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chewbaccaloveaddiction

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Everything posted by chewbaccaloveaddiction

  1. a) no, defenders do seem to struggle with balls over the top, but it's not game breaking. This ME is much better than early fm22 versions. b) no
  2. I start at the beginning of the season and holiday for a few months, in November I got a job in Serie C. If you want to go to south america you can do that in summer as their season starts earlier. If you like more rp or realism follow some of the rules lollujo uses for his save (link to his rules). Also I don't renew contracts until I find a club where I want to start a long term project, because I prefer having short term goals and want to move around as much as possible.
  3. https://www.guidetofm.com/tactics/central-midfield-roles/ A BBM should have more vertical movement. Even the same role can change a lot with patches or game versions.
  4. When selecting complete forward (I assume this works with all demanding roles with multiple duties) Moukoko gets 3.5 stars as a complete forward. He has 1 star as CF(a) and 3.5 silver stars as support. It should show ~0.5 stars.
  5. I really like IF and IW on attack in this match engine and they should be fine with shoot less often. One last tweak I would try is a cm(a) instead of the mez(a) to position them closer to the AF. What PI do you use for the AF? In FM22 dribble more and take more risks worked very well, might be worth a try. I suggested the F9, because it got more pass combinations than the AF in my (limited) tests, but keep the AF it's better it you want to score goals. Good luck
  6. The 9 tends to get the ball less in this match engine, but an AF should still score a lot. Try giving the cms and wingers shoot less often and take more risks instructions, this worked very well in fm22. If you want more link up play use a false 9. To generally improve this tactic and create more chances, use more attacking fullbacks, I'd start with wb(s) or maybe iwb(s) depending on the shape you want in possession.
  7. That would be amazing, but it's probably a lot of work and there are so many things in the game that just don't work or don't do anything, I'm not too confident.
  8. Annual United is OP thread, but fr 25% got an invicible season in fm22, I wish there were difficulty settings in FM making the game much harder. It would be trivial to let the AI use more optimized tactics.
  9. Highly recommend this start to a save, start in lower leagues and don't renew your contract or resign after a season to move around until you find a team. Started in France 3rd tier at Orleans, won the league, resigned got the job at an almost relegated Metz in Ligue 1, 5th qualified for EL, resigned got the at Venezia who failed promotion to Serie A, won Serie B, got an offer from Fiorentina in december had to start a rebuild and got attached to these players stayed there until 2037, build the best team in the world, won everything, became a club legend resigned and went on holiday with yearly autosaves, Klopp replaced me won another CL and keep dominating domestically, great end to this save
  10. In the FM23 feature video a situation was shown were two players had the instruction move_to_block_passing_lane (video with timestamp https://youtu.be/l6UWRRCEW38?t=1435) Both players move behind their opponents. Now look at a real world example: https://looptube.io/?videoId=pDRvI9-iYgk&start=100.1415929203539&end=111.02654867256626&rate=1 The ball goes back to the GK, Haaland then closes him down from the left, blocking the pass to the right fullback, he's pressing and blocking the passing option. Bernado's movement is what I'd expect from a player who wants to block passing lanes. He's significantly in front of his opponents, actually blocking passing options. At 1:44 you can see the player behind him raising his hand, wanting the ball and because the GK can't play though Bernado he tries to play over him. This pass is harder, and not as precise, Bernado wins the ball and city score a goal. Or look at this short clip of Italy's movement in a compact 532 block. They either mark a player or block passing lanes, while one player presses. In general you block a pass to a player by standing between the ball and your opponent, using your cover shadow to block the area behind you. This is the type of positioning I'd expect from players trying to block passing lanes. The players in the FM23 video are clearly marking, which is fine, but they aren't blocking passing lanes. And mid and low blocks would be much stronger if the match engine could utilize this movement properly.
  11. I've used this database in the past: https://beta.fm-base.co.uk/resources/testing-database-fm22/ Just holiday an entire season without the tactic locked to get a benchmark, then try again with your tactics. But I don't do that anymore, it's more fun to just change tactics in your save, or make another save for testing. Just watch matches in 2d on comprehensive highlights (you can use higher speeds if you want) sometimes I shortly switch to full match because I want to see things like the build up, or the passing in midfield that's often not highlight worthy but important for tactics. This way you will learn how roles move and play and don't just get some numbers after holidaying without understanding what that change did.
  12. I occasionally used 3 at the back tactics in older fms but they were very old school and boring. At the same time I admire Gasperini and how he transformed Atalanta into a brilliant attacking team with a formation that was very defensive for decades and really wanted to use WCB like that in FM. A back 3 is not mandatory for strikerless tactics, you can play a 4330 like Spain in 2012. It should work with the right roles and instructions.
  13. At some point in my save I was actually upset he was only scoring goals and not getting enough assists as a trequartista behind 2 strikers but now he's unstoppable. Football Manager 2022 2022-06-24 11-47-24_Trim.mp4
  14. None, I used the default gegenpress and changed the roles so it's symmetrical. The other team plays a symmetrical flat 442 default tiki taka but with 0 pressing intensity.
  15. I was really struggling to make the AMC score with 3 SS and the AM(a) made all the difference.
  16. @jens_dewit I used a symmetrical 433 gegenpress with Liverpool, on the right a RMD and on the left an IF(a) These are the passes received: The RMD roams more and operates in a wider area, both in the midfield and final third. The IF stays wide and then moves into the half space or channel. Both also sometimes run wide. Another difference are the Instructions, you can tell a RMD to shoot less often, dribble less and take more risk and you get more of a playmaker. Or shoot more and dribble more to create a selfish role.
  17. @OJ403 I've been mostly playing 3412, 3421, 343 and now 3430 systems in fm22. This is the system I'm currently using: Like most strikerless tactics it's super solid defensively, (I finished last Serie A season with 115 goals for and 15 against). In terms of creativity, shadow strikers have take more risks hard coded and they do get a lot of assists. You can also see the DLP at the top with most key passes. At least for my team, the 10 role that worked best is the AM(a), I guess because the role doesn't have take more risks, he get's less assists, but his goal output is better than a SS. Also as a playmaker either AP or T, he got marked out of the game too often. Other things I've tried: 2 SS, Poacher/AF; SS AM(a) F9/AF; T/AP SS and AF/P all work. If you want to play gegenpressing, a proper CF is needed. But for counter attacking I definitely recommend a 3430. But you can't go wrong with a SS, AM, AF either.
  18. Raumdeuter do that, they start wide and than make off the ball runs into space/cut inside to receive the ball. Especially with a 9 on support, they will score a lot of goals, but you can also play them with an AF, Poacher or so. Worked well for me in 4231, 433 and 4330 systems.
  19. In the pre game editor, you can remove and edit injuries. Like you could add eg long covid, make broken legs much more likely, or make them contagious if you want. Then just load the database with these changes when you start a new save.
  20. Btw I always use the pre game editor to remove all injuries for my tactics and testing saves so players can't get sick or injured anymore, that might give you better results in the future. But good job regardless
  21. You can use a t-test to check if the difference between two samples is significant, it's very easy in Excel or Google sheets, so I did it: https://docs.google.com/spreadsheets/d/1TtHoQ7oMzwfGg-pipPI0Tj8L0FOVXKg_KLfeBdI4SMU/edit?usp=sharing Pressure 1, Professionalism 1 and Temperament 20 all perform significantly worse than all 10. Now if you remove the 3rd result from Pressure 20, the 33 point outlier, p drops from 0.4143 to 0.0662 and the standard deviation from 14.87 to 8.43. Just to be clear, I'm not saying you should remove results. But it shows the impact of one bad season, or one input error in small samples. Consistency is not as bad, but simply removing the worst season cuts STdev in half, so be careful with these interpretations. @Jimbokav1971 Difference: Average point difference in percent, so Pressure 1: -47.33% roughly half as many points as all attributes at 10. Standard Deviation: measures how spread out results/samples are. Look at this chart Let's assume red is a the speed of cars on a highway with a speed limit so most cars drive roughly as fast. The blue one is another highway, but without a speed limit, some cars will be a lot faster and the results are spread out more. Also because they're so fast they crash often causing traffic jams, so many cars are also much slower. The average is the same, but the samples look very different. Variance: square of the standard deviation, useful for math
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