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Millie

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Everything posted by Millie

  1. That really depends on what you're aiming to do. If you're having success with longer passes, then how you are playing seems to be working. If he's asking for more long balls, you could use the shouts, or you could change the passing settings to "more direct". The advice from the assistant doesn't marry up exactly with any shouts - it just gives statistical analysis, pointing out where the team are doing well, where they're doing badly and offering a solution based on how the ass man would play. He's not always right, either. If, however, you agree with him, then the best thing to do is to work out how to keep doing what you're doing well while minimising the damage. Pump ball into box will tell the more defensive players to play longer passes to the forwards. Clear ball to flanks will tell the team to lengthen the passing and focus it down the wings. Which choice you make will depend on how you want the team to play.
  2. Not that I'm aware of, but it's certainly a good project to take up if there isn't.
  3. There is no "right" touchline instruction - the ass man will just give feedback based on his preferred tactical set up. Although, once you agree with him, he should stop moaning.
  4. That's right. Enter your name and e-mail into the form and it will be sent to you. If there are reasons why you can't or are unwilling to do this, then e-mail support@fm-britain.co.uk and we'll sort it out for you.
  5. Well, experimentation is the best way to learn. There are no right answers. There is no best passing to use with narrow width. But we will take that on board and aim to give greater clarity to the relationship between different settings.
  6. Which explanations did you find more useful, kurach? This version of the guide has a lot more information in it, so if we've lost something since the previous version we'd like to know. Other than the sliders (which we deliberately left out for obvious reasons), I would say there's a lot more information in the guide this time around. But we'd love to hear your feedback.
  7. @any one having trouble with the e-mail system - it's still up. Check your spam folders, and if you haven't got anything then e-mail us at support@fm-britian.co.uk and we'll get it to you as soon as we possibly can. @celebritykiller: roaming is simply the new name for the "free role". As far as I'm aware, it still behaves in roughly the same way, but I've never looked at hidden attributes so I can't say how closely linked the old FR positional rating and playing with a free role now are.
  8. Roaming is useful for a player who you want to move around and make space. Some players you will want to stick fast; others you'd want to move around. There's no right answer to this, but on the whole teams who want to keep a good shape and focus on defence will keep almost all of their players in position. More creative sides might look to get their players to roam. Philosophy is down to how you want your team to play. Poor sides don't have to use a rigid philosophy, but it can help. I find that in the more traditional shapes (like 4-4-2, 4-5-1, 4-3-3, etc.), the more rigid philosophies help keep the players together and defensively sound. However, right now I'm using a 4-1-3-2 (with DC, DC; WBL, DMC, WBR; MC, MC, MC; FC, FC), and I find that because of the weight of numbers at the back and the isolation of my front two that playing with a fluid philosophy helps keep the team together more and allows players to cover spaces if they get left. All I would say is that the more fluid philosophies will tend to disrupt the shape of the team in defence in favour of fluidity in the attack. So, you will need very gifted players to play a very fluid system well if you don't take steps to make sure your defence is covered. In my case, I have at most times 8 players who between them patrol the back of the field - but my trade off for that is far less attacking ability. As for attacking strategies - it really depends on what the game requires. Plenty of teams get points against "bigger" teams by "having a go" and getting stuck in from the first minute. They catch the opposition off guard and exploit the holes they leave as they attack. So, yes, of course you can play attacking with a very rigid philosophy. But it may not be the best option overall. Don't equate "rigidity" with "defensiveness" though. It is easier to play defensive football with a rigid structure. But a very fluid team can doggedly defend well for 90 minutes just as a very rigid team can play sublime attacking football. Philosophy controls the gaps between players, defines which players attack and which defend and generally dictates how much overlap there is between the defensive and attacking players on the team. It is only loosely related, but not dependent upon, strategy.
  9. Ah, I see. Well, I tend to use the creator to build the tactic, but then use the interface to make changes through the game, alongside the opposition instructions and the touchline instructions. I don't see the TC as creating a tactic file, more setting up a style of play which you can then modify as you go.
  10. I take it you still want to make tactics using the classic slider system, then, tigerh? I suppose it depends on what sort of 4-1-4-1 you're trying to make. First, I would say that the striker has to be a FCd. Then you need to work out how you would provide support to him. Naturally, it would come from at least on central midfielder and the wingers. So, having one MC as a support box-to-box type and one as an attacking central midfielder (of some type - perhaps a CM, perhaps an adv. play maker). And then the wide players should probably be on an attack duty with winger or wide midfielder roles. Forgive me, but I don't tend to use the sliders very much at all now. All my mentality and other frameworks are done using the tactics creator, with the occassional tweak in the advanced settings. So the only advice I can give you on the basic framework would be to use the TC and then convert it. Philosophy wise, playing a slightly more fluid philosophy (balanced or fluid) might help the players play close enough together to stop the FC being isolated. More rigid ones may be more defensively stable, but then the FC might pretty much be on his own.
  11. Appreciate the kind words, Ssaun, but we will do our best to correct those mistakes and make sure we don't make them again. If anyone notices anything glaringly wrong, please PM or e-mail me (thinktank@fm-britain.co.uk) and I'll try to fix it for the next release.
  12. No problem. You contributed to the debate and it really helped us make the changes to the appendix. We'll hope to get at least one more out before Easter.
  13. Once you've downloaded the file, extract the files to wherever you want. The files are PDFs and a read in a PDF viewer like Adobe Acrobat.
  14. Send an e-mail to support@fm-britain.co.uk and we'll get that sorted for you. If you manually change your tempo or creativity, then it won't be cancelled. If you've changed it using shouts or using the other changes in the tactics creator, then they won't be "cancelled", but modified relative to the strategy. So, if you choose "play wider" with a defensive strategy then that will be wider than the normal defensive strategy, but not as wide as "play wider" in the attacking strategy.
  15. Fullbacks - "auto" duties change based on the strategy. So, for attacking strategies they will be attacking, for balanced ones they will be support. You could set these manually if you wished (for instance, you may have a left back who is really slow so you don't want him to attack and leave his position), or if you wanted an asymmetrical style of play with one fullback doing one thing, and one doing another. Auto just ensures balance regardless of strategy. Playmakers - a playmaker on support will focus on dropping into the "hole" between midfield and attack and spraying through balls and killer passes around. One with the attack instruction will push much further on and look more for the final assist, and perhaps try to score a few themselves. Philosophy - philosophy positions the players relative to each other. It's the framework around which the team is built, dictating where players should be playing relative to their team mates. For example, on the rigid philosophy, everyone is spaced out so that the centre backs play slightly behind the full backs, who are behind the midfielders, who are behind the wingers, etc. For the more fluid ones, these distinctions are not as clearly defined. Roaming, on the other hand, is the individual instruction to roam from not just the philosophy position but also the "chalk board" position. Roaming allows the player to go where they like in order to receive the ball and/or make more space for themselves. Philosophy provides the framework so that the roaming player knows where they're roaming from.
  16. As with all things tacticall "it depends". Are you missing tackles because your players are totally out of position all the time and having to stretch back to get the ball, or are they close enough most of the time but just missing? If it's the former, concentrate more on your shape - the latter, you may need to go in harder.
  17. Have you downloaded a package to unzip the files? It should be an archive with three PDF files inside it. You could try a google search for WinRAR if you don't already habe it. The assumptions are the same ones as those employed by the tactics creator. We don't discuss the sliders in great detail in this version, though we are planning a later release with more information about the underlying slider assumptions. We don't advocate massive differences in mentality between players though - in an attacking tactic, even those with a "defend" duty should have a reasonably high mentality. Best thing to do is to play with the creator and see the changes this makes to the "advanced" instructions. Very good question. I don't know the actual statistical measure the game uses, but I will try and find out.
  18. Counter attack puts all players on all out attack when they get possession of the ball, providing it sees such an attack as being "on". It doesn't mean that the team will deliberately hold back and wait to hit on the counter. Thus, an attacking team will attack, but if there is definitely a chance of hitting a team quickly on the break it will attack even more. That's the logic behind it. Again, another example of the old slider system not really being documented well enough and causing confusion and mistranslation.
  19. Most support players have through balls set to often - the idea is that they hold behind the attacking players and look to feed in the attackers. Through balls helps them look for the penetrating pass. A target man may be set to "stay back if needed" if he is on the support duty. Set piece instructions are very generic to start with - attacking players stay forward, support players hold back if they're needed, and defensive players stay back.
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