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Captain Planet

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  1. I want to build a team around a DLP(s) in DM position. How should I set up the other players ahead of him, so they're making runs and giving him options to ping direct through balls? Links to threads where someone has tried to make a DLP/Regista as focal point much appreciated. I'm finding it a tricky one to implement.
  2. Good thread. I learned that loading all players for a club will make them active in terms of the transfer market, even if they're in an inactive league. What I'd like to know is if, say, I load all the players in the top two divisions in a nation, would there be much difference in processing compared to selecting that nation's top two leagues as active (assuming matches aren't calculated in full detail)? i.e., is the overhead caused by maintaining the additionally loaded players' records so significantly greater than any overhead involved in processing fixtures, that there's nothing to be gained from just loading up all the players from top two divs instead of setting top two divs as active?
  3. Wow! Legend! That sounds impressively comprehensive. I shall look forward to starting a new save
  4. Would some kind soul be willing to upload this file again? It's no longer available from the above link. I'd really appreciate it, thank you.
  5. For the role of Deep Lying Forward with duty of Attack, why are the player instructions identical to those of an Advanced Forward? (Apart from Hold up ball and Run with ball) I can relate to the instructions for the Deep Lying Forward with a Support duty, with his lower attacking mentality making him drop deeper, but I don't understand how the role is still described as 'Deep Lying' if the player has the same attacking mentality and Runs from deep settings as an Advanced Forward. How does changing the Hold up ball to 'Yes' in the case of the Deep Lying Forward compared to the Advanced Forward change things?
  6. I would take issue with the last one here, 'Does not dive into tackles' is essentially saying the player won't make a challenge unless he is sure to get the ball. Otherwise, he will continue to jockey and hold his position. You will see some forwards/wingers with this PPM (hence refraining from the traditional striker's challenge/lunge), but a lot more defenders, including Rio Ferdinand, Jonathan Woodgate and Gary Cahill. I would suggest the most important stat here would be composure, followed by anticipation, concentration and positioning. Perhaps, it goes without saying, but composure would also be useful stat for lobs and, similarly, anticipation for overhead kicks. You said earlier in this thread, "We already know exactly what all the PPM's do", so I'd be interested to know how exactly 'Dictates tempo' is interpreted by the match engine. Does the bearer of the PPM become the de facto playmaker? In any case, I'd imagine teamwork is the most important stat for this one. As for 'Cuts inside', finishing or long shots may be useful attributes if you want player to move in from the wing to shoot but, alternatively, creativity, anticipation and passing could be considered if you want them to come in from the flank to play a through ball. My point being, it's just to denote a preference for drifting in off the wing rather than anything beyond that (which is why Joe Cole has this PPM -he'll cut inside from either flank in real life because he wants to play more centrally, the game reflects this). I would have thought that these would be the other way round, in the sense that arriving late in the area involves timing a run so that the player gets in the box just when the final ball is being played, thus, a good anticipation stat is vital, whereas, the 'Gets into oppositon area' PPM is more about frequency, the amount of times they get in there, hence, work rate is imperative to keep doing it. Would flair and creativity not also rank at the very top for 'Try killer ball often', in the same way as 'Tries through balls'? What is the distinction between the two? Does killer ball include both through balls and crosses? I'm assuming the definition used for killer ball is along the lines of 'a pass that directly leads to a goalscoring chance'. I assume you meant long shots here.
  7. Thanks, SFraser. I've a better idea of where you're coming from now and I'll go back and look at my tactics from a fresh angle. It's an area I hadn't given much thought beyond the ref's dispostion and whether I was playing a pressing game with a high defensive line and looking to win the ball back quickly or sitting deep and not wanting to concede fouls around the box.
  8. I don't quite grasp the part about tempo and tackling level. Why should you aim to tackle hard when the opposition is playing with a quick tempo? I can understand wanting to break up the play but wouldn't you risk having your players commit themselves too easily and leave space for the opposition to attack or is that why you should be more careful/use light tackling when the opposition play with a slower tempo - so your players don't commit themselves and get drawn out of position? Also, can someone confirm this: if I have a player with CA 150 and I play him in a position where he is rated at 16/20, i.e. accomplished, is his CA limited to 120 when played in that position?
  9. Is a coach with a high physio stat of any use? Seeing as I can't offer him a physio role then I presume he can't do any physio duties. Is that correct?
  10. Alex Notman and Jimmy Davis were the jewels in my Notts County team that dominated English football back in CM 99/00. Can't remember if I signed Phil Mulryne as well, basically any Man U offcasts I could get my hands on!
  11. 2 simple things I'd like to see: i) make sure the text commentary for teams like Man City is legible - perhaps a thick black outline around the letters. ii) make individual instructions correspond to players rather than positions, i.e. I like to tailor instructions, like 'run with ball' etc, to the player's ability. When it comes time for substitutions or if I'm rotating my squad before a game, it results in 5-10 minutes unnecessary tinkering. (I think the benefits from this would outweigh any confusion from having to set the sliders like 'mentality' for each player -if you aren't using team ones, that is)