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nully29

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Posts posted by nully29

  1. 21 hours ago, Phelix said:

    This is not recent. Ever since the very first Championship Manager, SI have made changes to each addition to make the game more realistic.

    You cannot in real life have a printout of a players attributes from the Serbian second division on your desk in minutes. Why should you get it in a game that strives to be the most realistic football simulator in the world?

    I don't know about Serbian second division, but with latest technology advances it actually is possible to get loads of data on player's speed, tackling, heading etc in minutes

  2. 18 hours ago, bobbyb12345 said:

    This doesn't make sense though. Making it harder involves trying a different tactic but in a way that might make being successful impossible without using the same exploits 

    You can change your tactics as you study match engine. AI cannot. You know that high lines work way better than low lines. AI does not. You can read guides, watch YouTubers and spend hours tweaking your tactics. AI can take one of the default ones and slightly adapt it according to few hardcorded rules (such as lower mentality if playing a high reputation team). There's no way this is an even ground. There's no way for developers to make it challenging game while allowing players to tweak tactics. AI can't even try Catenaccio, realize that it doesn't work and switch to Gegenpress. Gamers will crack match engine no matter what and there's nothing AI can do unless you build a real self learning AI. As things stand, AI doesn't even try to figure out what works in ME.

  3. Start in England with all 6 tiers, on small database. Holiday till new season. New teams will get promoted. They usually have no players except for 13 newly generated guys on non-contracts. All of them are operating at regional divisions level. For some reason, none of them can play striker. I did several rerolls but never got a striker. So the challenge is to avoid relegation with them. You can't make any signings except offering contracts to your grey out players. It goes without saying, that saves/loads are not allowed.

     

    I actually failed. I got relegated on the last day, falling two points short. Nonetheless I have learned that it's doable. I was playing mostly on key highlights without adapting to opponent, because I was interested in seeing how it would go rather than spend hours tweaking tactics. I would sure survive if I do it again. Few months later, once community would figure out ME, it would be easy. 

  4. I play with VNN newly promoted teams and found the same. Low block and counters doesn't work, at least without putting a lot of work into it. High block works right away.

    I also found that offensive width greatly impacts results. Wing play is far superior to center play. It's far easier to generate chances from wide areas.

     

  5. 3 hours ago, CARRERA said:

    Are you sure about that? I always feel like when players are familar with their role, they play better or are at least better linked up in the system as a whole. Obviously that doesnt mean they cant perform well anyway. And if it doesn't matter at all, why is it even there or what does it indicate?

    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.

  6. 59 minutes ago, herne79 said:

    - Adjust player roles.

    - Alter the given duty of player roles.

    - Change formation (a bit drastic but just covering all bases).

    - Substitute on attack minded players (eg., sub on a winger who has the "get forward often" trait).

    - Substitute on more creative player(s) such as a player with better technical skills and traits.

    - Change various TIs to help drag opponents around such as attacking width.

    - Increase tempo / passing directness / through balls.

    - Some / all of the above.

    There's probably other things, that's just off the top of my head.

    So for example from your system posted above you could perhaps try:

    - Changing the DLP(s) to an AP(s).  Would still be your main playmaker but from a more advanced position and looking for those little through balls onto runners (such as your CMa) rather than pinging longer passes into a pack defence.

    - Giving one of your wide players an attack duty to help encourage more penetrating runs or even onto through balls provided by an AP(s) if you switch.

    - I'm not overly familiar with Benfica but you should have plenty of high quality players off the bench.

    - A little more controversially as I know some people enjoy it, however I really dislike the HB role, never use it and would quite happily remove it from the game.  Personal preference perhaps but I just don't see the point.  I know what it's supposed to do, I know what it does, but I've never got one to work how I'd like and have always found a much better balance for the team with other roles.  If I want someone covering behind my midfield I'll use the DM or BWM role.

    HB is handy when you need to isolate opponents' lone striker

  7. 7 hours ago, karenin said:

    Does the Position/Role/Duty Familiarity have the same hit on decisions as if the player plays out of (tactical) position (DM instead of CM or smth)?

    Also, why doesnt the tactical familarity increase. Hes natural at the tactical Position and played this tactic and Role for 121 Apps now, yet position/role/duty familiarity level is still at the lowest possible - awkward (everything else is fluid).

    If it doesnt have the same hit on decisions as an unnatural Position i dont care, but the feedback provided suggests otherwise ("His lack of familiarity is impacting the squads overall cohesion, and he should be given more time in the team to get up to scratch" which is basically satire given he played 121 games with this role and duty on his natural position, and is my first choice. Missed maybe 6 games cuz of injury or ban..).

    Do you have some custom personal instructions on top of the default role?

  8. 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.

  9. 24 minutes ago, Diogo28 said:

    I've made some tweaks, but i'm still barely creating any chances.

    My first save is always with FCPorto, with a more direct play style an it's way easier, but possession tactics for some reason aren't working for me.

     

    I've lowered the tempo in order to give the WB time to join the attack, changed de AMR to Treq because the IF goes forward too quickly.

    I'm having lots of possession but the attack usually end in crosses, which is almost the opposite of what i want.

    The midfield combo feels weird. The mezzala gets in the area a lot. Would an AP work here? Or 2 playmakers would be too much?

     

    The left side seems fit for an overload, would that help?

     

     

    imagem.png.40b54581c046b5d3fd3ee93dc7798f9b.png

     

    This match was the perfect example. The goal was from a set piece. Apart from that, 0 chances.

    imagem.png.5472d69d9f7c1b0e2da27c3bdc861a3e.png

    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.

     

  10. On 28/04/2021 at 14:41, SuperBiggles said:

    (So, just to preface I wanna clarify that by no means do I feel like I'm any kind of tactical wizard in the least, so feel free to just tell me I'm an idiot or stupid for not understanding basic principles or something. Enjoying football is something that came late in life to me (lived in Australia in my teens, at the time it wasn't really a popular sport there), so most of my fun and enjoyment of the sport has come from watching it and playing video games. So, I've had no "schooling" as it were by playing any real life football)

    So, I was fiddling around wanting to try something new as a tactical set-up for myself for a new save. Thinking of using a 4-1-4-1 style formation, thinking it could be super adaptable and fluid to make changes with in games as they progress. With doing it I started thinking about the Inverted types of roles in the game, specifically an Inverted Winger. From what I remember reading or seeing, I seem to be under the impression that;

    If your player is playing as an Inverted role, you want them to have the opposite footedness to the flank they're on.

    So, right footed player on the left, left footed player on the right. Right? So they can cut inside and comfortably pass/shoot on their stronger foot centrally.

    Now I'm just wondering as to why... like, I can understand it as a principle for an Inside Forward who will want to cut inside and shoot on his stronger foot. Say, your Robben style player. But to me an IF is basically a striker on the pitch more or less, his job is to get in on goal in some way whatsoever. How does the footedness preference affect a role like an Inverted Winger in a flat midfield 4 set-up?

    The reason why I'm thinking it is I wanted to try something like this;

    2009794992_Screenshot2021-04-28at12_15_38.png.f9730d382108629946525eae783d0d63.png

    Ignore the lack of anything really there instruction wise, I'm more focusing on the idea of the shape here and theoretically how they would interact and work before adding anything else. Really, the focus I just want is on the left side, everything else is more or less adaptable for the time being. What I'm trying to work out is how these players will interact here;

    1506741794_Screenshot2021-04-28at12_15_38.png.7fe46596c888feba40e47d662bbddb7d.png  

    Now with this shape, what I would like to be happening tactically is this;

    - On that left hand side I want the IW(s) to run and cut inside, occupying the space in front of the DLP(s). A player who, from what I understand, is going to hold his position, per his role instructions. This means that the space ahead of him is not going to be doubled up on, and the IW will have a little pocket to go into.

    - This then allows the WB(a) to have freedom to basically bomb up and down on that left channel all by himself. He's a creative player, good passer and crosser, and good physical attributes. So it's something that I was thinking for an outlet. More or less wanting him to be a key creative outlet for the side.

    Now... why does this affect the footedness of the IW at all you probably ask?

    Well... again. Sorry for the super rough diagram, but it's just for illustrative purposes at this point. The way I would want to envision this tactic is it working like this in the beginning of play;

    1340228212_Screenshot2021-04-28at12_04_34.png.b8e07ff7db37343c32932e8f3e291027.png

    So, as we can see... just a rough idea of the way I would like some of the players to go forward. The thinking being, that when we're in comfortable possession it would ideally switch into something very, very roughly illustrated like this;

    2107036621_Screenshot2021-04-28at12_25_36.png.49e936c7d3442c1a3fcf2c49ad7dbbfb.png

    Again, ignore the bulk of it, and just focus on that left side. I know a HB probably won't operate that way, there's swathes of space left behind the WB, that's not how the right wing would work, etc... I just want to focus on the interaction between that IW(s) and the WB(a)

    What I want is the WB(a) to be an outlet. So, the IW(s) cutting inside is still gonna be wanting to use the WB as a passing option, and a way to influence the game. So, naturally he should be wanting to pass to him with his stronger foot towards the player, no? Just because he's occupying a more central position when in attack doesn't mean I want him with blinkers on and not able to utilise a pass to the WB.

    I think I'm trying to be using the same logic that a lot of people say with CB pairings, with how for a left sided CB in a pairing you want a strong left foot, so he doesn't have to check across himself to comfortably pass onto the left hand side of the pitch.

    It's what I'm wanting for my IW(s). I don't necessarily want him making that pass through the centre, I just want him occupying that space and spraying out a pass to the WB(a), and that the option to take it out wide is something he can just do without having to turn or rearrange his body in any way shape or form to get a decent pass off as I imagine he might end up doing if he was strictly right footed playing on the left as an IW (as I've otherwise been told)

    Or is it all moot and pointless and I've wasted my time writing this? Does it really not matter too much what preference you have with an Inverted role? If I just ask for the Overlap is it something that will just naturally happen as a passing option, regardless of foot preference on that IW?

    Cheers for anyone who bothers to indulge me with an answer!
     

    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.

  11. 17 minutes ago, Hilly1979 said:

    It’s ok saying change this change that but are you going to offer the guy an explanation why??

     

    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. 

  12. 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

     

     

  13. On 03/05/2021 at 12:10, Sam ba said:

    Yes I figured so...

     

    I now have my CDs and WBs on stay behind on free kicks and corners so they do not conceed.

     

    Now on slightly related topic... How do you stop goals from longballs... Every time!!!! 

    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

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