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mister.cool40

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    FM 16 to FM 20,I am seriously addicted.

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    Arsenal

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  1. I actually read this thread before. It's a very interesting experiment. I use this type of vanilla tactic (with no TI) when I am out of ideas, particulary against big teams in away matches. The inspiration is of course your thread. Hmm...I also think improving TIs and PIs will be necessary if mentality was to be removed. But do you think there is a chance that current mentality system will be removed or improved in future?
  2. [[ Hello everyone. I don't know if this has been proposed before . As I feel SI has been trying to going in a more organic direction this falls in line with that vision. Also It's only my personal opinion and I could be wrong and I don't mean SI any disrespect. Also posted this in feature request section for SI to review. I am not a native English speaker so I apologise for any potential grammar mistake ]] For me selection of roles and duties, passing options, tempo, pressing height and intensity etc. in the current tactic creator menu should be enough to dictate what mentality I am playing with. Say, If I am playing a 433 with two overlapping wingbacks, counter press and very high DL and LOE with max pressing intensity; shouldn't it be enough to indicate that my mentality is very attacking? Even IRL if I say any team is doing these things, it would be crystal clear to anyone that this team is playing very high risk football. But in FM, you could put a very defensive mentality with these instructions; which doesn't make any sense. Yes you can create a very very very specific type of football with these weird mentality and TI+Roles and Duties combos. But for me this is just abusing the M.E. This is not an organic way to create a tactic and no real manager would ask his team to park the bus with overlapping fullbacks and ultra high DL. The biggest problem is the current mentality system doesn't go hand in hand with the rest of the tactic creator. There is a lot of vagueness which only confuses the player. In very defensive mentality description it is written that, "unlike the defensive mentality it is not looking to score on the counter attack...". Now you can play a very defensive mentality and also select the Counter TI in the transition section. What happens when you selcet both? We don't know! Now people could experiment with these two instructions together to see what happens. But I believe the majority of players don't have the patience to do these experiments with all these combos. And more importantly, the majority don't have the EYE to understand what is happening because of which instructions. I have played for nearly 5 years and sadly I am not even close to developing the EYE. Now Imagine playing very defensive would automatically prevent you from selecting counter TI. You would clearly understand what very defensive mentaliy means and how these combine with each other. Similarly the attcking mentality description reads "....by employing a fast tempo and more direct passing....." but you can employ a much shorter passing and much lower tempo in the in possession section while still having the attacking mentality. Now I am aware that it has been said many times in the forum that mentality description doesn't mean anything and mentality just means Risk. But when you are setting your DL much higher it already means high risk. The passing risk can also be set by TIs or individual PIs. As for positional and forward movement risks, when you are selecting WB(attack) instead of no nonsense full back(defend) it already means high positional risk and more forward runs. The point is, all the risk management can be done by TIs and PIs. So, why is there need for mentality which unnecessarily complicates things? Now one thing mentality does usefully is that it can increase or decrease the individual mentality of the whole squad at the same time. Is this convenient ? Surely, yes. In real life too a manager might ask his team to be more attcking or defensive. But surely no real team can switch between 7 different levels of mentality. So, for me, the current mentality system is not at all organic and not a representation of real life coaching. If mentality is removed, the game can be played in an organic way. Scrapping mentality option by just simply puttin it under the hood might just increase the confusion among players and leave them with less options overall. The TIs and roles/duties/PIs might have to be properly augmented to handle the mentality all by themselves.
  3. [[ Hello everyone. I don't know if this has been proposed before . As I feel SI has been trying to going in a more organic direction this falls in line with that vision. Also It's only my personal opinion and I could be wrong and I don't mean SI any disrespect. Hoping to have a good discussion before (or ever) admins lock this thread after reviewing. I am not a native English speaker so I apologise for any potential grammar mistake ]] For me selection of roles and duties, passing options, tempo, pressing height and intensity etc. in the current tactic creator menu should be enough to dictate what mentality I am playing with. Say, If I am playing a 433 with two overlapping wingbacks, counter press and very high DL and LOE with max pressing intensity; shouldn't it be enough to indicate that my mentality is very attacking? Even IRL if I say any team is doing these things, it would be crystal clear to anyone that this team is playing very high risk football. But in FM, you could put a very defensive mentality with these instructions; which doesn't make any sense. Yes you can create a very very very specific type of football with these weird mentality and TI+Roles and Duties combos. But for me this is just abusing the M.E. This is not an organic way to create a tactic and no real manager would ask his team to park the bus with overlapping fullbacks and ultra high DL. The biggest problem is the current mentality system doesn't go hand in hand with the rest of the tactic creator. There is a lot of vagueness which only confuses the player. In very defensive mentality description it is written that, "unlike the defensive mentality it is not looking to score on the counter attack...". Now you can play a very defensive mentality and also select the Counter TI in the transition section. What happens when you selcet both? We don't know! Now people could experiment with these two instructions together to see what happens. But I believe the majority of players don't have the patience to do these experiments with all these combos. And more importantly, the majority don't have the EYE to understand what is happening because of which instructions. I have played for nearly 5 years and sadly I am not even close to developing the EYE. Now Imagine playing very defensive would automatically prevent you from selecting counter TI. You would clearly understand what very defensive mentaliy means and how these combine with each other. Similarly the attcking mentality description reads "....by employing a fast tempo and more direct passing....." but you can employ a much shorter passing and much lower tempo in the in possession section while still having the attacking mentality. Now I am aware that it has been said many times in the forum that mentality description doesn't mean anything and mentality just means Risk. But when you are setting your DL much higher it already means high risk. The passing risk can also be set by TIs or individual PIs. As for positional and forward movement risks, when you are selecting WB(attack) instead of no nonsense full back(defend) it already means high positional risk and more forward runs. The point is, all the risk management can be done by TIs and PIs. So, why is there need for mentality which unnecessarily complicates things? Now one thing mentality does usefully is that it can increase or decrease the individual mentality of the whole squad at the same time. Is this convenient ? Surely, yes. In real life too a manager might ask his team to be more attcking or defensive. But surely no real team can switch between 7 different levels of mentality. So, for me, the current mentality system is not at all organic and not a representation of real life coaching. If mentality is removed, the game can be played in an organic way. Scrapping mentality option by just simply puttin it under the hood might just increase the confusion among players and leave them with less options overall. The TIs and roles/duties/PIs might have to be properly augmented to handle the mentality all by themselves.
  4. Based on which factors these odds are calculated?Just reputation or the player stats are taken into accounts? And I also can't seem to get the news that declares pre season title odds.For leagues I can see it at the season preview but I can't seem to find it for Champions League.
  5. try Nvidia Geforce if you have an Nvidia card.Its quite good and easy
  6. The game is hard enough to understand as it is.Until the tactic creator interface becomes more customizable and easy to understand,I'd rather have this advantage.
  7. This is a fun one and there is absolutely no need for it.But adding the feature for our 3D avatar to age for long term save would be nice.
  8. Definitely agree with the first 2...not so sure about 3rd,at least not for now.Going more organic with the game isn't a bad idea,however it sometimes takes away the clarity and causes confusion.For example under the hood behaviours of some roles.For me the game is now exists in a state between organic and inorganic.In a future when the tactics creator reaches a more organic state,then "not so precise" player attributes will be a good idea.However if it can be implemented along with the current attribute system and we get the option to switch between them,that would ideal for me.
  9. Hello Again! A query about headed chances in FM.Especially in my Atletico Save when I played a 4312 I created a lot of chances where a player would find him relatively or sometimes completely unmarked in the far post.The balls normally floats in but the player misses the header.I heard that headed chances are not considered good chances but there usually is enough time for these players to control the ball and finish the chance.IRL I see Neymar,Gabriel Jesus,Sterling and especially Aguero finish a lot of headed chances but they are not considered players with good heading ability. Are these considered good chances or is it some wacky animation that makes it look like good chance? Also I could be wrong in interpreting the situations.Would love to see your view on this.
  10. Just another question if you haven't finished,another type of goal we see most in FM is cross from one side of the pitch (slightly deep crosses) and a forward or winger from other side beating the fullback to score the goal.Are these balls naturally hard to defend so we should take "prevention is better than cure" approach?Or will any PI or OI help the defenders? Also sometimes the fullback will be up against a tall striker or winger.Normally at elite clubs fullback is generally a creative player ; while I always make sure the fullback has good marking,positioning,concentration but it is so rare to find one who has good jumping reach and heading.So when the crosser floats the ball it is so difficult.So how do we deal with it ?
  11. In terms of breaking defensive team I think being patient is important.Usually I manically tweaked roles/duties/TIs if I didn't score before 30 minutes.But for the last two seasons I changed the panic time to around 60 minutes (that is 60 minutes before any changes in tactics ).That has been actually been beneficial because in tight matches the opening goals has been scored around the 60-70 minute mark.And this is my personal opinion that the ME doesn't always reward you from open play,so accept these set piece goals as well. In terms of having high possession that has been a bit random for me.High DL & LOE with high pressing hasn't always resulted in high possession.But IMHO the ME takes into account a lot of things in terms of possession ( both teams formation,mentality,LOE & DL,player attributes etc ).It's not as organic as real life football so doesn't always represent real life football accurately.So better not to worry about it.( Again,it's only my opinion and I could be wrong so there's that...)
  12. Drawing or losing for no reason,immediately seeing the title rival siffering the same fate.
  13. I believe a good portion of the FM players don't really like bothering with set piece.I am one of them.Although set piece goals are essential part of the game,I find the current set piece modules difficult to understand,especially because I play with 3D ME and I find the 2D display of set piece module difficult to translate in the 3D game. Also,setting good set piece routines ( especially defensive ones ) requires a good amount of reaearch and knowledge which many of the FM players do not have.Even when a good set piece routines are set up,a formation change or substitution forces us to change all the routines mid match.So combined with the increased amount of set piece goals conceded in the last two FM versions,set piece is becoming a frustrating part of the game. So I think it would be really helpful if game implemented Set Piece Coaches who would take care of set pieces for us.A combined set piece coach who would take care of all or specialized set piece coaches ( Liverpool's throw in coach is a trendy example ) both could work. I could envision some potential issue from this.Say SI chose to implement set piece coaches but I have a team with no real jumpers.So despite my set piece coach I concede loads of goals and start complaining in the forum that the new feature is broken.To avoid this the set piece coach could be programmed to give us advice like : Boss we need X amount of good jumpers or current lineup requires 2 more guys who can mark etc etc.I don't mean to tell SI how to code this or anything,just to highlight the possibilities of this feature. There would definitely be some balancing issues,but I don't think having set piece coaches wouldn't be a very wild idea nor unrealistic.This would save us a lot of trouble who don't want to spend time micromanaging set pieces.And for those who like to do so,they can always choose not to hire the coaches at all 😁 [I don't know if something like that has been suggested before,so I am sorry it has been already contemplated.But in my personal opinion this would be a very cool feature.]
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