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  1. Yes, that's actually it. Second container on the line 10 is controlling it.
  2. I have, the container still stays the same, but all the text and pictures inside it are gone depending on what you choose. Edit: Changing to main_contrast_box almost solves it, There's still that red container around it, but now inside it is the main_contrast_box set to bg color.
  3. Hey Michael, I have the exact same issue. Removing the id and adding color replacement didn't work for me. I've always had issues with this panel, from changing colors to changing its size.
  4. Currently the game has tons of issues, from lack of central play, to unrealistically high pass completion and possession numbers for weaker teams, then comes this. I've beaten Villareal both times, 1-1 Draw and 2-1 win against United, 2-0 defeat and then a 2-0 victory at home vs Atalanta. I'm not using some crazy unrealistic exploit tactic, but the game definitely feels easy during beta. Zivkovic looks pretty good in game and I've been playing him as a striker (at least until Ohi comes), he's got 5 goals in CL and 10 goals in the league so far. We certainly do have a strong side, as far as I can tell player attributes have improved from FM21.
  5. Def not gonna use that above tactic again, this was the score with my regular 4-3-3. Though with players that have better natural fitness, stamina and work rate, I could see that tactic winning against much much larger opponents.
  6. Absolutely disgusting. When I saw it, I though yeah no way I'm gonna play with this tactic, it's just clearly an exploit. But our next game was against United in CL. So I just had to see. def doesn't work against much stronger teams, but rolls over any weaker or similar team
  7. Red Star v Metalac Gornji Milanovac.pkmRed Star v Ferencvárosi TC.pkm https://i.gyazo.com/8578699ebd0c1ff40605554701abc7b3.png compared to real life stats, in the PL https://i.gyazo.com/0907fe8799c995447dea42c4fbc63706.png Bottom half teams usually have 70-80% pass completion, but in FM they're sitting comfortably around 90%.
  8. This has been an ongoing issue with the game's mentalities and AI managers playing on defensive mentalities. In FM22 it seems to be even worse, managers who play on defensive mentalities will have really high possession numbers with an unrealistically high pass completion. 67% Possession and 95% pass completion is just ridiculous, especially when you consider the fact that they haven't created many chances and we have 25 shots and 2.65 xG against them.
  9. Oh my god, and guess what? BETA is the 2ND letter of Greek alphabet. So if 2nd videos get released today, that must mean the BETA IS GETTING RELEASED TODAY.
  10. Shhh, now that we are onto them, they might surprise us and release it early!
  11. 26th it is then, they play QPR away in EFL Cup and it's exactly 2 weeks away from the release.
  12. That was to be expected. If they had reworked it, they would've put it among their headline features.
  13. Pressing triggers are stuff like opposition player taking a bad touch, being on his weak foot, bad pass, etc. What I kinda wanted to be included, was different types of counterpress. For example, you have space oriented, ball oriented, man oriented and passing lane oriented counterpress. Right now I'm not sure what we have in game, seems like just a man oriented counter press.
  14. Excited by some features, but really disappointed with the match day. Let's talk about their main big match features that they've marketed. 1. New animation engine - New animations look great, they've said they wont be adding everything right away so I understand there's a lot of work ahead of them for the future versions. "For example, a player moving to receive a pass in previous years would make very few movements before controlling the pass and would often ‘slide’ before they reached the ball. Adding root motion means that is a thing of the past in FM22." This specific issue might have been fixed, but there's still a ton of sliding from players on the pitch, especially when they're in possession of the ball. Running with the ball looks weird, and in general there's still sliding present in the game. So no, it's not a thing of the past. 2. Pressing - For FM22, we’ve added pressing triggers as part of a complete overhaul of the existing pressing system. Yet the player can't choose which pressing triggers to use? I understand it was probably done because it would give even more edge to human managers over the AI managers. It’s also worth noting that if you have a squad that is lacking stamina then playing a Gegenpress system over the course of 90 minutes isn’t the best idea in FM22. Yet they went on to play a few games on Gegenpress, scoring 3 goals per game and just rolling over the opposition teams without issues. And like others have mentioned, bad defending, lots of goals from corners, and awful match day lighting, awful stadiums. Still can't wait to play it, definitely sticking to 2D match view. I hope the ME gets fixed by the time game is released.
  15. Yes it does, just not on a separate screen. Edit: There's a scroll bar on the right in that image Miles posted, so it's not a separate screen but 100% exactly the same as it is in FM21 under Rules tab.
  16. He just left that comment for 15 min and didn't elaborate so that's why I commented about it. Still didn't provide much info but whatever.
  17. Something that we see a lot of in real football is players is players pivoting on the ball and passing it backwards to a team-mate if the space for them to move into is closed down. In previous years, it wasn’t possible for players for to do this in FM because of the fact that they were tied to the 2D disc. As a result, they would often have to make decisions with a low probability of success such as crossing the ball into the box with just a single team-mate to aim at. That's a quote from Match Experience blog post. It's what sold the game for me pretty much, as I have seen this issue happening far too many times in game. So while you wont see visual changes if you use 2D view, those changes will have an impact on the ME and player behavior.
  18. I'm excited by the Match Experience improvements. Especially the new animation engine. "For example, a player moving to receive a pass in previous years would make very few movements before controlling the pass and would often ‘slide’ before they reached the ball." "Something that we see a lot of in real football is players is players pivoting on the ball and passing it backwards to a team-mate if the space for them to move into is closed down." The latter is especially huge, as players would often make dumb mistakes or decisions that could've been prevented by this. I know these are just 2 examples, but I do hope other issues have been solved by this new animation engine.
  19. That's true. At the same time, they do have to pick and choose new features for marketing purposes. They have to market the new game and build hype around it. They can list all the new features in a forum post for example, but when it comes to marketing they have to pick the largest features/improvements and market the game through those. When you do so, people will have expectations that those features are big and radical improvements to the game, when in reality they often aren't.
  20. The whole issue is exactly that, it's being advertised as a new big feature. I'm indifferent to it, I always skip DD as I don't have the need for it. Maybe I'll occasionally use it now, who knows? But it definitely is a step in the right direction, UI/UX change to take away from text based inbox stuff, like you said I like recruitment meetings, I don't have to go out any manually set up scouting assignments, now I have it all in one screen. I'm indifferent to staff meetings as well, but it could be something useful. And again, it's a good change in UI/UX department.
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