Jump to content
Sports Interactive Community


  • Content Count

  • Joined

  • Last visited

About Piperita

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Piperita

    New Laptop/PC (Part 2)

    Unless Apple has some unique quirks it should be enough. I don't have the official minimum specs in my head right now but your Mac is roughly comparable to my travelling laptop (slightly better even) and I can run a 70k database with most European top leagues set to playable fluently and to my understanding fast.
  2. Piperita

    How to Pay Referees?

    I sense a spinoff: Football Manager Mafia! I think that is something where the game always will remain incomplete: Sure, there is the dark side of the sport full of bribes, fixed matches, hooliganism, wingnut extremism in some clubs, racism, homophobia, and so on. But if SI made it possible a football association was openly corrupt, some teams were having a 'bad fanbase' or 'has a Nazi problem' flag, there'd be constant '[black player] insulted' news items in some countries, or one could partake in that madness oneself, they'd lose a lot of partners and licenses in a heartbeat.
  3. Piperita


    A) Immersion. It helps giving clubs and managers individual identities. B) The Board will become more likely to accept request helping the agreed upon philosophy. You want to build up youth players? The board will more happily pay your training grounds and help your recruitment. You want to buy big? They'll be more willing ti help out with transfers/contracts or to increase your budget. C) Fulfilling or failing philosophies might be what decides whether or not you get another chance or the boot in the first crisis. If you underperform but show you are completely keeping to the club's core it might some time, while a failure to do so will be the final straw.
  4. Depends how you use the formation and what your Poacher can do. For example: It works perfectly with a more direct play at a fast, intelligent Poacher up front. The Striker will stay between the defenders and be able to keep them occupied, killing offside traps and initiating counters from the long balls being hauled at him. However, if they are too slow coming from the deep or not mentally fit enough to read the lines, they can also be a liability for any offensive unit.
  5. You are not alone! When I saw this option on a stream I was completely speechless, banged my head on the wall, and then celebrated this new knowledge by sending my entire scouting staff on a few long, long vacations around the world.
  6. All depends on my players. Speaking for my Pauli beta file, I first ordered my players by ability and then put them on the pitch to their best positions. Looked if I had depth for the formation and if it looked viable. Then I looked what this team could actually play. I was expecting a midtable finish (8/18 was expected, internally I was 10/18) and knew there were a lot of better teams (and two that should make the league very easily!) and very few I should easily beat. Seeing how I had a few good speedsters, a great ball winner, and two creative midfielders, I went for a counter based system. My first team was a standard direct counter 4141 (with four in the Midfield position): SK(D)—WB(A), NNC(D), CD(D), FB(D)—BWM(S)—WPM(S), MEZ(A), DLP(S), IWA(A)—PF(A) During testing the system looked surprisingly robust and the only basic changes in formation was to change the FB to support duty and to make the striker into a P(A) cause the one I had available was pretty effective. As for tactics I reduced defensive width and increased offensive width by one position, each, and also made 'Overlap Left' explicit. During the season I made a few changes depending on opponents: Against stronger ones I played with a TM(A) up front whereas against weaker ones I replace the DLP with an AP(S), turn the FB(S) into a WB(S) and click the 'Work Ball Into Box' instruction (although right now I also click it against similar teams and even stronger teams if I hold them at bay for roughly thirty minutes). During my beta save I had a net positive result against each second league team but one (ironically the prime relegation candidate) in 50 to 60 games, each. Reprising it in the full release, I drew more draws but am a defensive powerhouse, now 15 games in a row without conceding. I think direct systems with 'Work Ball into Box' with a strong or fast, agile forward and at least one No-Nonsense defenders work particularly well this year as the ball gets quickly to the front while the midfield gets time to get forwards at opportune moments and the players are less 'Shoot Whenever' but wait for the right chances. My first idea was: Fast striker gets into the box, Wide Playmaker and Mezzala create makes room for the Wingback behind while an Inverted Winger supports or is a danger from the opposite side. Both work fantastic! My IW(A) is my best player by far, scoring and assisting a lot. Meanwhile my Wingback still does a lot of crosses for great results while both move inside when the other is attacking to support slower attacks. With a Poacher up front I get quick, central counters going, beating the line and offside traps. With a Target Man there is more wingplay involved as they redistribute the ball from the middle instead of running and are somewhat quicker to shoot. Right now I'm training a second (well, third - the differences weak/strong opponent each have their own slot) system which essentially is a second striker replacing the BWM but keeping their instructions. Regularly this is a PF(A) next to a TM(S) as they synergise quite well. Sometimes it is the PF(A) next to a P(A) which apparently is the bane of overconfident big teams.
  7. I did the first on [other management game] and the second all the time on FM17. On 17 my weirdest thing was going through the inbox, scouting, youth squad and a few profiles every single time skip. On 19 there is little but prolonged squeeing at how smooth and fine the game runs. Maybe ignoring the first transfer window unless I get absolutely mad offers. Or maybe being hyperfocussed on mental stats first for my first team with only pacy wingers or composed strikers exempt. Common to both games is managing both the first and second team if they are in an active league with a dummy manager. I'm pretty hands on when it comes to how my youth should develop! I'm also giving players their chances if they deserve it, whatever the attributes say. I'm also too much of a softie to get confrontational; my squad probably thinks I'm a big pushover cause unless something unaccepting is set I accept most contract demands or concerns at the slightest pushback.
  8. I find the result far more noteworthy than the crosses! Unless Leeds became the best team in the world, Dinamo Zagreb should not lose by ten against a 'normal' English team!
  9. At the topic of the match engine: Personally I still really, really like it. Mainly because I'm the odd guy playing a pretty defensive, counter-based system and the current engine finally makes it fun and viable after the countless of frustrating hours in FM17 trying to establish something similar. From what I gathered at reading many tactic threads and from more 'casual' players, there's a big market in big teams with dominating tactics. Sometimes it felt like the game was pushing this even more and making the defensive side a somewhat sidenote. (I'm also not over my assistnts constantly telling me to retain possession when the system clearly was not set up for it) Now the game feels more engaging for people like me because I have more options to establish 'my' game. Sure, some attacks don't work like they used to but I'm glad for the alternatives and the variety of play. It also isn't as volatile as in the early beta days but still puts a good amount of focus on the mental stats and 'feelings' of a player. Singular big errors, opportune goals or unfortunate conceded goals, players out of their depth or riding on high still can turn everything around. That makes this also a good game for gamblers and a more risky one for youth fanatics: 3 goals down at halftime does not make the second one pure garbage time. Changes and a good speech and it is still on. One dumb error or bad luck though and it can become embarassing. Similarly 2 goals by the 80 minute mark does not mean one can replace their midfield with their youth prospects because it will(!) be exploited! Four things that stood out for me: NNCs feel really, really strong right now. Their long clearances way, way too often find my lone striker or IW(A) despite the attribites suggesting otherwise. I love how consistently and intelligently wide players move inside when the play is on the other side of the pitch. Striker roles. Just striker roles. I still struggle to read the game for the best ones but now I feel way more comfortable just switching roles here instead of subbing or revamping the entire tactics. What difference that can make is phenomenal! Way too mamy hits on the woodwork. On average two two three per game which seems excessive. One of my problems in presentation is just how my vision and the game's definition of 'clear cut chance' do not match up. At all.
  10. The rule of Magath: 'Outrun the opponent after 50 consecutive games or else...' I always choose that option when my team horribly fails at a game's end, like conceding two or more in the last ten minutes (or five in the last 25 after being four up :/). While I normally keep physical training in the preseason, winter break and a select few units during international break, I consider it more a reward than a right: Show physical weakness during the season and these rights are swiftly revoked! Back to topic: After a good while getting my three similar-at-strength strikers to peacefully coexists. I got one out of the Other group in both hierarchy and social groups, I got another to accept his sub status for now (which he pays back with such good jobs coming from the bench I'm close to starting him soon) and the third is so precise he always works against the big teams and does not demand much more!
  11. I was playing as Pauli against Cologne with a win going a long way to assure promotion. Twenty minutes in I was 0-2 down with morale completely at the bottom. I then took the decision to sub out my key player team leader to change my system and somehow won 3-2. Afterwards I was expecting a lot of complaints from the important player but he understood my explanation and continued to be all-around great.
  12. Yeah, this is really bugging me too! Especially as I'm playing the old version of the 4141 DM right now and can't really talk about it or search for alternatives without causing a lot of confusion.
  13. Piperita

    Has anyone seen this

    My guess would be the following: The instructions say to play a patient, slow game from the defense but simultaneously you are meant to press the entire pitch and play counter attacks. Maybe the game is confused about where the players should stay on average — deep down, waiting to build up their patient game or higher up, waiting for counter opportunities and close to their man? The positions are all logical for the players but you have a pretty non-standard, completely fresh tactic. Have you tried building the basic formation based on a 4-1-4-1 DM preset and then slowly changing instructions/roles instead of building it from scratch? If the preset has the same issues it has to be a bug, otherwise it's in the instructions.
  14. I had the most fun with St. Pauli (German second league) but I know them in real life so I had a basis to start with. Otherwise I always focus on the teams expected to be placed somehwere between 8 and 14 depending on how confident I feel. If I have a plan I go with the better teams with the goal to reach Europe, if not the worse teams as they regularly are good enough to stay clear of relegation and above this line have a good amount of patience. Which one I pick of the ones in play also depends on the squad — A good balance with at most one or two star players always goes a long way. Squads that are over- or under-staffed at key positions lose a lot in my early evaluation (e.g. my favourite team has five almost equal Centre Backs and two key destroyers but almost no depth in other positions). As for your second questions, that depends. Normally I prefer to replay the same games over and over again in mid-details to get an average result and can make out patterns. Key chances, mistakes, buildup to goals are the key here plus a few random scenes paused to see the positions of my players. This goes especially for this version as I started in the beta and it just runs fast! But if I play 'real' saves or just want to get forwards, I play full games in 2D in a slightly slower speed. I need to see positions as I have less chances to observe and adapt. Replays on 3D can(!) be used as some especially good or bad actions are more easily seen there. Once the early kinks are sorted out and I feel good, I reduce details and increase speed slowly until I'm at Key and slightly faster. If a game goes badly or my team starts ovr-/under-performing, I go back to more details to see what the key for that might be.
  15. The zeroth rule is: Do you have a preferred style of play and how desperate do you want to establish it? Are you the Magath type who replaces half the team and takes full control, the Favre who makes his players fit his vision, or the breed of coach who works with what works for the players available? The Magath has key stats in mind and a clear focus on what should be done whatever the basis is. The Favre similarly has a clear focus but looks how to make his players work within that frame. The third has less vision and focusses on what the clib can do and builds up from that. Once you have that answered, the most important thing is: Know your players! Look at the Team Report tab how their stats compare with the rest of the league and what their strengths are. From that you have to see how to best use your strengths while protecting your weaknesses. Whether you then buy off weaknesses or hide them tactically depends on how you answered the zeroth rule. I think midtable teams are the best for testing as you see a lot of variety from your opposition and you tend to have a good basis to work with. The bottom is often outplayed or faced with heavy attacks whereas the top often plays against walls or has way, way too many options to choose from. With City and friends you can use dozens of system but too often have to focus on penetration and counter protection while handling big egos, all the while you don't have to 'know' your players. Second thing is: Know your opponent and learn to adapt. The way I do it when I'm serious about a tactic: Replay every game dozens of times in 2D view with a lot of details until you have a good dataset of 'normal' games. Look what worked or didn't. Adapt and replay again. If you just want to play and test 'live', full 2D games at slow speed. Look at how the phases of play go and where the errors lie. Adapt them out as soon as they become patterns. Third thing: In the second window buy and replace. Both for depth and for some minor tweaks if roles changed during testing. Fourth thing: Don't be agraid. Early subs or tactical changes are no shame!