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woolymuffler

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About woolymuffler

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    Louisville, Kentucky

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  1. Thanks for the reply! So it sounds like (in general) it's not that useful other than for match fitness purposes for the first team and maybe having some emergency cover players. I figured that any youth player that was good at all would probably not agree to join the amateur reserves in game. I would be curious how this works in real life (do youth players really "graduate" to being unpaid amateurs if they aren't ready for the first team?) but obviously someone who is actually familiar with this sort of setup would have to chime in.
  2. Going to bump this once (after an edit to title and body of post) just in case people were skipping over it due to talking about Austria in title (not really an Austria specific question).
  3. I just started a save in Austria (Floridsdorfer AC in 2nd division) and found that the reserve team is fully amateur (players have no contracts and a value of zero). I'm trying to understand the intended purpose of this setup with a youth team (U18) on standard youth contracts, an amateur reserve team and a fully professional first team. Is the expected progression that players go from being paid youth to unpaid amateurs before eventually becoming full professionals? Or is the amateur team just a completely separate entity and my youth players will either be good enough to go fully professional with the first team or be released (and the amateur team signs free agents independently)? How have others actually used this amateur team in game?
  4. I actually agree with that as well, and I'm really not trying to come up with a magic formula. The spreadsheet I made has no information that isn't straight from the tactics interface and there are no formulas at all. I'm accepting the information the game gives us at face value, I just laid it out in a form that works better for me personally. The mentality "rainbow" bit was actually an afterthought; the more useful part for me is the player instructions laid out side by side so I can directly compare PIs for different roles. It doesn't tell me which role I should pick (any more than the game does); I just like it because there are less clicks than in game, but it doesn't provide anything that isn't in the game. And I just like spreadsheets (I'm a bit strange like that):
  5. You are playing the game correctly and doing exactly what Rashidi recommends. I just have a tendency to get caught up in details that don't really matter in the long run (because I enjoy that sort of thing).
  6. Oh I agree with you (believe it or not!) and I'm definitely not trying to come up with a magic formula (if fact, part of my motivation is to understand the Position/role/duty frameworks so I don't do things that are illogical and get an unfair advantage over the AI). And I'm really quite bad at the game, so I'm not trying to claim any sort of insight (probably because I spend more time charting dubiously useful information than actually playing the game). My thinking on this particular issue is that even if (technically) a Support-duty player doesn't have large swings in Player mentality due to Team Mentality changes, their behavior on the pitch will still change as the players around them will behave differently. So for all intents and purposes, they follow team mentality (as you said) even if it's not 100% technically accurate. I was just trying to give technically accurate information to the OP, even if it's not all that practically useful. One of the things I really enjoy about FM19 is that the revamped tactical interface really does encourage a less formulaic mindset regarding tactics, and it's the first one in several years that I've been able to get really invested in, precisely because the tactics feel more intuitive.
  7. From what the interface actually tells us, Support duties don't actually equal team mentality. They equal more or less neutral (for non-strikers, ranging from Cautious to Positive, for Strikers ranging from Defensive to Balanced). The upshot of this is that even at Very Attacking Team Mentality, your Support duties aren't going to be all that attacking. And more importantly, they aren't going to be as defensive as you might like on a Team Mentality of Very Defensive (for example when you are trying to kill off a match with a slim lead). However, I know that what the interface actually shows us isn't necessarily the full story, but it's all we have to go on short of SI telling us differently. And as I enjoy mapping out data, I went ahead and charted the mentality ranges for every Position/Role/Duty combination vs. Team Mentality just to see what patterns there were. Is there any practical use for this information? Probably not, but I find it interesting... Here is the mentality range of every non-Striker support duty in the game (from Sweeper keeper up through AMRLC). There are literally no exceptions to this range of mentalities for the Support-duty other than strikers (at least from what we are explicitly shown by the interface): (Team mentality on left, Player mentality on the right) Here is the range of mentalities for all Support-duty Strikers; exact same pattern except all mentalities are shifted down one (more defensive, presumably to bias them a bit towards lateral and back passes and fewer forward runs as there are few targets ahead of them and less space to run into): Automatic duties are the only ones that (almost) align with team mentality; these would be the closest match with what the OP was asking for but obviously aren't available for all positions (again, based on what the interface explicitly shows us):
  8. Yeah, I definitely see your point and I wasn't trying to necessarily defend how mentalities are set up, just illustrate it. And I definitely wasn't trying to say you were dumb From what we are given in game, the only duties that come close to directly matching team mentalities are Automatic, but of course not every position has an Automatic option: (Every Automatic duty has this same range of mentalities, FB, WB, MRL and CM)
  9. Fair enough, this sort of chart definitely isn't going to appeal to all tastes. I like to have all my options side-by-side with the differences easily identified (thus the color-coding).
  10. I don't know for sure honestly, I'm only going by what the tactics module tells us in-game. But based on the information we are given, it seems that there isn't an additive/subtractive effect per se between Team and Player mentality, so much as the team mentality determines an individual player's mentality, based on their duty. A player with Attack Duty on a team with Positive Mentality has a Very Attacking Mentality. And this is true for every position with an Attack Duty, from Sweeper Keeper and Libero up through a Striker: if your team is Positive mentality, every player with Attack Duty has a Very Attacking Mentality, In fact, every position and role (other than strikers) has the exact same set of mentalities vs. team mentality for all team mentalities (the same is true for support duty and defend duty; every player with that duty, regardless of position or role has the same mentality vs team mentality chart, with some minor exceptions on the striker tier). For example, for all non-strikers, here is the mentality range for an attack duty. Team mentality is the left hand column, the player mentality at that team mentality in on the right (this is just a sampling from multiple positions to show what I mean; I charted every position-role-duty combination and it's identical for all Attack duties other than strikers): For all strikers, here is the mentality range for an attack duty (again, just a sampling to demonstrate; every striker-tier attack duty is the same set of mentalities, and is almost the same as non-strikers with attack duty except the player mentality for defensive and very defensive team mentalities is Attacking instead of Balanced):
  11. Something I made for myself that I thought might be helpful for others. All of this information is of course straight out of the Tactics creator; there is no new knowledge here but I found it useful to display different roles side-by-side and be able to see the player's mentality (for each team mentality) and instructions in one place. Obviously this doesn't cover hidden or hard-coded movements for roles as, well, they're hidden. Clearly this was a spreadsheet, but rather than sharing the spreadsheet directly or linking to it, I decided to provide jpgs of each position group. Safer for all concerned and avoids me having to provide tech support on the spreadsheet (which was made in OpenOffice Calc and was not converting to Excel format cleanly). GKs: CBs: FBs: WBs: DMs: CMs: MRLs: AMRLs: AMCs: STs:
  12. Here is a something I made to help me visualize this (this sample shows the DLF-S and the DLF-A for comparison). Hopefully this helps; I know you said English isn't your first language, but it's much better than my Russian . Near the top, you can see the player mentality for each team mentality for these two roles (as of patch 19.2; the mentalities are sometimes adjusted in patches):
  13. Posting in its own thread; I guess the "Unofficially Official" stickied thread wasn't the appropriate place: Apologies if this has been clearly laid out elsewhere but I'm still fuzzy on the individual training (specifically position/role/duty). I rarely have a clear "this is how I want to play" vision. I tend to look at the club, see what my players are capable of and design a tactic around that. What I'm unclear on with individual training: 1) I tend to vary my roles/duties based on who is available for a match; a versatile player could end up all over the pitch over the course of the season, or in the same position with different roles/duties. If a player is just left on "Playing Position", do the attributes they train change based on which role/duty they are using in matches? Or does "Playing Position" just do generic training for their "Natural" position(s)? Or generic training for the position they last played (without regard to role or duty they played)? 2) If I specify Position/Role/Duty training for a player, is that the position/role/duty they will "expect" to play (as in, it will reduce their performance level if I train them for a specific role/duty and don't actually play them there in match)? My understanding was that the role training before was basically just a way to focus training on specific attributes so I tended to train players in roles that built up their weaknesses even if I had no intention of playing them in that role. It would be more realistic of course if the role they trained in was what i was planning to do with them but just wondering how that worked now. Given that position retraining is now combined with role/duty, I get the feeling that I should only pick specific position/role/duty for a player if that is where I intend to play them but would love confirmation on that.
  14. Apologies if this has been clearly laid out elsewhere but I'm still fuzzy on the individual training (specifically position/role/duty). I rarely have a clear "this is how I want to play" vision. I tend to look at the club, see what my players are capable of and design a tactic around that. What I'm unclear on with individual training: 1) I tend to vary my roles/duties based on who is available for a match; a versatile player could end up all over the pitch over the course of the season, or in the same position with different roles/duties. If a player is just left on "Playing Position", do the attributes they train change based on which role/duty they are using in matches? Or does "Playing Position" just do generic training for their "Natural" position(s)? Or generic training for the position they last played (without regard to role or duty they played)? 2) If I specify Position/Role/Duty training for a player, is that the position/role/duty they will "expect" to play (as in, it will reduce their performance level if I train them for a specific role/duty and don't actually play them there in match)? My understanding was that the role training before was basically just a way to focus training on specific attributes so I tended to train players in roles that built up their weaknesses even if I had no intention of playing them in that role. It would be more realistic of course if the role they trained in was what i was planning to do with them but just wondering how that worked now. Given that position retraining is now combined with role/duty, I get the feeling that I should only pick specific position/role/duty for a player if that is where I intend to play them but would love confirmation on that.
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