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Argonaut

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30 "Frankly, my dear, I don't give a damn"

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  1. Sounds like you might want Play Out of Defense and Short Passing on if you want avoid the hoofball you're seeing. There will usually be lots of short passing options in that formation. Also sounds like your striker might be getting isolated. You could change your IF to an IF-A, and one of your midfielders to CM-A. That would get more support in the box, and perhaps you wouldn't be ending a lot of moves by fruitlessly crossing into your lone striker. Just making those simple changes would lead you to being a lot more dynamic in attack, IMO.
  2. I really like the dual CM(s) setup in a 2 man midfield as well. I use them with Hold Position in my 3-4-3 Flat. Keeps them as a unit in both defense and attack, and will help when outnumbered against formations with 3 man midfields. I look for good all-rounders for the role. Could work well in a 4-4-2 as well if you have sufficient attacking support from the flanks.
  3. It's not a bad tactic. I'm sure if you got a set of excellent players you could win the league again. But some room for improvement. I agree with the above post, the In Possession instructions are a bit contradictory. You've got aggressive mentality and tempo, but then slam on the brakes with overlap and WBIB. Hard to tell what will actually happen. I might consider removing all of the In Possession instructions, then seeing what you need more of. Another thing is that your right-sided players are all kind of attacking the same space. I would change the Mezzala to CM-A to get more vertical movement. Also, this isn't based on any football logic, but the PF-A could be changed to AF-A if you feel your striker isn't at his best. The match engine loves the AF-A role.
  4. If you can't find any means of improvement yourself, it's worth posting your tactic here via screenshot to get a crowdsourced 2nd look.
  5. Personal anecdote here and not a general statement. But when I play a possession and pressing system, I generally have no trouble and coast to trophies. Whereas a counterattacking system is a real struggle to get working correctly, everything has to be tweaked and analyzed, and the player recruiting and morale management has to be perfect. Could be the case with the current match engine. Though it's not always been the case. I believe Jose Mourinho would coast to trophies in past versions of FM when counterattacking football was quite powerful for AI teams. And before the nuanced refinements to the tactical instructions in FM.
  6. I'd just like to add a caveat to lower league management. I'd mostly scrap the youth setup, have no coaches or managers or players in those teams at all. Still have a HOYD for the youth intake, and if there's any good players bring them into the 1st team. It's just not worth it financially to pay all of the player and staff wages for youth teams when your facilities are bad. And you want to be moving up the leagues to afford better players, not develop them. The odd time you'll get a great player in the intake which you can rotate into your team right away or look to sell. I swear your first intake is hardcoded to have at least one good player. Some people like to do an all-youth challenge though, in which case they would disregard the above.
  7. I've liked the CM(A) role in certain tactics ever since FM14. But it does seem to be kicking into another gear in this year's match engine. Regan Booty is an awesome CM(A) for lower league teams, starting in my Maidstone United squad. The best part is I get all kinds of excellent emails like "Booty in fine form".
  8. Most of those players look like they need an increase of 5-10 points in a lot of their attributes to be useful in the Premier League. That's a huge ask, and not likely to happen. I'd wager only Daniel Sesay has a chance to make your squad. The others could be useful as future sale bait though. With youngsters it's often better to have players that are "almost there", and just fine-tune their development. Rather than hoping for massive increases. Development used to be easier. You could slap at least a Professional/Resolute/Spirited personality on your whole squad with tutoring in a season or two. And then develop to max CA/PA in a few seasons. Harder now. I tend to like well-rounded players up to a certain baseline (often 10 in attributes). And then specialize from there based on position/role/tactic. From the above chart you can see some attributes are undervalued. I'd say Dribbling and Tackling are very undervalued for WBRL. They will be doing most of your tackling if they are the lone wide players. Passing and Vision are undervalued for AMRL and ST.
  9. Attack/Support strike partnerships are not working as well for me in FM22 as they have in the past. A lot of people are going with multiple AF-A strikers this year. I'm going with AF-A / DLF-A combos which is working better than more traditional partnerships. The DLF-A role still drops into space, but won't leave the AF-A as isolated. Seems to cause problems for defenses. I just find support strikers as a bit of a wasted player on the pitch this year. Unless it's designed a certain way like a False 9 in a 4-3-3.
  10. I've played 3 seasons in my current save and seeing no progress on mentoring. I see monthly results on players sometimes, a mixed bag and no one player seems to have consistent changes. The only full personality change I've got so far is Fairly Sporting to Balanced, ugh. I'm not necessarily expecting massive changes like we used to get. Maybe just Fairly Professional to Professional, or Fairly Determined to Driven, or Balanced to a positive personality. So any tricks or tales of success from you? I'm using small groups with 1 mentor and 2 mentees, or 2 mentors with 1 or 2 mentees. Trying to get "Significant" effects where I can. Often same position and same social group. There's quite a few good young players that are Balanced in the database in their early 20s, would be nice to upgrade them before they get too old. Or maybe it's just not possible.
  11. I agree with this in full. My saying height doesn't do anything in the match engine was admittedly over-exaggeration. An 8 story tall Akinfenwa will volley a high ball, but that won't be relevant for a normal distribution of height. Nobody is tall enough to volley most balls in heading/jumping range, unless it's a bicycle kick which happens like once a season and isn't relevant for normal evaluation. The relevant question was back in the OP, does height actually matter in the evaluation of a player, especially a CB? Given that 4'11" teams with normal Jumping Reach seem to perform just fine in set pieces, I don't think so. The one consideration may be for regens and very young players, in determining how much you can boost their Jumping Reach via training. But what about goalkeepers? Is Aerial Reach the important thing, or does being taller make a difference? Would like to see some more testing. I've done some well-received testing in OOTP but don't have experience testing FM myself.
  12. Tests Zealand or his contributors have done were actually better, but you didn't seem fond of him so I won't link that. Tried to make everything as neutral as possible, with all attributes (hidden and otherwise) at 10 except the tested variables. The reality is, if you make a guy 4'11" with 20 Jumping Reach, he will outjump everybody. And it looks funny in the match engine but it happens. Now, whether that's a legitimate test or not because there's no real players in the database or regens that would generate like that is a fair point. But to me, it calls into question whether a 6'4" player with 12 Jumping Reach versus a 5'11" player with 12 Jumping Reach are any different. And I don't believe they are. I still haven't seen any evidence to suggest anything contrary, and would be more than happy if somebody would provide it. But have seen plenty of evidence to suggest height doesn't do anything.
  13. Fair enough, if you want someone else then here is another video: When he starts looking at the player stats and corner stats around the 11 minute mark, it's clear to me that height doesn't do anything in the match engine. The only thing it might do is correlate with regens on their Jumping Reach, and perhaps set a limit on what Jumping Reach can achieve via training. But even that is just speculation, don't know for sure. Like I said I'm happy to look at any evidence to suggest otherwise. Show it to me! EDIT: Also, if you look at the testing done here: https://fm-arena.com/table/13-fm22-important-attributes/ Decreasing height seems to have no effect on a team. Whereas decreasing Jumping Reach is a big penalty. It's third of all attributes you'd want to avoid across the board low scores in (next to Pace and Acceleration).
  14. Is your guy the middle CB in a back three? This is a key role in the FM match engine; the middle guy will have multiple times more opportunities for winning headers than other CBs. And with 18 Jumping Reach he'll do very well there. Also, his PPMs are a recipe for match rating success. Short simple passes with no through balls are a great way to rack up easy match rating. And if he's staying back at all times he won't make many mistakes. Check out some stats like headers won and interceptions. I'll bet he'll be top of the league.
  15. From the Zealand test and other tests I've seen, it appears Jumping Reach and Heading are very important, and height doesn't do anything at all. I would be happy to see evidence otherwise, but it would have to be a test and not an anecdote to convince me.
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