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Zemahh

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  1. Does anyone here have experience with central defenders who happen to have offensive PPMs, such as Gets Forward Whenever Possible or Gets Into Opposition Area? Do these PPMs make any sense for their position? I never trained them myself, but every now and then I find a central defender that already has them. All three roles in central defence have Hold Position PI locked in, so naturally they will be affected by those traits. I did a quick comparison between a central defender with and without offensive traits: Distance covered over 12 matches With PPMs: 111km / 9.3km/90min. Without PPMs: 108 km / 9.2km/90 min. Average positions with ball (Gonzalo Rodriguez is the one with offensive PPMs) Heat map with PPMs Heat map without PPMs Passes received with PPMs Passes received without PPMs Passes completed with PPMs Passes completed without PPMs It's hard to spot these things unless you watch full matches, but what this tells me, is that central defender with offensive PPMs is far more involved in the build-up play. His heat map indicates that he spends a lot of time near the halfway line and he also tends to make himself available for passes higher up the pitch than his partner, who doesn't have any PPMs. It's also worth noting that we were under a lot of pressure in that match (44% possession), so I assume his involvement would be considerably larger if we were the ones controlling possession. My question is, would you use such a player in a defensive minded setup or would you consider it too risky?
  2. It's funny that you can add Media Description column to your view and find Wonderkids instantly, but you can't actually filter players by their Media Description. Custom view: Player Search filter (Media Description missing in General tab):
  3. No, some roles have hard-coded behaviour, which can't be replicated.
  4. Pretty sure he was very successful with an Overload (i.e. Very Attacking) mentality at some point, in his Kingstonian Diaries. The way I see it, it's easier to create counter-attacking systems on higher mentalities, than it is on lower. When you're an underdog, teams are going to leave all sorts of space behind, coming at you with everything they got and what better way to exploit that, than with a high-risk mentality, that will ask your players to have a more positive approach to the play, looking to penetrate teams, instead of playing it safe and recycling possession? Names and descriptions of mentalities can be quite deceiving sometimes—one would think that positive mentalities are an absolute no-go for underdogs, but it's actually far from that. Of course, you then also have to counterbalance the tactic defensively, making sure that your out of possession instructions and players' duties are not too aggressive, since positive mentalities will take everything up a notch naturally. That being said, you can create systems using all sorts of mentality and instructions combinations, so I'm sure you can also create a good counter-attacking system on lower mentalities. However, I think that then you might be more at the mercy of automatically triggered counter-attacks, that trigger automatically when certain criteria is met (read Cleon's The Art of Counter Attacking thread for more), than your actual system, when it comes to offence.
  5. It could be useful for players that are cutting inside from wide positions. They will generally have a better chance of scoring if they place their shots into the far corner, rather than blasting it, since their shooting angle will be tighter. You can also check your player's Shots analysis, to see if they would perhaps benefit from that PPM. If you, for example, have a striker that is consistently getting a lot of good chances, but is failing to convert them, that screen could help you figure out why. If most of his shots tend to go down the middle, perhaps he would do better if he started placing them. While attributes matter a lot, PPMs are moves that are sort of in player's nature. That is, why of course you have to think them through carefully, but if you do it right, they can improve your player.
  6. If by "glitches" you mean the "SI forgot to hide it from view, while the game engine still behaves in the same way", then I agree. How can you be so sure that the whole Team Shape aspect of the game has been removed completely, when screenshots like that suggest otherwise? Clearly player's individual mentality is affected by Team Fluidity, why else would it change? Personally, I stopped thinking in the Team Shape terms, so I don't care much, but I find it funny how hard some of you guys are trying to convince people that it absolutely doesn't exist anymore. I struggle to believe that SI can simply wipe out what used to be such an important part of the match engine. They can simplify the Tactics Module and remove the option to change Team Shape independently, but I struggle to believe they got rid of it completely.
  7. Set piece creator is, in my opinion, the most inconvenient thing in the game. As much as I like min-maxing and paying attention to every little detail, I absolutely hate setting up set pieces. I like the fact there's many different scenarios, but having to go through all of them for every change you want to make, is way too tiresome. And then, when you finally set them up, you have to do it all over again if you ever make a new tactic from scratch or change the personnel.
  8. Make sure you have enough early runners (Attack duties) ahead or next to him that he can pass the ball to. Whether that means using a two-striker formation or attacking Wingers/Inside Forwards, is down to you and your squad. APs have Take More Risks PI locked in, which means they will always look for through balls. So, for example, if the only one making an early run is your lone striker, you could end up with a very predictable and one-dimensional attack.
  9. The game already has a built in Player/Youngster Knowledge slider, which you can modify when creating a manager. If you want to simulate the "every decent manager should know the players" way of thinking, then you simply increase both to 20 and that's it. Besides that, you should see players with highest reputation in Player Search either way, regardless of where you're managing at. But don't fool yourself that looking at a list of young players with confirmed great CA/PA, that you can often get for cheap as well, is not cheating. Might as well disable the Attribute Masking.
  10. I don't see the comparison there—in racing games you still do the driving yourself, while in FM you don't really control the players directly. Even if you have no idea what you're doing tactically, most of the time their attributes will pull you through, if they're better than the opposition. It's all about the numbers.
  11. Well, Google may find you other's opinions or stats for a player, but it will not give you a detailed attribute list, which ultimately decides everything in FM. When assessing a player in real life, you need to know what to look for, or at the very least, you have to put trust in his statistics. FM Wonderkid lists however, are based on players with great CA/PA that you can get for cheap and since mathematical numbers are all that matters in this game, you can be pretty sure that most of them will do well. So in that sense, I personally consider it "cheating". Obviously you're going to do well, if you bring in a few confirmed potential world beaters for peanuts. But of course, everyone's free to play the game however they want. It's a game after all, so do whatever brings you the most fun.
  12. No, I'm talking about trials. You used to be able to invite unlimited amounts of players on trials, which was particularly useful method for LLM, where your scouting network is limited. Instead of requesting hundreds of scout reports, which could take your 2-3 scouts ages to complete, you can invite unattached players on trials and slowly uncover their attributes that way.
  13. Does anyone know the exact number of trials that can be at the club at the same time? I currently have 56 players on trial and it seems like an odd number to be the limit—I'm getting the "board feel there are enough trial players at the club" message, if I offer new trials. Previously there was no limit, I remember being able to have 300+ players on trial at the same time. I'm happy they fixed the exploit, but it would be nice knowing the exact number.
  14. I don't know the exact math behind team talks, so I could be wrong, but I'm pretty sure that players being extremely delighted at all times isn't a good thing - makes sense that very happy players could become complacent. I like to mix it up, boost their morale and be lenient when things are not going well and be assertive or even aggressive when our form is good. If that leads to negative reactions or nervous body language, well, at least you know who to get rid of at the first opportunity.
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