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enigmatic

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Posts posted by enigmatic

  1. 11 minutes ago, Weston said:

    Barletta's media handling is reserved vs Speakman's which is evasive, reserved. So you would think Speakman has the better of those two?

    I'm unsure about how formation affects things based on the fact that Speakman has gotten me a few (but arguably fewer than average, which is good) wingers even though he, like myself, prefers narrow formations. So does that mean the effect is not great, or that Barletta would get me even more wingers I can't use?

    I also was wondering if Barletta might get me some Brazilians (he is an Italian national as well, so he would fit in well regardless), but Speakman has never gotten me a single Englishman (just a few Africans, which is interesting). Does this mean the other nationality does not matter, or that the English players are more pulled to English clubs than mine, whereas perhaps some Brazilians could be convinced to join?

    Speakman will be better at Pressure. Although it might only be one point in it, and your other youth staff all have a small effect on intake personality too.

    I think HOYD formation affecting things got confirmed as a myth by SI [think it's actually mainly a mixture of fixed club and country defaults plus randomness, which is annoying when you're trying to build a different philosophy]. Higher Judging CA/PA and Working With Youngsters occasionally boosts an intake player.  

    I think it's set up so Brazilians are a lot more likely to appear overseas than English players in general, but don't forget staff impact on nationalities is only occasional. Italy has more Africans in the population than Englishmen

     

    tbh there's so little in it I probably wouldn't bother replacing Speakman,

  2. The missing bit is the media handling, which can often tell you more about the personality attributes than the personality.

    Based on what you've posted, I'd mildly prefer Barletta for the perfect CA shaping attributes, perfect Determination combined with Professionalism of 18 or 19 is arguably better than Professionalism 20 Determination 17, and possibly some Brazilians in the intake.

    But that'd change if he had an Outspoken temperament, or if one of the others has Evasive, Unflappable in his personality description [excellent at handling Pressure, good Temperament and not high Controversy]

     

    IIRC formation doesn't actually make a difference, and assume you're playing at a level where HOYD isn't your main youth coach.

  3. 23 hours ago, Miek said:

    1) I've produced 1 decent RB and LB in the last decade. It seems to be the one blind spot my HoF has. Anything I'm missing here? Just a rare coincidence?
    MY HoF prefers the narrow 4-3-3 (park the bus style) and has a Fairly determined personality. He's also the best HoF I can sign with my current stature. Should I replace him with a less talented HoF to maybe generate more wingbacks?

    A lot of this is randomness and coincidence, but FM's tendency to produce very defensive starting attributes in FBs doesn't help.  If you like a more technical fullback, retraining a midfielder with decent crossing and tackling is probably a good bet; young players retrain very quickly in the current version.

     

    Changing your HoF isn't going to do much

     

  4. 28 minutes ago, Sourav B said:

    I get it but was that really game breaking?

    Yes, because you had wide midfielders not defending at all even in a formation like a flat 442, which made it trivially easy to keep possession in the middle of the pitch, even with much worse players than the opponent.

     

    33 minutes ago, Sourav B said:

    FM17 was a big upgrade in terms of animations and graphics over FM16 and then it went downhill instead

    FM17 graphics were hardly a high point. The dribbling animations looked nothing like real dribbles compared with the motion captured dribbles in the current version, the only skill move was a backheel and the stadiums were just as silly as the current version.

     

  5. 4 hours ago, Sourav B said:

    what about playing ping ball on the top of defenders which works pretty much every time and opposition playing unusually high lines and they never catch the players running in behind as if "Analog sprint" is on in FIFA?

    Well yes, that's why they fixed the through balls which were just as buggy as FM17's 'wide midfielders should mark empty space on the touchline'...

  6. yeah, the through ball is actually hard to play especially if he's not left footed. Being closed down at speed, striker has a marker watching him fairly closely, and he can't just hit it long and rely on the striker's pace because it'll run through to the keeper.

    The pass to the winger is relatively easy, although he still screws up [I'm assuming he's not the best passer...]

     

    I think the latest version of the ME has a slight bias against high risk through balls anyway to reduce the very high number of one on ones earlier versions, but I think a lot of players wouldn't attempt the through ball in this situation

  7. I'd do it more like this, which is more like the defensive shape. We could debate the midfield all day since Bruno interchanges basically everywhere but also tracks back, and does off the ball running as well as playmaking. But Shaw definitely plays narrower and crosses less than a classic WB, especially FM wingbacks.

     

                        CF (s)

    IF (s)                               IF (s)

            DLP (s) MEZ[A]

                     HB

    IWB (s)  BPD[D] BPD [D] WB[A]

     

  8. Not sure the pass decision making was that good in FM17 tbh. Certainly it was vastly inferior to recent versions and not remotely resembling real life football in building out the back, and the final third passing wasn't exactly sophisticated: most of the passing movements my teams put together were all about the totally unmarked DLP calmly exchanging passes with teammates ahead with their back to goal until someone ahead of the DLP managed to be totally unmarked, usually an extra player making a forward run in a straight line without being tracked. Nothing about cleverness in passing and moving and tempo changes and all about no pressure on the ball and extra numbers getting forward. The only intricate passes I saw a lot of were the [excessive amount of] backheels.

    The counters were nice, but counters look nice when they're pulled off in most versions, including this one.

     

  9. I played pretty much exactly @Jack722's wingback plus front three formation, but with Grealish or Maddison roaming as playmaker and Henderson holding. Trent at wingback doesn't need such an aggressive setting either, he'll get into the box plenty with his attributes anyway.

    Got a bit of an FMing from Spain in the quarters, but went on to win stuff once the likes of Tomori and Foden had matured 

  10. 30 minutes ago, Svenc said:

    Dear Lord Have Mercy.

    The reason this only ever goes in the AI's favor is nobody even bothers with somthing similar to this.


    Blame Match Of The Day and all that crap putting so much importance on shot Counts on a spread sheet (at least they have introduced xG, but too little too late).

    That's all folks.

    The Burnley example is a worthy attempt. Lots of shots blocked, plenty of clean sheets despite usually having less than 40% possession, and had one of the best chance conversion ratios in the league despite mediocre finishers. All like defensive AI teams.

    And also got very average results over the course of the season... just like AI defensive teams

     

  11. On 08/05/2020 at 14:50, crusadertsar said:

    So is the general consensus that FM17 had the best ME? What do people think especially after the latest FM20 update?

    It's a general consensus mostly among people who liked match engines that were trivially easy to exploit :D FM20 is far from flawless and still pretty easy to beat, but it's more balanced [at least post-patches] and its biases more realistically targeted towards modern football [high pressing, playing out of defence] and less towards quirks [shadow strikers not marked properly, opposition unable to handle an extra man in midfield at all]. It's also much better than FM17 for long shots and convincing dribble animations. But everyone likes match engines more when they suit their style of play. FM17 was great for playing attractive passing play through the middle because the defending was so passive and wide players didn't help out when outnumbered in the middle at all.


     

  12. Other stuff that can matter include preferred clubs, league standard (unlikely to be an issue here), language and country (in your favour unless he had a future plan to play in England) and rivalries (doubt it with Athletico). Reducing the agent fee isn't going to help but shouldn't make that much difference if your deal is better in other respects

    You don't have details on what signing on fee or addons Wolves offered do you?

     

  13. All else obviously not being exactly equal, it depends on what other attributes Player A has which are higher and what position/tactic they play in. An extra yard of pace is going to be very useful regardless of whether a player is inconsistent, extra finishing and concentration perhaps not so much as their marginally improved abilities will get dragged down on bad days, and of course some attributes are pretty useless, like set piece taking abilities for a player who doesn't take them. Low Decisions [a slightly overrated attribute IMHO] can be offset to by with higher mental attributes in areas that really matter for a position. 

    That said, I've built my own CA100 Premier League winning side before, so consistency, perfect attitudes and decent pace can definitely make up for pretty unremarkable technical and mental abilities

  14. 17 hours ago, Overmars said:

    Both complaints are true. Passive opponents can keep possession too easily, and the only way you can really counter this is to max out your pressing urgency and aggression. If you don't try to press your opponents, they will hold the ball for a 0-0 result. If you do press them, at least then you can occasionally force a mistake, though nowhere near as effectively as would happen in real life if a crappy team tried to hold the ball all match against Liverpool-esque teams.

    This

    Players press at high intensity all the time without too many fitness issues if instructed to do so [but not necessarily smartly, so you can have two players chasing a goalkeeper] but they don't do it at all if they're not instructed to do so. In reality, pressing is more likely to happen if the opposition are just dawdling in possession even if players haven't been asked to press aggressively, and tends to happen at a much lower intensity where players don't have any realistic chance of winning the ball back quickly.

  15. Seriously, if you haven't watched elite footballers do worse than that on the counter you haven't watched much football. I wouldn't expect a DM with a Dribbling of 6 and probable DM duties to even try to outpace opponents into the left hand channel, and equally it's not surprising his very mediocre mental and technical abilities means he doesn't decide on a through ball before he runs out of other options. The shot from where he ends up isn't even a terrible option... for a better player.

    Strangest thing is the movement of the #20 central defender prioritising man marking over forcing the DM wide [and yeah, Strootman's initial run is worse too, and probably exposing more weaknesses in an ME that doesn't really do 'game management'] . But then that weird defending is also why there wasn't a good passing option into the central striker....

  16. Editable injury probability would make sense especially since injuries are to an extent already tweakable, but I don't think the absurd scorelines that would result from users tweaking the chance conversion rate variables would make users complain less, and I'm not sure how you'd start to tweak 'make game create fewer set piece chances' in an editor

  17. On 01/07/2020 at 17:44, HUNT3R said:

    It is a bit curious. I've looked in my own save and the three I have that are considered Leaders (which is a Player Style, like Creative, Technical, Physical etc) so it has to be about attributes. These three have Determination and Work Rate as their higher attributes. Maybe it's that? That their never give up and always working attitude is considered as something a leader would do?

    If it's attribute based and not based mostly or exclusively on leadership, it's a crap description that needs renaming.

  18. 1 hour ago, Mandy42 said:

    For example

    I feel rather lucky this goal stands. As although at full speed it looks close, frame by frame I think Kirby is offside when the ball is played through to him, thus even if he doesn't receive the ball he is interfering with play, because if he isn't there the defender doesn't have to challenge the pass and the ball doesn't come back to the eventual goal scorer.

    Now whether in real life he would be called up for interfering with play, or whether the simulation takes those rules into account I don't know. Why I hate the subjective nature of the offside rule, if you are on the pitch you damn well better be interfering with play, you are getting paid enough!

    So yeah, from a narrative point in my head, I got away with one there

    It'd be contentious IRL as to whether Kirby was trying to play the ball or not; I think FM defaults to assuming he is. But I'm not sure he is offside, and I'm not sure it's a VAR game either (are Huddersfield in the Premier League or is it an early cup round?) so I'd leave the injustice narrative to AI Huddersfield fans.  :D 

    Think the lines only show in highlights if it's chalked off by VAR which for whatever reason it obviously wasn't.

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