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Seb Wassell

SI Staff
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Everything posted by Seb Wassell

  1. Obviously it's very important to stress the all else being equal bit here, which they never are, but yes, number of items trained (not just attributes) is inversely proportional to the amount of attention each item receives. Worth noting that not all items (or attributes) will be equal though, so even by itself it is not a linear scale. Whether an attribute increases or not also has a number of other factors feeding into it.
  2. Very kind, thank you. Delighted to hear you're enjoying the game! It is made visible in the form of a player becoming 'Jaded', which is denoted by the 'RST' icon. There's a few levels of this, the first being "slightly jaded", with specific descriptive text to accompany them and recommendations from your staff on any actions you should consider taking. Up until the point at which a player is visibly jaded, they are considered to be anywhere from 'fresh' to within the realms of 'normal' fatigue. This deteriorates with match/training workload (some scenarios excepted, see the brief train
  3. There is currently no way to see this. Fatigue is a hidden variable on each player which is made visible when it hits a certain point (the point you need to consider taking action), "Jaded". The goals of the Match Tactics session are "fully focused on preparing the team tactically for the upcoming match", so you'd hope it did more for Tactical Familiarity than a generic Overall or Outfield session! The amount of attention any single item receives (be that an Attribute or individual Familiarity) is determined, all else being equal (coaches, players, workloads etc.), by how ma
  4. lollujo has been winning the Streamer Showdown with them, whether that says more about the tactics or the opposition is up to you Ultimately I would say start with them and then tweak one or two instructions as you see fit, learning what it is you want and how to achieve it.
  5. In that scenario, no there is no difference. Obviously you'll want to ensure they aren't stretched too thinly though, which will be a risk if they are coaching across several different teams at once. Another advantage to specifically employing a UX Fitness Coach in this example is that they will demand significantly lesser wages than a full Fitness Coach.
  6. I think it's probably fair to leave you to experiment with that one and figure out what works best for you!
  7. Mentoring does not affect Tactical Familiarity. You want to look at your training sessions for that
  8. Leadership courses are best employed for players that have shown some aptitude for leadership but you'd like to further improve the attribute before considering them a "leader", maybe with an eye to them becoming Captain, Vice Captain or a Team Leader.
  9. Staff do not influence the personality of a player in training. Players influence players, guided (but not exclusively) by mentoring.
  10. The Attacking and Defending Coaching attributes are for coaching as opposed to tactics. Most things in game however do have a large number of factors go into them, some with only a light influence, and not all of them will be covered by me/us on here or in game as we can't give away too much! However, the manual does seem to be contradictory in part there - one that @Neil Brock may be able to shed a little more light on.
  11. Tactical Knowledge and Judging Player Ability I believe. @Jack Joyce may be able or willing to shed some further light.
  12. There isn't really a 'point'. Some types of retraining are actually encouraged at older ages, such as training a DM to move to DC or a winger to move inside as they lose their pace.
  13. Age is indeed a factor. Younger players will generally, but not exclusively, pick up new positions more easily.
  14. @Claret and Blue Sounds to me like you've mostly answered your own question there. Get him mentored, get him playing
  15. Intensity is the overall combination of all the individual impacts. Injury Risk is quite literally the risk of injury.
  16. Mentoring does not affect Tactical Familiarity, if that is what you are referring to.
  17. Mentoring is just a nudge in your desired direction. If they aren't influencing each other (even following being placed in the same mentoring group) then they are still open to being influenced by others in the squad (even outside of the mentoring group). Also, just a general heads up that you need a minimum of 3 players in a Mentoring Group for it to do anything (can see you've got 3 there Weston, so all good on that front).
  18. Obviously, don't want to say "do this and win" because firstly I'd be wrong, there's no guaranteed way to develop a player, and secondly if there was we probably shouldn't give that away However, it sounds like you might be putting a bit too much emphasis on his "reputation staying low". If his reputation rises, it's because he's playing well, which in the end is what you want right? A small rep boost isn't going to suddenly prevent him from being mentored by a Team Leader. Are you happy with how he has developed so far? Any massive holes in his attributes to fix? Do you prefer Profe
  19. The optimal situation is lots of playing time at an appropriate level for their ability.
  20. Unfortunately not. You'd need to 'save' a schedule in order to be able to load it up again at a future point.
  21. If you are referring to the Delivery one, this is focused on the delivery of those set pieces as opposed to the conversion of them.
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