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SFraser

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16 "You're a bum, Rock"

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About SFraser

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  1. It never occured to me that it might be "cheating". I always though it was a reward for using a small first team squad and relying on under-21 players to make up the difference. After all that is the point in the HG rule.
  2. No and no. Yeah that's hugely annoying, but it's all part of the game. My advice is to load up those leagues that produce awesome youngsters but don't allow transfers until the player is 18. Brazil, Turkey etc. And then it's up to you to sign the best. Thanks to my awesome skillz at FM I signed up an amazing young Brazillian fullback when he was sixteen, but he couldn't join me until he was 18. The player developed amazingly at his home club and turned into an awesome fullback within months of joining me. He is 20 now, and is already classed as World Class. It's just a test of your abil
  3. That's the basis of my man management techniques. Criticise players when they are not performing to the standard I demand, praise them when they achieve it or surpass it. I don't actually understand the logic behind other approaches. Why would you be nice to someone that doesn't look like he can be bothered? I do understand that some personalities require a different tact and can be quite tricky to man manage, but I personally am not a "softly softly" manager.
  4. While I agree training is linear I am unconvinced that each category has the same effect per attribute regardless of quantity of attributes. If you look at the schedules I produced there were massive differences in the category workload which never corresponded to massive differences in the rate of increase of attributes. My radically unbalanced shedules produced very balanced attribute growth. Indeed some minor mistakes early on in this thread produced some fairly obvious poor results, such as Strength gains for goalkeepers. What I did for FM10 is what SI did for FM11, I balanced the traini
  5. Well in theory the changes to the number of attributes per category should make downloadable schedules obsolete, but I would definitely expect to see an FM11 Training Thread from me at some point. I can't tell you when though, I'm still playing FM10.
  6. It's not an absolute rule and there will be teams you play against that use a high tempo and are capable of dribbling past your tackles and opening you up so use your judgement. The point I was making is that when the opposition play at a higher tempo they give themselves less time to make good decisions and to execute moves well, giving you more of an opportunity to get your foot to the ball first. In my own save I use light tackling to start a match as the opposition tend to play to timewaste, draw fouls and defend against me. As soon as I score a goal I switch to Hard Tackling as the oppon
  7. To gain more possession in X system when you have the ball what you want to tweak is Creativity, otherwise known as vision. There are other tactical options you can tweak, tempo for better evaluation of decisions or mentality for reduced passing risk or passing style for an increased bias towards possession, but there is nothing that so vastly improves passing in one fell swoop as Creativity. When it comes to knocking the ball about Creativity utterly demolishes every single other feature/mechanic/attribute in the game as far as I am concerned. To gain more possession in X system without the
  8. I had a look at the demo and I don't think training has really changed much at all. The only real differences being a change in the number of attributes per category. The rest is pretty much a facelift, different looking screens and more preset schedules but not a whole lot else. The match preparation stuff looks like a separate system altogether that just takes up workload.
  9. If he is a natural FC then he will be natural all across the front line and you could play a modified FL role instead of AML. The behaviour of a modified FL role will not be exactly the same as an AML role but there are tools to atleast attempt an approximation. How long it will take to retrain him to FL, or indeed if it is possible to achieve "Natural" depends on his Versatility attribute and the length of time spent playing and training in AML. Very versatile players can do this in a matter of months, less versatile players may not be able to reach "Natural" even after a long period of time
  10. The best answer would be to have as many players as you can comfortably and effectively manage, or want to have around the club. I personally have a first team of 25 players, a reserve team of zero players at the club but with all my loan players sitting in there, and a youth team of around 20 or so players. 51 players at the club not including youth team players seems extremely bloated to me, but that's my opinion. The key things you want to look out for is unhappiness over excessive players, lack of football, the increased risk of personality conflicts, lack of matches and opportunities for
  11. I will try not to derail this thread and make this my last answer to this particular question. Speaking from my own experience I would consider Technique to be the trump attribute, the key attribute in Free Kicks. I would also consider Flair to be essential for players to step up and attempt a curling howitzer into the top corner. These two attributes combine to produce a player that is willing and capable to try the kind of freekick capable of beating goalkeepers in FM. Generally those with heaps of pace that swerve into the top corner. The actual Free-Kick attribute in my opinion is of a
  12. For Natural Fitness I have never once seen an example of it increasing. Ever. I saw it decrease once in my own saves in the past 2 years and that was after a player of mine sustained repeated long term injuries immediately after recovering from the previous. In other words the only time I have ever seen NF change is once when a player of mine missed almost an entire year of football. If NF were trainable then regardless of how high/low the intensity of Strength Training is, it would change regularly. Maybe not regularly in the same player but there would be noticeable improvements or declines
  13. Technique is extremely important when it comes to Free-kicks, and very often your back room staff will recommend a player that does not have the highest free-kick attribute but has high technique for this very reason. The reason technique is important is because the "Free-Kick" attribute defines the accuracy of the final position of the ball, defines how close the player will get the ball to his target, but technique defines the ability to execute curling or swerving or dipping or thunderbolt shots. Players with high Technique will be able to chip the ball over the wall and then have it dip a
  14. It's hidden. The Free Role attribute could work exactly the same as other position attributes and reduce a players mental attributes or CA or whatever else might occur when playing a player out of position. But because it is an actual attribute then it will directly define something. Either accuracy/quality at exploiting space or the players overall ability when in a "Free Role".
  15. No. I am very interested to see how SI have managed to add "Tactical Preparation" to training. I commented before that I thought the only way without radically adapting huge areas of the game would be to artificially boost specific attributes which might lead to exploitable gameplay behaviour. I have no input nor knowledge whatsoever of how this was done, and I am looking forward to finding out. It is certainly a very "realistic" thing to attempt, but how realistic it is in terms of gameplay and the currently existing game mechanics is something I wait to see. That is absolutely correct.
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