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DavyDepuydt1

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Everything posted by DavyDepuydt1

  1. This is something I've always struggled for, and I'm really looking if someone can give a good "quick and easy strategy" or "rule of thumb" that they follow My issue is that I'm rarely selling players or making any profit, as most of the time I'm encoutering any of these cases: I don't bother about non-first teamers until the last 6months of their contract and then mostly they are unhappy to sign a new contract so they leave for free, or they even ask for a raise when they do want to talk, but they aren't even fitting in my plan I'm not pro-active enough, I wait until the "these expire in 6 months time" When I do find the courage the sit down and renew some guys who don't really fit into my plans anymore, just to make sure I don't need to let them go on a free, I'm finding that I have to spent a lot of wage budget just hopen for a bid to come in at some point, which is far from guaranteed I find it difficult to identify "who to offer a renewal" and at which point. the easiest for me is to renew my starters when they are nearing the end of the contract, but for all the rest I don't have a good strategy that being said, I'm not the one with hours of spare time available, who can do some very difficult and time consuming strategy on renewing the contracts, that would feel like a chore to me and is not where I want to spend my precious FM time on. So I'm actually looking for a "simple and easy to maintain" high-level strategy on when I should think about which players to renew, and which I can actually just don't put the effort in, into renewing. This with the end result of being able to make some more outgoing transfers for people who don't fit my plans (instead of losing the End of contract) and make some profit on actual starters because they don't run out to.
  2. I don't know if I'm missing something or if this is a bug: (switched to the default skin to check it wasn't a skin issue) right clicking a lot of players says "outside scouting scope - not enough scouting budget" But the button to Scout the player is still enabled and works.
  3. Yes I'm still having success with that MC40 set pieces (both before and post ME update). I've did a few simulation seasons with different teams, each time with the WOLVES vs MC 40 one, and MC40 is overall the better one for me (and from my tests)
  4. Yeah I'm seeing a lot of those high-scoring games, much more than previous FM editions
  5. Exactly, that D & S player in midfield is also the issue I'm having... Ok, but than it's not just me who is missing something, and I can go by my own idea of lineup and ignore the fact that my 8 coaches all want the same "strange" selection
  6. I'm finding it difficult to sometimes understand the "Quick Pick" and "Selection Advice" choices. Both the Quick pick and my 7 coaches via selection advice put Lendfers at right back, and don't even put Corbanie in the squad. He's fit, has good match sharpenss, and is rated one full star better than Lendfers. Ok, that one coach maybe thinks "this guy needs match rythm", but very strange that no one puts Corbanie in the first eleven, let alone the bench And this is just a normal competition game, with all to lose or win. We're halfway in the season so it's not that "result doesn't matter" He also has all the same homegrown checks as lendfers. (and this is just one sample, I often find it difficult why the AI picks it like that, and all the coaches agree) So if someone could explain, that would be great.
  7. Yeah, I'm seeing this to, got trouble getting even Harry Kane to score and have him 7+ ratings, while the rest of the team is scoring so easy and have good ratings. tried ton of formations
  8. I've created a tool for that (called FM+24, also exists for 21,22 & 23) specifically for 'busy managers', to get a more streamlined and faster experience in the game, not needing to check 500 pages and over-analyze the contradictory in-game advice and ratings. All while keeping the immersion intact (so not like editors where you get real CA/PA numbers and such... it's a no-cheat tool, it only uses what is already visible in game to you, but in a fast and user friendly manner) As external linking is not allowed, google: "fmplus24" "football manager" and you'll get your result on one of the biggest community sites.
  9. The main aim for my tactic: Normal tactic, normal popular formation Have the comfort and fun of a plug&play tactic, but don't feel like you are cheating No "get stuck in" (to avoid storm of yellow cards) Not full intensity, the red intensity bar is far from full, making the tactic available to use every game You know your squad will get the results at least as good as they are, with probably some overperforming. Because of it's realistic nature, there's a high chance it will work in previous and future versions of FM Good goal against record (I hate tactics that let you win 6-3 every game, I much more prefer a 2-0) This tactic will not win you every match or every cup with record numbers, it's meant as a plug&play tactic that works with almost any team and that helps you to get your predicted finish without any effort and probably overachieve to. Instructions No opposition instructions used I left the mentality to "Positive", but you can surely "game manage" that and change to Cautious/Defensive to protect a lead or to Attacking when you need a goal Tactic Testing I've tested with 4 teams at the same time in four different leagues, no attribute freezing, no multiple tries, nothing to influence the results. I've used my own tool (FM+) to decide the best lineup as you can see from screens below, the tactic is test for teams with a whole range of "team scores" (72-91) Premier league: 2nd, Nunez 2nd in goal scoring, Alisson third in clean sheets FA cup: semi final Carabao cup: won Europe: Won europa league Competition: Won, Lewandowski highest goal scorer, ter Stegen second in clean sheets Spanish cup: won Europe: Quarter final CL Competition: Won. Goalkeeper third in clean sheets Belgian cup: Won Europe: Quarter final conf league Competition: Won, Giroud top goal scorer, Maignan first in clean sheets Italian cup: Won Europe: Quarter final CL Download Davy 4-3-3 Modern.fmf FM+ If you are interested in my FM+ tool , you can find it via google "FM+ football manager", or on the FM community site that starts with FM and ends with scout.com It's a tool I've personally created to get my joy in FM back, I see it as the biggest gamechanger for FM players with limited time, who want an assistant they can trust, but who also don't want to cheat with real CA/PA number. FM+ keeps using the ingame scouting & uses star ratings relative to your team to keep the immersion, but the biggest difference with ingame is that you can trust the ratings and nothing is contradictory. The tool is also really helpful when you start a new career or switch teams, no need to spend hours getting familiar with the team, with FM+ you can learn your team and players in minutes.
  10. That argument might have been valid in 1990 for most games where the casual gamer did not find its way to internet forums, but today everyone who is smart enough to launch steam or a game on their console or install an app on their mobile device finds their way around the internet. I think if you would make a poll about demographics, the way people play, how much time they allocate to the game, this forum would be a pretty good sample and sample size for the total player base. So I think anno 2022 it's about time we say farewell to the lifelong argument on "forum doesn't represent player base" on every little bit of criticism, even if it's constructive
  11. Hopefully this is a real eye opener for SI that they don't feel the community and wishes of the majority of their customers as well as they believe they do.
  12. @knap now that mentalities are reworked so much, what is your best advise when you took the lead in a narrow game (or game you are slightly dominating). Is it still "I just leave the mentality as it is for most matches", or does the reworked system leans more to "go defensive when you think it will be hard to keep the lead"
  13. @knapI am facing kinda the same issue as swagata1998 above. I am having difficult time in away games with almost all tactics, but my main issue is that even with a team as man United I am losing the away games at Liverpool or big European matches with 3/4/5 goals differences. I don't mind losing those games as they are the most hard games of the season, but losing them by such a goal margin each time with almost any tactic is difficult to take. It actually seems that any team you are playing away and who dares to press and goes for victory can win against player team with these high press/tempo tactics, but luckily enough ATM only those very top teams are smart enough to try that. Would you advise using a separate tactic for those 3/4 games each season, where you are away at one of the global superstar teams? What actions would you take, no counter press, low block, ?
  14. How come there is so much difference in the "Quick Pick" (done by the assistant manager, checked it in the "pick guidelines") and the "Selection Advice" of that same Assistant manager? (pick guidelines are default, so it's not because they are set to extreme things why some player aren't getting selected)
  15. @knap thanks for your amazing work again. How do you holiday-test your tactics, do you let the AM select & rotate the squad, or do you select it and tick "use team selection when possible"?
  16. Anyone else noticing goalkeepers (who played at minimum 10 games) struggle to get a 7 average rating. Could be me who is playing lower league, but I couldn't find a team in my league where the goalkeeper had more than 6.9 avg after 25 games
  17. don't panic, you're not the only one, probably to many simultaneous downloads going on... should get better in the next... let's hope minutes (and not hours :p)
  18. All content creators who got the alpha and the "trusted circle surrounding SI" (read: admins at top fan sites & the game stores) already know the date of the beta for two or three weeks. There is no such thing as "when the beta is ready", they've put a release date for their game and a hard limit of "at latest two weeks before", as that that comes closer they decide the real date they aim for (which from communications and 'in-between-the-lines' reading is tomorrow, thursday the 20th) - let's call this date the "beta aim date". The definition of a beta version of a software already means "it's not ready", combine that with what I said above, they already have hard lines for release and latest beta release date... so the story they trying to sell each year of "When Miles feels the beta is ready" is not what people seem to think; it's not Miles checking a new software built every single hour and saying "I'm not happy with that, beta not ready, please continue working" It's really nothing more or less than Miles deciding together with the team on (or the day before) the beta aim date "are there any showstoppers, like real bad crashes or known severe gamebreaking bugs? -> No -> Beta is released on the date SI has already targetted for weeks, the same date they've communicated off the record to content creators and their trusted circle" reading socials of those admins of top fan sites, "leaked early dates on epic", hearing between the lines what alll those content creators say... the best estimated guess is "it's tomorrow, always has been tomorrow for weeks, unless they hit something very late that they see as a showstopper"
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