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Yellowbucket58

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110 "Keep your friends close, but your enemies closer"

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  1. Sounds great! Wonder if the “extra motivation” to meet goals is tied to the player morale or something else under the hood that accounts for said motivation during a match.
  2. I do think the ME is good but boy does it produce a lot of the same goals. The most common goal scored I’ve seen is a midfielder simply hoofing it over the top of the defense, where the forward then runs into space and scores. Kinda frustrating and boring.
  3. There is a page in the pregame editor that allows the user to change the preferred tactical roles an AI coach will use in their setup. All tactical roles are available except for wide center backs.
  4. It’s nice to know they fixed or at least tweaked newgen generation. Some of the regens, if not most of them had really strange attribute spread. Attributes such as crossing, dribbling, heading, finishing were at a premium as soon a save progressed 15+ years and the database was mostly all regens. It doesn’t really affect the user as they are able to retrain and focus on certain attributes to improve, but the AI doesn’t really do that, so it lead to AI teams using players in positions and roles they didn’t have proper attributes for. For example, as a save progresses there’s always a dearth of wingbacks/fullbacks with proper crossing/dribbling, and because the AI isn’t really developing these attributes they’ll play players with abysmal ratings in said attributes, which probably isn’t great for the AI team’s performance across seasons. I’ve been able to manually fix this with a mass editor that allows me to tweak the ratings of regens, and it overall does a good in balancing regen attributes. Here’s a report I did on regen attribute spread, which should come in handy when testing for this years changes. Will report what I find.
  5. If implemented well these are some great additions to the games match AI but wouldn’t go as far as to call them headline features. These are improvements that should be expected, not advertised as major selling points.
  6. https://community.sigames.com/bugtracker/football-manager-2022-bugs-forum/medical-and-development-centre-training-and-finances/analysis-on-regen-attribute-distribution-r6052/ Here's the report I did on regen attributes, which showcases the problem with regen attributes.
  7. It's an issue that has been acknowledged by the developers but it apparently is a problem that's difficult to fix. I've done some lengthy research on regen attribute spread and I found the game produces some really weird regens when compared to the real players at the start of the game.
  8. I also ran some tests a while ago, all in full detail, because like you I was surprised by the somewhat lackluster performance of Tottenham and especially Kane in the game. Boosted Morale, Conte's attributes, player ratings but they still underperformed. Ran countless test and from what I gathered the AI played Kane as a Deep-Lying forward every game as that was his preferred role, which makes sense as his attributes are perfect for that role but he severely underperformed every save. So I went into the pregame editor and changed Conte's preferred forward position to be an advanced forward, which resulted in Kane immediately banging in goals and Tottenham's form immediately improved. Did other tinkering with the team but can't remember as I conducted the tests a couple of months ago. Also gathered that for whatever reason if an AI coach plays a formation that has a lone striker, said striker will usually struggle unless he's being played as an advanced forward.
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