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DarJ

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Everything posted by DarJ

  1. If they have good natural fitness then I’ll probably let their contract run out with the club
  2. Between 27 and 29. They’re not going to improve much and their value is probably the highest by that age
  3. You could have the game running on holiday and have a look at the task manager and see if there’s something wrong going on with the computer in general
  4. Try reducing your pressing and see if it stops that
  5. I think it’s somewhere in between a high block and a mid block. Team mentality has nothing to do with with the block in my opinion
  6. I don’t think you need the PI because he’s going to do it anyway unless you notice he’s not doing it as much as you’d like to I always keep it the same unless the opposition keeps getting behind and I’ve tried every other thing to stop then I’ll drop the DL but I never touch my LOE once I’ve settled with a particular style
  7. For them to cycle through you need to click on "create new routine" and I think you need the same person to be taking the set piece
  8. Why do you think you need a CWB and an IWB.
  9. I’ve never understood why people care about stuff like this. The only thing I worry about is winning games and that’s it. I don’t even care about player happiness because generally the more games you win the more they are happy
  10. You can’t unless maybe with a custom skin
  11. That is already in the game. If I understood what you said you asked your CB to specifically mark Chris Wood. What you should have done is go to opposition instruction and just tight mark Chris Wood. That would make sure that once he enters the zone of any of your players they would mark him tight and if he leaves their zone, they won’t go chasing him, the marking responsibility will be passed to someone else. You also have to keep in mind that marking is going to pull your players out regardless. Again there is the line of engagement, if you don’t want to trigger press the opposition in their half then reduce the line of engagement and take off counter press. They all work together
  12. I could be wrong but in fm doesn’t the heat map show where certain events occurred so for your CM it would be where he made tackles, interceptions, blocks etc so it’s not the movement the player makes. I could be wrong .
  13. Not necessarily. Because you are tipped to go down most teams will setup to attack you and you can take advantage of that during the first half of the season until they adjust and start being cautious
  14. I would change the DM to support because if you look closely when you attack or as soon as you lose the ball the distance between the DM and the rest of the attacking players (Vol, WM, PFs) is huge and if one of the opposition player is in that hole you'll get done on the counter. Another thing is to reduce your pressing, it's going to cause issues for you. If you take the scenario I explained earlier, your DM will step up to close down the player in that hole leaving gaps behind him. I'd just reduce it by one and then use opposition instructions to press the specific players you want
  15. I use ShareX which is free as well and you can do a lot with that
  16. I 100% agree. I wasn't saying FM22 was bad, I meant to say it got worse in some aspect and better in some aspect. Depending on what you are looking for out of the game.
  17. I think looking at it like this leads to huge disappointment. Because fixing one thing always impacts something else sometimes negatively. With how good FM21 was you'd think FM22 would be way better but it's not. I just look at the new games as a different game instead of looking at it as in improvement on the previous iteration
  18. Yes but not at launch. I'll probably wait until after the last update but if the features are interesting and I see positive feedback about somethings I want fixed then I'll get it earlier
  19. Not really, it just shows what you already have then on the far right it suggests the max when you add all the players in that particular group but that's not useful IMO
  20. Yes, I just export the data from the game directly then use some tools in excel to clean it up If you look at the table on the bottom I have the old wage budget and the new budget then the percentage difference. Then if you look at the table far right, on top of it it shows 0% and that'd because this is the first season. in the second season I'll just add or subtract the percentage difference and it will adjust that table automatically for me so I don't have to make a new sheet every year. yours is calculated per week and mine is per year and I don't consider appearance fee or bonuses in the sheet Yes I try to hit it but with limits. This is what I do, I give my base wage then I try to estimate how many games on average a player will play if he's fully feet then based on that I decide the appearance fee; for example in another save I've l've limited myself to 5K used and unused fee and best case scenario the player will earn 200K more. Then there a performance based bonuses like goal bonus etc. with these I don't mind paying much because the only get them if they perform then at the end of the season I look at the best performer and decide how to adjust it going forward so if my top striker scored 20 goals and I was giving him 10k per goal that's an extra 200K which is way too much so going forward I'll reduce this. Another bonus I like to give is team of the year because even when I'm the best team in the league I might have 5 players max on there so I just go high on this. By sticking to a wage structure like this you will miss out on a lot of good players but I don't really mind because I don't really sign players for big money anyway so I'm missing out on a lot already
  21. This is the wage structure for my team and although it's not as detailed as yours because in here I don't account for bonuses however even with the base wage it's flexible so looking at the screenshot a player on star player contract can earn between £416000 per year and £563000 per year which is huge, there is a difference of about £147000 per year so that helps I think. One thing I've done is to keep this as low as possible and made it in a way that if you're going up in importance you get the same wage increase so let's say someone is going from Fringe Player to Squad Player, his wage will go up by 5%, it wold still be 5% increase for another player going from Important Player to Star Player. Most clubs are at the wage limit when you take over them so I do this as soon as I start a save using the IRL wages and I don't look at it in terms of "we need to have 1 star player 2 regular starters etc.", most of the players sit between regular starter and fringe player anyway. I just set it in a way it's close enough to what it is when I started the save and generally you will never go above your wage budget unless you sign half of your team on star player wages The reason I didn't add bonuses is because when I initially started doing this, I would have a lot of wage budget to spare so when trying to renew contracts or sign new players they would ask for way too much so to solve that I keep the base wage very rigid and I'm flexible with bonus but I still miss out on very good players because sometimes they just don't accept. Some "tricks" I use is I offer the player a % of the transfer when he's sold (I manage my teams as developments clubs so I buy u20 players. after few years money is not that important for me so I can afford to give the players a % of the transfer fee. I also put a release clause if I really want the player and I think the AI reads it as having a way out so they're not stuck at the club. Finally, I give high performance bonuses since they'll only get them if they perform so defenders will have clean sheet bonus, assist bonus too for fullbacks etc.
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