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Yellowbucket58

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Posts posted by Yellowbucket58

  1. It’s really hard to get wingers to score 30+ league goals in this years FM as it is in real life I suppose. I’ve also tried to maximize that position in this years FM but the IF usually caps out at around 20 non-penalty/set piece league goals with a regen player similar to Salah’s abilities ,which is the same output as Salah after that crazy season.
     

    The only time I’ve consistently had a IF consistently score around 30+ non-penalty league goals was with Mbappe (Crazy Mixture of Pace/Technicals/Mentals) or as mentioned by @crusadertsar a IF regen that was as dangerous on the ground as he was in the air (Ronaldo). In my experience the hardest part is finding the player rather than getting the desired scoring output.

  2. 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.

     

  3. 2 hours ago, 2feet said:

    More info here on the match engine changes (plus other things like changes to Team Instructions to help improve defensive tactics): https://www.footballmanager.com/features/match-ai-and-animation

    Goalkeepers now have the ability to make K-Block saves – when the ‘keeper drops one knee to the ground to prevent a shot from going through their legs – and spread saves. Now, in one-on-one situations, the goalkeepers can use their frames more effectively.

    Defensively, we have improved the ability to win tackles, read interceptions, apply back/side pressure on opponents and read aerial interceptions. Alongside the general team-shape tweaks, defensive shapes have improved as well – for example, wingbacks in a back five will look to press/engage more aggressively, while there also improvements to back-four shapes positionally, too.

    Going forward, players in FM23 can have more realistic first touches in their attempts to get the ball perfectly under control – for example, the ball may bounce or bobble up in the air on a player’s touch. First touches, in general, will carry on the momentum of the ball more from the pass - making the match itself look and feel more realistic.

    It also adds different decisions that players will make based on these first touches, including more opportunities to control the ball In mid-air and bring It down better, or carry on with the ball, or even chest it straight Into a volley.

    Elsewhere in the final third, there are improvements to finishing. Players are now more likely to shoot across goal, find corners, open up their bodies and take a composed touch before scoring. When they get into attacking positions, they are more likely to cut onto their stronger foot.

    We have also made improvements to a few player roles and how they position on the pitch - for example, the Winger role is now better at consistently offering width in attack. In midfield, tweaks for advanced roles, namely Mezzala, Advanced Playmaker and Central Midfielders on Attack duty, will position them higher in the half-spaces during build-up play in certain formations, such as 4-3-3.

    There are also changes to address the balance between Defensive and Attacking mentalities. For instance, players may be less consistent at tracking back defensively after they have exerted themselves in the attacking third, depending on their Attributes. This, combined with the defensive improvements, should lead to counter-attacking and defensive football being more viable than ever.

    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. 

  4. 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. 

  5. They are pretty much the same. I did an in depth analysis a while ago and reported it in the bug forum. It was acknowledged so I'm hoping it's fixed in the next update. It's also been a problem in the past several versions of the game so I'm leaning that it won't be fixed but hopefully not.

    Here's the report if you wanted to take a look. It's not a problem with only wingback crossing and dribbling but multiple attributes have strange distributions on Regens regardless of position.

    https://community.sigames.com/bugtracker/football-manager-2022-bugs-forum/medical-and-development-centre-training-and-finances/analysis-on-regen-attribute-distribution-r6052/?tab=comments#comment-35909

  6. On 21/12/2021 at 12:16, Daveincid said:

    7. If you have questions, critics or you found a bug, please send me a PRIVATE MESSAGE. Do not spam the comment section with those things, as it might confuse or upset other people. I probably won't answer every question, please respect that.

    Just curious as to what we can actually post in this thread? Great mod by the way.

  7. 3 hours ago, kjpro said:

    @Sunstrikuuu could you not set BDP to pass short but then they will still have take more risks anyway so they lose possession more.. hmmm

    BPD have Take More Risk hard coded into their instructions so they are more likely to perform a risky pass and possibly lose the ball. You can mitigate the tendency with PPM and other individual instructions as you mentioned but they'll still look for the risky pass. I'm sure you can build a great possession tactic with a BPD but I've personally have had more success with Regular boring CDs. I've found BPDs to be great in more direct tactics. I had a World Class BPD in one of my saves last year and his long ball passes where great in bypassing my hardworking but non-creative midfield.

  8. 10 minutes ago, FrazT said:

    @Yellowbucket58  Very good post, well researched.  This would be a great value to the dev team, so can I please ask that you repost this with the attachment in the relevant subforum of the Bug Tracker and at least there the developers can have a look ?

    I uploaded it in the All Other Gameplay section of the Bug Tracker. I think that's the correct section to upload it to as the other sections didn't seem appropriate.

  9. 1 hour ago, Icy said:

    I reported this in FM21 already but it’s also legacy from FM20 at least. The game is not producing quality FB/WB, most of the regens in that position are more CBs than FBs/WBs regarding the attributes, most of them with low crossing and dribbling attributes.

    Here you can read my thread past year about it.

     

     

    Might be worthwhile to report it in the bug tracker. The majority of Regen fullbacks do tend to be defensive minded and not really that technically great. 

  10. Yeah, passing completion is way to high, teams are completing upward of 85% of their passes in my save. What really irks me is that "Accuracy/Inaccuracy" was noted as a thing they improved in the match engine, which according to them would have made "sure that errors on shots, passes, and headers is more realistic compared to real-life data." Their words, not mine. Don't know how the high completion percentage came to be if they were comparing the game results to real-life data. Surely testing would have quickly found the problem? Overall I'm enjoying the game but maybe don't advertise something as major feature if it isn't even working properly and still being looked into after release day?

     

  11. 6 hours ago, Spinach said:

    image.thumb.png.e008396b85201ed29306ff4f3e87f19e.pngWhere should i play this guy? I am currently playing him at centre back but i feel like i am wasting his 16 passing.

    Not at all. Having a good, in your case great, ball playing center back could be a great thing for your team. If you are playing a more direct style of football you could train him to have the try long range passes and switches ball to the other flank ppms. Great way to quickly bypass your midfield if they aren't the playmaking type and quickly get your wingers in dangerous positions.

  12. 59 minutes ago, hursty2 said:

    Yeah that's the one I was looking for, don't recall it being there but I'll pay more attention next time.

    I dropped my line of engagement even before the first goal went in as I could see it coming. I think it was the CAM that damaged me, probably should have marked him. 

    Also, more BETA feedback. In that particular game I had 66% possession with 96% pass completion (659/688), it seems awfully high.

    Previous games have been in the season: 
    2-1 AWAY WIN - 62% - 96% - (832/868)
    1-0 HOME WIN - 62% - 94% - (750/802)
    2-1 AWAY LOSS - 61% - 94% - (683/730)
    2-0 HOME WIN - 53% - 95% - (585/619)

    Admittedly a small sample size but maybe a bit high? Especially for Dutch second tier team expected to finish mid-table. Playing a vertical tika-taka without the high defensive line and offside trap.

    Yeah, passing completion is way to high, teams are completing upward of 85% of their passes in my save. What really irks me is that "Accuracy/Inaccuracy" was noted as a thing they improved in the match engine, which according to them would have made "sure that errors on shots, passes, and headers is more realistic compared to real-life data." Their words, not mine. Don't know how the high completion percentage came to be if they were comparing the game results to real-life data. Surely testing would have quickly found the problem? However, the game is still in BETA and I'm hopeful they'll make true to their promise as it was an advertised feature of the new match engine.

     

  13. I'm currently running a system similar to yours and what I've found that worked great is not using the TI Be more expressive. You're using a Treq, Mezzala, DLP, IW which are all inherently agressive, and expressive positions so using that TI is an overkill.  Using that TI might lead to unnecessary risks which will lead in needlessly losing possession of the ball.

  14. That does sound weird. I'm currently running pretty much the same tactic in my Barca save and things went pretty smoothly for me. Used a CF(s) instead of a DLF(a), a Mezzala (a) instead of cm(a) and a DM instead of a halfback. Pretty much all my squad specifically the attacking players have the PPM play one-twos which I've found to be important in breaking down the opposition when they're sitting back. Also tend to play on attacking mentality against lesser opposition and positive against tougher teams.

  15. Awesome post! Really motivated me to create a similar tactic to arguably Fergie's greatest team. Used a tactic similar to yours albeit with some different roles and instructions and also used it with a save that is about 15 years into the future. My team was constructed and youth developed to accommodate a possession heavy tactic that I've been using to great success. I'm not sure if its due to the specific development process I used to develop my player into highly technical players capable of playing such as possession oriented style of play, but most of my players specifically the forwards developed into technically brilliant footballers but not so much physically. Below is a picture of Toni Portilla one of my re/newgens that encapsulate the type of footballer I believe is needed to play a possession style effectively.

    1862470286_ToniPotilla.PNG.632ae465aae1ce7b70db9d0caff0bda0.PNG

    As I previously stated, technically gifted but physically ( acceleration, pace, balance, agility) lacking. My other two forwards are pretty much of the same mold. Anyway, I used the Ferguson tactic I had created for a whole season and as to be expected results were mixed. Finished 4th in the league and knocked out of the champions league quarter finals despite employing a team that had consistently made the later stages of the tournament routinely. I guess I thought I could brute force the tactic to work through my teams sheer talent level but that was not the case. As you mentioned, you really do need the right players, specifically the all important trident to be not only technically but physically talented, which was the part that most of my players lacked. Part of Ferguson's Man Utd that made them really special and dangerous was their ability to punish teams on the counter, which I guess isn't something you can accomplish with a bunch of forwards with 12 acceleration and 11 pace. Either way it was a fun experiment that really showcased the need for specific players to make certain tactics work and it also made me start a new save where the goal is to perhaps focus on the physical side of player development which I haven't really tried and see if i can then make the tactic work once the correct type of players have been developed/recruited. Once again, awesome post! 

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