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Vicz

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  1. This bug has already been acknowledged and flagged by SI - not that they are doing much about it...
  2. I've seen some suspect calls but I wrote it off as the "interference" offside rule. The players did seem as if they were not interfering in play to me but I gave the game the benefit of the doubt. The next time it happens I will upload a pkm to this post. It would be nice if a dev could speak on this and all the varying ways offside is applied in the ME.
  3. I came across this too. At first I thought this is ridiculous but then I thought about it and it kinda makes sense. The instruction is to prevent the short option. If the full backs are near the halfway line its no longer a short option. I've seen a few highlights were the GK tries to hit the fullback from the goal kick and the opposing winger cuts it out. In short, I think it's not really a bug/"poor".
  4. Report to bugs forum. Good spot, personally haven't come across it before.
  5. Yeah to be honest I’m talking about all the sliders. The game doesn’t really make it clear but the best visual representation the game provides is via defensive/engagement line. Intrestingly I found that the visual representation indicates a “mucher higher line” in all the mentalities up to “very defensive” is higher than a “higher line” in the “very attacking” mentality. I’m not sure if this is a similar structure for the other sliders (passing directness, tempo, width etc). One thing I did spot is with passing directness, if you picked the most direct option on any of the mentalities you were unable to pick “work into box” however if you pick the 2nd most direct option you are still able to pick “work into box”. This to me, suggests the passing directness value of all the most direct passing options for each mentality are the top 7 passing directness values you can set. Which, if you’re still following, differs from the defensive line setup because there is some overlap with defensive line (at least that is what is being indicated by the visuals). For instance a “higher line” on mentality “very attacking” is higher than a “much higher line” on mentality “very defensive”. There doesn’t appear to be the same type of overlap on passing directness based on the behaviour of the “work in the box” setting...
  6. Just wondering, for example, is a standard width on “very defensive” mentality, the same as standard width on “attacking” mentality? One of the reasons I’m asking is because you get different descriptions for what I thought was the same thing...
  7. Playing in a big online save, one of my friends seems to have "stumbled" upon a throw in exploit. We're 5 games and so far I count 5 goals as a direct result of the exploit. Looking at key highlights it causes even more clear cut chances. General basis of the exploit appears to be: Lack of actual marking by defensive players in the box- the players in the box ignore the attacking players almost like brain dead zombies Lack of marking the short options - short options are left completely free Whether these issues can be fixed by correctly setting up your tactics I am yet to see, but for sure the AI is falling victim to the routine too much for it not to be an exploit. I've attached a picture below of the regular situation it causes and ive also uploaded pkms. I tried to upload videos to youtube but the upload function (as well as the export function) is rubbish and doesn't work for me. Not sure which was the correct forum to put this in so I've just put in general, move as you see fit Mods. inb4 someone says "if you know its an exploit don't use it" - it's not me using it, it's a friend, a very competitive friend... also wouldn't harm the devs to just fix it. Hopefully we can have a fix before I have to play him again? (I'd settle for it just getting fixed tbh) Everton v Greenwich - throw in exploit.pkm Greenwich v Harlem Spartans - throw in exploit.pkm
  8. Wow, this bug has been around for so long I actually was convinced it was a feature SMDH. At least it's fixed now I guess.
  9. I play an online save where we edit in rich clubs to the premier league with sugar daddy chairmen. Whilst playing we noticed a problem where a club can be subject to a takeover bid, which enforces a transfer embargo. Of course this happens right around the transfer window and a player (me this time) is left at a disadvantage. We've started our save again and we're now looking into making sure this doesn't happen. We discovered you can edit in that the club will be fan-owned and always remain so. However at the start of the save the chairman status is "willing to listen to offers" still. This was the case beforehand as well. Is there any way to change this in the pre game editor? Thanks.
  10. Can you even change 3d kits on editor? I've tried to no avail...
  11. Ahh ok, I hadn't seen your post. Most posts I've seen were unhappy with central play and through balls from before 19.2
  12. To be fair, you are one of the posters who I have seen to be way more thorough and analytical with your criticism of the ME so it is disheartening to hear you're not satisfied with the new ME.
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