the matter. Especially since there are high profile teams (Man City, for example), where wingers hold width regardless of where the ball is, and how far up they are. If I want my wingers to hump the touchline, I should be able to tell them that - and have them do it.
  14. Try adding 'More Direct Passing' or 'Higher Tempo'. Your two attacking roles in the last third are both very direct (Advanced Forward + Winger on attack), and with your 'Lower LoE', there should be ample space for them to move into to latch onto more direct balls.
  15. 50 goals in 15 games, and you say "the attack is not as good with me". That's over 3 goals per game on average. That is an extremely proficient attacking record.
  16. I am aware! Just thought I'd mention it. And to be fair, from my experiences so far, the system as a whole seems to be working better with the changes I suggested.
  17. Thanks! I'm really happy with both signings. Neither of them were truly expensive either (both sub €40 mill). Some initial observations and thoughts: 1) PF(a) immediately stuck out to me. I can't really remember Benzema being that direct/attack focused. He did press a lot, true, but in my experience the PF(a) role ignores build up far more than Benzema did under Mourinho. If you look at some of the excellent counter goals Real scored back then, you'll often see Benzema drop deep in the build up, being the first or second man on the ball in transition, before following the counter up. I tried a couple of games with PF(a), but my striker was pretty isolated and didn't get involved much. As such, I've changed him to a DLF(a). Initial results are really promising. 2) Passing directness. In my opinion, ticking the 'Counter' option adresses the times where Madrid would go direct and fast. Upping the general passing directness feels redundant to me, as JMs general mantra is to pass with purpose - wether it's short, long, direct or lateral. I saw my players hit direct balls more often than it made sense, and more often than I remember JMs Real Madrid do. As such, I've lowered it to 'Standard'. Outside of that, I haven't made any changes. Both those changes have made what I believe to be noticeable improvements, and we've scored multiple goals already that are basically photocopies of how Real Madrid used to counter. It's almost uncanny. A final thought: The IWB(a) seems like a potential issue. From my games so far, he runs too far up field to early - essentially making himself unavailable to receive a pass if we have the ball in defence. On top of that, despite having the IF(s) on the right, he almost never goes outside. I suspect this is due to using both 'Narrow' and 'Play Through Middle'. I'm curious if wether a WB(s) with some carefully selected PI's or some other variant is going to be better.
  18. I've always been a huge fan of JM and his approach to football. Considering he smashed the scoring record in La Liga while managing Real Madrid, and never really managed a low scoring team in his career, it's always struck me as inherently false that he keeps getting described as a defensive and negative manager. Gonna try this system out with my own, as my squad is already modeled around the 4-2-3-1 and I have a good candidate for the Trequartista role already in place - with my very own CR7 regen to put out wide. I did have to invert your setup, but that shouldn't matter much. Allow me to share the two players I'm referring to: Trequartista: Inside Forward (CR7 regen): ---- Will report back later with results!
  19. I can testament to this. I've definitely had games where I could visibly see my OIs making a difference, and I try to be more diligent with it than I've been before. Word of caution to everyone, though; OIs can and will be detrimental to your tactic as a whole if you don't apply them coherently. For example, if you specifically want to force opponents inside because you don't think you can defend your flanks, forcing a right footed LW onto his left foot might not actually be what you want - as that would both enable the oppositions wing play, and drag your player out of your narrow block. Also, I think OIs in FM21 are supposed to be sort of like the popular term 'pressing traps' - ie. instructions you can use to create specific triggers and traps for your opponents to fall into. For example, if the opposition has a player that is average in pace/acc/agility, with low bravery and concentration, you can use OIs to make your opponents pass to him more often and make it so he gets pressed ihard and tackled hard - in turn creating turnovers due to his lack of ability to withstand pressure and lack of willingness to get stuck in.
  20. You could adress this by employing a split block - aka adding 'Close Down More' as PI's to the front 3+the CMa. This will encourage them to press a bit earlier/more intensely than the rest of your squad, and will synergize well with your very aggressive LoE+DL. That, plus maybe preventing short distribution can curb that kind of build up well - especially if you expect to win most aerial duels from goal kicks. Be wary though - if you don't have any issues pressing wise in most games, I'd only make this change when needed.
  21. Spot on. I've been arguing this exact point for months already - and man, it's an unpopular thing to say, haha.
  22. Fair enough, but none of that answers my questions, really. How does combining the PIs affect a split block, from your experience? What are the observable differences?
  23. It's funny you should say it, but I can maybe add an opposing view here. I often find that after going up any amount of goals, be it 1 or 4, suddenly, the the game just flips on its head. It used to be worse on previous editions - to the point where I'd rather be down 1 goal at half time than the opposite, as the AI would suddenly turn any team into Barcelona through team talks -, but it still happens. I'll be 2-0 up at 60 minutes, or 30 minutes for that matter, 60%+ possession, creating shot/chance after chance and not conceding any chances. Then on the drop of a hat, the AI just... takes over. Suddenly we can't get ahold of the ball anymore, we stop creating chances and get completely dominated for the rest of the game. So I can relate to OPs question. I'll be the first to add that it's almost guaranteed tied to something I/we are doing wrong, but it definitely happens.
  24. To follow up on this: Decisions is not the primary attribute for following instructions. Teamwork is. The tooltip for Teamwork even specifically says it:
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