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Everything posted by nully29

  1. My wild guess, also based on what the game actually says, is that player's familiarity contributes to overall team cohesion. Which on turn affects positioning, vision and maybe something else.
  2. HB is handy when you need to isolate opponents' lone striker
  3. Yeah, you basically need to accept all offers or risk a mutiny in your team. And if you accept an offer and sell your star, ambitions teammates will riot anyway.
  4. Another thing to consider the is that rotation is a motivating tool. If you sit a player for a couple of games and then sub him in, he would usually come back very motivated. You may also drop players after warning them about poor form or lack of goals. Motivation is more important and less visible aspect of rotation than preventing fatigue/injuries.
  5. If you set an advice on players development, you would frequently get something like Potential increase. Now player X is considered future Championship winger. Previously thought to be only League One winger.
  6. Attacks end up with crosses because your striker would not run for through balls. Also because dominating against deep defensive lines does result in crosses, which is one of the weapons against deep defenses. If you had a target man, you would create/score a lot. But since you don't want crosses, try this: Change ST to some penetrating role like poacher or AF, so he would open up for through balls. Change mezzala to BBM. Change DLP to CMa. You don't want your playmaking to come from deep, do you? You need that killer pass from AMC area. It should come from whoever is your best passer. He should be CMa or AP or even AMC. You may also consider changing HB to BWMd for better gap control in the defense.
  7. Seems unrelated with salary. Or, at least, salary is not a primary driver.
  8. I was running very similar tactics, albeit in FM19. It appeared, that the winger will NOT usually pass to the wingback. Instead, he would pass back to DLP with his LEFT foot. And then DLP will launch a WB down the wing. So for this setup you would actually prefer a left-footer on IW, but make sure it's still the case in FM21.
  9. Yup, I figured I should keep it concise and focus on some actionable advice. Nonetheless, low crosses are bound to fail when defenders sit back. BPD is good for launching long balls into counters/spaces, but when ops sit back, BPD is less useful. Advanced playmaker is a ball magnet and since the point is to stretch opponents' deep defensive lines, having a ball magnet in center may be counter-productive. Conversely, wingers should stretch the opposition and thus need to be on attacking duty. For the same reason you could use more aggressive wide defenders, hence change them from FBsu to WBsu. They would need to support - rather than attack - because they need to cross from deep to the far post and also offer a passing outlet to recycle possession. Dropping mentality and tempo should result in more methodical surgical piercing of ops deep defensive lines.
  10. Remove low crosses. It usually fails. Drop mentality to balanced and tempo to standard Change BPD to CDd Change AP to CMat Change Wsu to Wat Change FBs to WBsu
  11. Change it to: Narrow to wide Remove work the ball in the box Those two will bring your wingbacks into the play Change wingbacks duties to support. Change CMs to BWMs and BBM. Change ST to something penetrating, such as AF Reduce pressing Drop LOE a tick, but make OI to press ops back four and a goalie. Add offside trap
  12. OI press harder on opponents central midfielders. Also have enough players in that area, like DM CM AM, PF. Make sure you are not outnumbered and your CMs are not being dragged to flanks
  13. I finally figured it out with editor. It is calculated as Loyalty+Temperament-Pressure A player can be happy, very happy or delighted about the way you manage the club and about how you treat him.
  14. Ok guys, I have played with editor a bit and here what I've learned: Feels supported over any issues = low loyalty OR low professionalism OR high controversy. Also, there's a hint about adaptability. Reasonably well-supported means low adaptability, extremely well supported means high adaptability. Player likes how the club is being managed is calculated as "loyalty+temperament-pressure". Proud of club's position (rather than happy to see club doing well) means high loyalty. Also. Not surprised that the team is doing so well under you means high loyalty. While "feels the team is doing so well because of your influence" means <14 loyalty.
  15. Lobanovsky solved this problem in real life and it is possible to replicate it in FM. Start the match against underdog with high pressure, very attacking style. Score fast. Than sit back and play counter.
  16. I run a very short first team, like 12-15 players. I like having a tight-knit small squad. In case of injuries and fatigue, youngsters fill in.
  17. Let's say, the game ran some calculation that weigh many factors and ended up with "Player feels he is well-supported over any potential issues". Does it actually mean, that this player is more likely to take issues with me? If not, is there any practical difference between a player, who feels he is well-supported and a player, who is happy to be a big part of core social group?
  18. What you say is that controversial players can also be happy. Yes, they can. The point is not about a controversial players being happy, but rather about the following phenomenon: Some players are just randomly "happy about how club is being managed". It's usually 1 or 2 players out of ~25 men rosters. There must be something that makes them feel this way. I also found that those same players are also happy about how manager is treating him. They remain happy about those things throughout their whole time with the club. But why? I asked, but no one could explain this phenomenon. Other players, usually 1-2 out of a squad, feel they are well supported over any issues. Why? Others are just happy to be important part of a core social group. I thought, wording about "issues" is a hint by the game about player's potential controversy. But it isn't. So, what it is? Just a random different wording? Or some elaborated calculation that factors is reputation, squad status, age and club's status? Similaly, some players are worried about squad lacking depth in certain areas, while others don't. Some players are unhappy with training while others are happy. Why? What attributes make them behave this way?
  19. Until today, I have never used an in-game editor or any tools to look into hidden attributes. In fact, I have played with a "no attributes and no stars" skin . So, I spend some time trying to tell what a player is based on hints that the game gives. I have long presumed the following: Unhappy with early start of preseason - low professionalism Feels he is well-supported over and issues due to popularity in the room - high controversy Happy/delighted/enjoying the club - high loyalty Unhappy with low training workload - high professionalism and/or ambitions. Happy with how club is being managed - low controversy Happy how his manager is treating him (without me doing anything at all) - low controversy. Dressing room fit is determined by differences between team's average personality and player's personality attributes. Today I opened in-game editor and learned that I was wrong on all of it save the first one. If a player is unhappy about early preseason, he is indeed unprofessional. As for the rest, I have failed to trace any connections to any hidden attributes. It seems just either random, or a result of some complicated equation that I have yet to figure out.
  20. Might have something to do with me buying an in-game editor or switching to default skin and back. I did clear cache and reboot the game but still could be something about a file stuck in a cache. Once I edited the file, it probably was reloaded from the hard drive and that fixed the issue
  21. I went to non_player_attributes_panel.xml and added "disabled="true" to every "record". It worked. Not sure if it was the best way to fix since since I have no idea how to skin (I do have some IT background though so I sorta figured it out)
  22. Great skin! It fits very well with how I would like to play this game. Yet since 1.2 Staff attributes are not hidden. They used to be hidden in 1.0, but as I moved to 1.2 I can see staff attributes again. Players attributes are still hidden, no stars, font is new, so skin is loaded and generaly works, but it still shows staff attributes (i.e. numbers, not colored icons). Edited: I have managed to fix it myself by adding disabled="true" to every "record" in staff attributes file.
  23. I love playing defensive football too, so I would add: Score fast. Come out with high pressure, ultra attacking football and open the score in the first 20 minutes. Shut the door. No need to setup a counter-attacking approach. Just park the bus: Much lower line if engagement, lower line of defense. Extreme pressure. Tight marking. Stay on feet to avoid fouls. Press and tight mark OI on almost every opposite player except for their CDs. I know, in balanced approach it's wrong to tight mark speedy opponents, but with low compact block it works. Defensive width depends on ops formation Waste time, much lower tempo, much shorter passing. My formation 4-1-4-1 PFd (sometimes DLFs) DWs BWMs BWMs DWs HB FBd CDd CDd FBd Works very well with tall defenders in Vanarama South
  24. Promoting him, like from regular starter to star player, might help
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