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deserter

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10 "You're a bum, Rock"

About deserter

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  1. I did some UI modding in FM2014 that I was pretty happy with: - Replaced my numbers with coloured rectangles, essentially moving from 1-20 scale to 1-5 scale. That would basically give me a list of a players strengths or weaknesses. - Changed the octagon to a nonagon (9 sides) with renamed 9 categoriea. (Goalkeepers had 7 I think.) Also I chose for myself what attributes were taken into account and at what weight for each of the categories. - Turned the 1-10 scaled star ratings (half stars and full stars) to a 1-4 scale. This was all to make the transfer market harde
  2. I watched the game against Man U. From what I can see, you need one of your midfielders moving ahead of the ball. That didn't happen very often, but when it did you were much more dangerous. This movement needs to be consistent. I'm not telling you how to do that, but it's what you should be looking at, in my opinion.
  3. Sounds like you have fairly unprofessional players if they just want to hide in the background at a training session. Cleon isn't making any sense to me either. In FM14 (I'm opting out this year) your changes to team training schedule would come into effect only at the end of the week. Maybe that's what is happening here?
  4. What role are you using for him? You could try using him in a deeper role from where he can make runs to break the offside trap.
  5. I'd be very careful with that. Surely the roles are becoming more and more specialized or having less and less shared code with other roles. That's what the current system allows SI to do and the half back role is testament to that. It seems that you have two options. Trust the in-game descriptions or do some testing (but don't take anything from FM13 for granted).
  6. It used to be so that the throw in instructions didn't matter with the long bullet throws. Instead your corner setup would be used. Is it not so anymore?
  7. I wouldn't think retain possession, shorter passing and low(ish) mentality amounts to efficient use of possession. Have you tried to play without these instructions to see how it plays out? I think it's good to know exactly what the baseline is for passing. Then you know if you need to pass it shorter or not. The same applies to all TI's. You might exploit the middle (or flanks) naturally when the opponent leaves space in the middle (or flanks), so you may be already exploiting their weakness without ever instructing your team to do that. Defensively you need to leave more players back if you
  8. Sounds like your team having a good day, gaining in confidence after the goal, while your opponent experiencing the opposite.
  9. Normally I try to control the game and limit my opponent's chances. When the time is running out it's a different matter. I try to force my opponent to do attacking actions with the ball. Through ball, cross, long shot, counter attacks. I don't really care if they get a decent chance every now and then. I let them. If they score, I lose. If they don't I get the ball back that much sooner. The game spins out of either teams' control and becomes unpredictable. This is exactly what I want at the last minutes if I'm trailing. I'm not sure about the 70 minute mark though. Depends on how the game
  10. Also to really make it a big deal the player that has been on fire in the training for a while, and still hasn't got any game time and maybe wasn't completely professional, should confront you and demand a chance because he feels he deserves it. And if someone is doing poorly, then it would be nice if you could get an explanation out of him, like "I feel a bit down as I feel that you don't appreciate my talents" or "I think our captain is an a-hole and I'm finding it affects my training performance."
  11. So he's not doing anything extra individual work? Then I'm not sure what's up, but with team training your changes will come into effect on the next week. The ongoing week is locked into whatever you had it set at previously. It doesn't look like that's the case though. For you the case is perfectly clear though. Your player has average workload from general training and on top of that does an average amount of individual work. Average+average > average, right?
  12. Should it? Or should we just say how much they train like we do now? This and many other things are something that you can decide on in real life, sometimes by yourself, sometimes with your coaching team. But what difference would this make in FM? I'm not sure anyone knows what is the right number of sessions and how long they should be. They need to be set in real life, I understand that, but to what end would you decide these things in FM, and how is it better than setting the overall workload? I'm just saying that adding stuff because it exists in real life is only good if it has a real ef
  13. I have to say that I don't have any idea what goes on in a professional football club's training sessions. But this might be how I would organize it: Team Training The whole first team, the whole coaching staff. You work on general stuff, a little bit of everything. You play some 5 vs. 5's, attacking unit trying to break down defensive unit, a group trying to play around or through a pressing unit, rondo, set pieces, keepie-uppies (is that what you call it in engilish?) that kind of stuff. The whole point is to work on football generally and as a team. Also to bind the players together, ble
  14. Something like Defensive or Counter mentality would be worth a try. You can push higher and close down more to make you more aggressive without the ball, but with ball your players will want to take less risks and your wing backs won't get up so early and so on.
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