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chewbaccaloveaddiction

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Everything posted by chewbaccaloveaddiction

  1. I'm doing a similar project and one key element I want is acceleration and plays one-twos. Dani Alves and Jordi Alba were both pretty fast and in these positions I'd also focus on speed. And in general I think it's important to have fast players who can burst into space. Also look at this analysis by evidence based football manager: https://www.dropbox.com/s/bm9wtlofuwlhf5m/Training 7 for Dropbox.xlsx?dl=0 Like I use the one on one GK training quite a bit, because it develops some physical, key metal and technical attributes for outfield players very well. Before seeing his analysis I would have never picked that training session.
  2. The quadrant labels are wrong, low and high number of opposition passes per defensive action should be swapped to match the y axis
  3. The AI negotiates contracts with wages below the minimum wage. These players can't be registered in La Liga
  4. This is a Barca U19 player from my tactics save. I haven't touched training at all and only holidayed a season. Didn't know he existed 5 minutes ago. Development should be fine, even with default training. If players aren't improving, they probably have low PA, poor hidden attributes like low professionalism, or your training facilities are too bad. Noah Darvich improved that much, because his personality is fairly professional, his PA is likely very high and Barca has amazing training facilities. Improving facilities takes time, but you can focus on players with good personalities, improve them via mentoring if needed and also invest more in your staff and scouting, so you can find high PA players.
  5. Yes ignore the red squares. In FM23 SI reworked double pivots and changed them to DM by default. In FM23 double DM performed much better than double CM in 4231 or 424 formations.
  6. I used a 3232 and 3241 as a proper Gegenpress in FM23. With a 10 and 2 CF, you only have to create a 2nd tactic where the DW are W(s) in the AM strata and switch between both tactics during the game.
  7. I'm part of the FM is too easy crowd and would like more challenges, but players getting upset over nothing and holding grudges, while the game doesn't give me as the manager options to fix it sucks. IRL teams like Chelsea, OL, Ajax, Schalke all should currently play better based on the players' quality and if mentality could somehow reflect something like that in FM I'd be very happy. I picked Bochum in FM24 after their manager got sacked and really enjoyed the relegation battle and also kinda liked my players getting upset about some transfers, it was a fun challenge. I also think young players should be far more volatile than in previous FMs, they should lose confidence quicker, they should be upset about small issues. But many interactions feel very unpredictable and having a player or half the squad upset for weeks or months because of interactions that feel more like RNG sucks. And ways to fix morale aren't fun. Like praise and criticize training, doing this for an entire squad is incredibly tedious. I also want interactions to be more predictable and less binary. If I praise a player, show me that he's very very very ambitious and will get upset when I praise his ok performance. Same thing with team talks, if I criticize the team after a loss, create more diverse reactions based on personality and show how players will (likely) react, then I could make a more informed decision and maybe try to please some players and manage morale that way. Or create new ways to boost morale. In a way I like that FM24 players aren't always happy, but I think the game would need some fundamental changes or most of the playerbase will hate these morale issues. I'm sure interactions will be tuned down by release, but this could be a step in the right direction for future FMs.
  8. Look at the spreadsheet I've posted. If you only do eg attacking training, crossing will grow significantly. If you combine that with individual training, you should see results in fm23.
  9. Apparently Saudi transfers also happen in FM23 saves. Decided to resign and holiday to see how clubs and players evolve. Now I'm sad, he was him Other than that, Squad building looks better so far. When I did this is previous FMs the AI would sell all wonderkids and destroy the future of the club. Rotation seems to be nonexistent and might hurt the development of 18-25yo players. The ME in general is very good, however there are a lot of corners, sometimes like 3 corners in a row because defenders can't clear the ball properly. Also while I like the new movements, I hope future FMs give us an option to hold position and prevent rotations, eg a 10 staying central when a SV moves into AMCR to create an overload. GK injuries are pretty bad, but I'm sure they'll be fixed at release. Edit: In 2039 Conte got sacked by Atalanta, literally 3 days after winning the champions league because players lost confidence after a 3rd place finish in the league. I know 3rd place is bad, but this is silly
  10. His videos have spreadsheets. You can use those and maybe skim through his videos when needed. To see the progress go to development > Progress and pick a larger time frame, when the change is >1 you should see numbers. (An attribute might change from 12 to 13 without it, but that's because it actually changed from like 12.8 to 13.0 or so, I think the calculation in the background uses 100 or 200 as max value, not 0-20 as you see in game)
  11. What does your training look like? Check out this analysis by Evidence Based Football Manager: https://www.dropbox.com/s/bm9wtlofuwlhf5m/Training 7 for Dropbox.xlsx?dl=0 He did very in depth experiments and tested various elements of training in FM, highly recommend them, to create your own schedules: https://www.youtube.com/@ebfm/videos Some combination of Physical, Attacking, Match Practice and Individual Crossing or so should give you the optimal growth for these attributes
  12. Use 3 DM if you want them to stay back. Double SV with a DM(d) should be better and it's very solid. If you want all 3 to stay back, DM(s) and a defensive 6 as an extreme option
  13. 90th minute and the goalkeeper gets in the box. Liking the new set pieces so far
  14. This is huge, we can finally play a 4231 that switches to a proper 325 in possession. And the smarter movement opens up so many new possibilities for tactics
  15. Same bug just happened to me, clearly offside but my team still got the goal.
  16. Lorenzo Lucca playing time seems broken. Sorted by actual playing time he supposedly has the lowest in my team, despite playing a lot. He's starting and playing more than some squad players, yet his actual playing time seems stuck at surplus. I've uploaded the save
  17. That's why I used standard DL in FM22 and 23. You create pretty strong tactics so I wanted to know why you do this differently. Max just released a video and didn't find any significant difference, not sure what to make of this. Don't really understand the point of this instruction as cover duty was already in the game.
  18. Why do you use high line with drop off more? Did it perform better in testing, if so which teams did you use? There aren't any testing data bases with fixed morale, so I haven't been bothered to test the new defensive instructions. Is this more like the offside trap instruction or just a middle ground between the tradeoffs of high vs standard line?
  19. Yes it's a standard line. I wanted to keep it simple and use fewer instructions. Also when you play with high defensive lines there is a higher risks of long balls behind your defenders, so standard is also low risk. If you want to congest the midfield more you could use a 433, but with 2 dms you should be pretty solid. Maybe occasionally, this isn't always a bad thing and might create 2v1 situations. The winger can also let the WB overlap. If you want you can use a IW or IF who cuts inside more. But I wanted to keep everything as simple as possible and a winger who sends crosses to the striker and IF should be fine. Feel free to tweak this. This is what generally works with every team. Look at this as a generic starting point, you could also use a gegenpress or vertical tiki taka preset, but I think this is simpler. If you feel like your team can't handle the intensity, use a mid block, if it's too much possession, increase the tempo, etc. Experiment, try a 433 if you want, that's what makes FM fun in my opinion. I just wanted to give you a better starting point. I wouldn't make too many changes at once though, so it's easier to understand what each change does.
  20. @Lesterfan_Cambiasso Simple tactics are good, but don't overdo it. Also you're playing a very compressed low block, this generally doesn't work and is very risky. I fixed it, there are many different ways you can do this, this tactic is just an example. So first the formation, I just moved players in the highlighted zone and dropped the dlf to amc, you could also use a 424, but I think a 4231 is more solid. Next mentality, lower mentalities aren't as bad as in older fms but positive should almost always work. In possession, some higher tempo generally works, work ball into the box is also good. (Many good tactics also add shoot less often instructions, but keep it simple, I don't want to go into PI for now) Play out of defense is great, should be on by default unless you want to play hoofball. Counter + Counter press, always use both and you'll be fine unless you have very good reasons. Some instruction to distribute the ball to defenders works well with play out of defense. High press, much more often pressing and prevent short GK distribution. Use this as a starting point, you can drop to a mid block, play with a higher defensive line etc. Roles: Your left winger was on attack so I made him an IFa, you can use other roles if you want. Again this is just an example/a starting point
  21. A player with an attack duty will have a more attacking mentality, so they will take more risks and attack more, even if all instructions were the same It's also impossible to select all instructions of a certain roles, eg a Mezzala has stay wide, get further forward and move into channels selected, but a cm(a) can only pick 2 so you'd need a player with moves into channels ppm. This will get you pretty close, but depending on the role there will be some differences.
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