Jump to content
Sports Interactive Community

SFraser

Members
  • Content Count

    2,653
  • Joined

  • Last visited

Everything posted by SFraser

  1. Yeah I got it. I'm sorry I don't have time to watch PKM's and analyse tactical issues. If you have any specific questions I am willing to offer my opinions.
  2. Yes, infact you could say that the "Tactical Challenge" at this level of football is to avoid being nullified, whether through Complacency or opposition parked buses or key epic players getting older and retiring. The aim of every single opponent team, manager and player in the game at that level is not to beat you, not to equal you, it's simply to nullify you. The point and purpose of my ongoing tactical tweaks and changes and alterations to my team is to fight against this tide of nullification, to keep improving my side so that I don't end up facing a 1-2 scoreline after dominating the match. In terms of tactics or tactical instructions there are some options but not as many as you would hope. The main one is increasing Mentality of key players to increase the "risk taking" decision factor, for example pumping up a CM's Mentality should encourage him a bit further forward but crucially encourage a lot more risky/attacking passes. This is something I use regularly because my CM's are brilliant playmakers. This also works well with the FC who can find himself either too deep or too advanced, likewise you might think he is being too greedy or not taking enough risks, Mentality again is the tool to tweak this behaviour. Though perhaps the key thing you can do is change a players game away from a general all-round pass-and-move based game and tell your awesome dribbly winger to start running at players with a passion. If passing wont break through the team, maybe passing to get the ball to the toe of some 19 dribbling winger and getting him to plough headlong at defenders will break through the team. Where it is really at in my opinion is in attributes, and partnerships. It sounds like you need a "Cantona moment" regularly in your team, and being honest we all do. It's incredibly important to get the correct attributes spread across the team. Things like Workrate and Off The Ball and Flair really are vital attributes. A striker with high Workrate is always a pest, a striker with low Workrate can go missing. A combination of Workrate and Movement is always crucial, particularly against better teams. But the thing that really above all else dominates is finding yourself a couple of players that simply thrive on each others playstyle. This happens in FM and when it happens then teams can be near unstoppable. I was lucky enough to have a few seasons where I had Rooney as FC, Aguero playing Left Wing and Berbatov at AMC. That was quite simply a stunning attacking line up and not many defences could handle those three, let alone the other 7 outfield players. In the short term try to work with what you have got, find yourself a plan B such as asking your widemen to forget pass-and-move and just attack defences with the ball at their feet, and asking your CM's to play much more direct passing football. In the medium to longterm it's all about finding players that are not simply good or even great, but are good/great but absolutely thrive playing with your other players. An average AMC that somehow plays amazing with your Striker is a lot better than a great AMC that doesn't. Ideally you want a great AMC that does. This is the part of managing a team that is seemingly never ending and along the way you will find things happening you didn't want or expect but that work brilliantly, different players will bring different things to your team, and you realise that a solid 50% of every result you ever get is based solely on the players you select for that match.
  3. To break down teams that park the bus you need two things: 1. The Ball. 2. Effective threats. The more the better. The first point requires a good defence, good defensive ability, so that you can quickly win the ball or atleast minimise the time the opponent has it. It all means that you need a good core of players that can keep the ball, pass it around under pressure, and get the ball to wherever your threats are. Some teams may take this core group of passing players and turn that into the threat by making the whole team really lethal at pass and move football but that's a stage above first of all building an effective team. The second point seems harder than it actually is. Take a good old fashioned English 4-4-2 as a starting point. You have your big man upfront for sticking crosses into the net, bullying defenders and knocking the ball down to your poacher. Your poacher/pacey guy is sharp to sweep up any loose balls in the box, or take up good positions un-noticed inside the box, or make dangerous runs behind the defence as it pushes up to deal with the targetman. You have your more attacking midfielder that is generally the playmaker for playing good throughballs to your striker or sweeping the ball wide to your wingers. Your wingers tend to be a mixture of crossers and dribblers that can deliver a good ball or skin a few players and score a peach. But you also have your defensive midfielder, and a lot of these players in the old school English 4-4-2 have a heck of a shot from range to bury a screamer from 25 yards when the defence has left him un-noticed due to the immense pressure of dealing with your winger/targetman combo. The fullbacks in the English 4-4-2 like to play a bit more possession with the DM/midfield but also have a good cross on them. Simply putting together a proper old school 4-4-2 will furnish you with a vast amount of attacking options. Get your holding midfielder to blast rockets, your wingers to dribble and cross, your targetman to bully defences, your poacher and playmaker to float around and look for space and your fullbacks pushed up to assist the midfield and flanks. This is huge range of attacking options coming from all over the pitch, in multiple different ways from multiple angles and from deep as well as high up the pitch. So long as your midfielders are capable of decent passing, ideally good quality passing, then you should be able to move the ball around and shell the opponent from all over the pitch. Once you understand these "basic rules" of threat, of making sure all your players in your team can contribute something no matter how little to the attack, then you can start being more creative without ever ignoring or altering these "basic rules". Having a DM or holding midfielder or defensive CM that has a left peg like Koeman is always a great attacking option in any team in any system against any opponent in any match.
  4. Form can also affect attribute growth/decline. If a player has been at his absolute peak for a few months and then hits a bad patch of form he can drop in attributes.
  5. Player "manipulation" is definately a fun part of FM, and once you get the hang of it it becomes more than fun, it becomes incredibly immersive. It's one of those parts of the game where reading a lot of football news in real life and trying out a few experiments in FM really pays off. There are plenty of little tips and tricks like the one above for many areas of FM, but you have to be careful using them. Chucking around a few comments without thinking them through can swiftly cause a lot of problems for you. On the other hand if you aim some well weighted comments in the right direction at the right time, you can reap immense rewards. I have had transfer fees reduced, squad discipline problems clear up, players banging in hat-tricks after being out form, not to mention the general benefits of a nice and happy squad through good use of these options. There are no X+Y=Z rules for this kind of thing, or atleast that's not the way I get success from these options, and yes they can backfire and be scary. But if you can get a feel for how they work and learn to use them at the right times I think they add a whole lot to the game.
  6. When it comes to something like six for Decisions it's going to be in force whatever he does. If you tell him to try more throughballs then he is going to be picking the terrible option rather than the guy clean through on goal on the edge of the box screaming and stamping his feet for a pass. The way I would define these "action instructions" is to base them on technical abilities while trying as hard as possible to build a team that is mentally strong. So a team with good solid mental attributes, with a playmaker than can hit passes, a striker that can finish, a winger that can dribble and so on, would be the perfect "non generally awesome" team to strictly set up. When it comes to glaring deficiencies in core mental attributes, I'm not sure how you can "rescue" a player. You will never get good movement out of an AMC that has poor Off The Ball regardless of whether you ask him to RFD Often, Mixed or Rare for example. When it comes to core mental deficiencies either you accept the weaknesses are "character traits" or do everything possible to control their specific behaviour. For this Gotze chap you might want to set him up so that his passing is short, he tries through balls more often and you have a targetman set, and probably reduce his CF a bit. This should get him hitting throughballs to the targetman close to him. Ofcourse setting a targetman might negatively impact other areas of your team. The real question is does his lack of Decisions make him significantly inferior to other players in that role, or does his strengths make up for his incredibly poor choices. I.e. will he miss 90% of the great choices on the pitch and leave you shaking your fist at him, but then pop up with a random piece of magic that makes you forgive him? Personally I have my "philosophy" of how I want my football played but I tend to let players get on with it. So they can do pretty much what they like so long as they do it well and it contributes to the team. Most intelligent players fit in very well in my system, if someone doesn't then I tend to lose faith with the player. I could probably make this specific player play better but the question is does that enhance my team? And the answer tends to be no, because the rest of my team is set up to benefit from individual flashes of genius and a free, creative but above all else intelligent game.
  7. Stop using FMGenieScout. Problem solved.
  8. That's less than ideal. I know that inactive leagues tend to "simulate" a rough activity but I would only send players to an active league that is also being played in Full Detail. That's just me though, I want the most accurate simulation of my players development, and also I want the most accurate reports and outcomes so I can adequately study and make decisions on this players future.
  9. Agreed, also if you use attacking fullbacks it's quite important that they use the ball well. The last thing you want is your fullback powering 50 yards up the pitch and then laying the ball off to the opponents deep lying playmaker. I haven't used a similar formation no, but with regards to attacking fullbacks and particularly those that become an advanced part of a possession based game, it's incredibly important to set up their ball usage and wide play instructions effectively. Two very effective but under rated instructions for attacking fullbacks are Hold Up Ball and Cuts Inside. These instructions both tend to get your fullbacks playing the ball infield rather than sprinting down the flank and whipping in a cross, although they achieve this through different means. HUB tells your fullback to slow down a bit and take time to weigh a better option, which will tend to be a midfielder in space, whereas Cut's Inside will ask your fullback to run inside the opponents wide men and produce behaviour more like Evra, or Cole or Roberto Carlos that like to drive at defences almost as wingers or inside forwards. Genuine attacking fullbacks should always be given the same offensive consideration as any other attacking player, no point telling X fullback to simply "go attacking" if it means he is asked to use his rubbish dribbling skills to sprint down the touchline and use his rubbish Creativity/Technique/Crossing to aim a ball into a packed penalty area.
  10. 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.
  11. I see it a lot now in my save, it's almost as annoying as the 5-4-1 midfield diamond. The big deal, as you mentioned, is the fact that the formation concedes a couple of wide players for six players playing through the middle which makes it pretty difficult to create chances around the box. On the other hand it lacks numbers down the flanks so if you have good wingers/inside forwards and good attacking fullbacks and maybe a good football playing striker/AMC/MC that likes to pull a bit wide and play football with your wide men you can open them up on the angle of the box. Also their fullbacks have to do a lot of running, and if you have a good DLP and a good winger/inside forward on the other flank you can tire out their wide players and ping 40-50 yard passes to each flank with your DLP and hopefully catch one of them sleeping when most of their team is still getting back from the other side of the pitch. Definately not an easy formation to create chances against, but you can use the space they leave out wide by playing goalscoring inside forwards and getting your DLP to switch the ball from flank to flank constantly.
  12. 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 ability. It's a question of your awareness. You can sign them early, they just can't play for you, and sometimes this is actually a benefit to the player in question. Don't hate the game, play the game and enjoy the challenge. Brazil is a cunning nation, it always produces great players yet it has strict rules for transfers. That's not a nightmare scenario, it's an interesting feature of our mutual footballing world. EU nationality =/= Homegrown. Players that have been on your books long enough, even if on loan, will become homegrown. The only benefit to sending players on loan to these countries in realistic terms is if their level of football is sufficient to develop your youngsters, and you have the league on "full realism" or whatever is it called. When it comes to FM quite simply feeder clubs are not well simulated. Simulated well enough so that you can force a player on loan if he agrees but not much else. The way I do it as Man United manager is that the Championship is king for multiple gameplay reasons, it's always fully simulated anyway for a more realistic season, but plays English football etc. etc. etc. However the Championship doesn't have epic reputation and so if my players don't like the Championship I look for the "Premier Division" of other countries that is active but likely has a low Reputation, for example France. Keep the French top division active, find a team that is a bit rubbish but never gets relegated and there is your awesome club that players that refuse the Championship will go to. Another option is to try and strike up close friendships with managers in your own league and then offer out players on loan in the general way. But to be honest I never find this works well. That awesome Chelsea youngster scoring for fun at Bolton just doesn't seem to happen in FM. That's not how Homegrown works, it's not how loaning works either. The absolute key to Homegrown status is realising that if you are asked to name a 25 man squad and you name a 23 man squad, those two spare slots are AUTOMATICALLY home grown. If you need 8 HG players then 6 HG players + 2 spare slots is perfect. And this totally ties into everything I have ever said about "small" robust, functional, logical squads. Never failing the HG requirement + epic youth development because of a small(er) First Team is a mutually reinforcing, and might I say profoundly useful, situation. The truth of your entire post is that the game sets you tasks, it sets you challenges, it sets you stuff you wish was different but isn't. You can either fight against them or you can accept them. But if you are really good at this game you can exploit them all to your advantage. Need a certain level of HG players? Have fewer first teamers and force yourself into using youth. Signed a Brazillian but he can't join you for another two years? That's two years for Darren Gibson to prove his worth. Got yourself a First Team squad that doesn't meet the 25 player rule? Forget about Belgium, send players to France instead. WIN That's all you need to worry about.
  13. Well looks like it might have changed for FM11. It wasn't the case for the previous FM's and my slightly physical schedules for FM10 are testament to that. Still not as bad an error as forgetting to add Concentration and Composure to the training categories.
  14. For genuine Inside Forwards, yes. For goalscoring wingers, not so much so long as they have effective goalscoring/delivery abilities. The footedness question has a lot to do with what the rest of your team is doing. A right footed winger on the right wing might be a lethal goalscorer receiving throughballs, but if your forwards are poor in the air and the defence is sitting deep and numerous then his crosses will have to be perfect. However on the counter-attack he can be devestating even with poor crossing. What's more dangerous on the counter attack? A player skinning a fullback and sprinting up field to deliver a cross to three players running into the box against three defenders, or cutting inside against the opponents DM? The ideal "correct footed" Winger in a creative, playmaking, possession based attacking system is someone that can score goals but whose primary strength is delivery. Beckham for example. The lower the quality of his delivery, the more powerful your targets have to be in the box. And at the higher levels of the game it's incredibly hard to overpower Centrebacks. Instantly and easily. Backed up by sufficient playmakers a genuine striker pulling off a fullback is utterly lethal. Consider the mess a lone striker has to plough through. A team playing an aggressive continental formation will play two Centrebacks and a DM. A conservative continental formation is 2 Centrebacks and 2 DM's. Your lone striker has to find space, and your playmaker has to find passing gaps, to create a goalscoring opportunity. A wide striker simply has to attack behind the "modern attacking fullback". Make a run behind a player that tends to be not the greatest defender ever and also tends to get upfield, and he is inside the box with no marker. And if he is "wrong footed" then he is instantly in an ideal position to hit a great shot from a slightly awkward angle. But here is the real kicker. Against an "aggressive continental" formation of 2 Centrebacks and 1 DM, the natural passing angle for your midfield playmaker is on the outside of that triangle that leads straight to your inside forward. The awesome central defensive structure absolutely begs for passes on the outside of the DM, on the outside of the CB and on the inside of the FB. If you don't mind and you have the patience, let me indulge in a bit of tactical theory. The Front Two Is Not Dead It's just no longer directly infront of the goal. The perfect examples of modern attacking solutions to defensive problems come, rather obviously, from the worlds best teams. All of the best teams, the most exciting teams, the team that make the biggest impact on football and on peoples minds are quite obviously those that make the biggest scoreline impact against their opponents. The recent World Cup just passed was noted for it's defensiveness, it's staleness, it's lack of excitement, and yet a team that is legendary for it's lack of flamboyancy and it's commitment to rigid, robust tactical principles made the best matches to watch. The Germans were the most exciting team to watch in the World Cup. The Germans... The German reputation is for rigorous adherance to tactical principle, immense workrate and team ethic, and abhorance for what could be called "The Madrid style". While Brazil might have the reputation for carnival football, the Germans have the reputation for anything but. Yet it was the Germans that did what Brazil could not, annihilate the majority of their opponents on the football pitch. Produce the most exciting attacking football seen in the last World Cup. That the free scoring Germans were eventually knocked out by perhaps the most un-exciting winners of a World Cup there has ever been speaks volumes. The Germans were beaten by a team that almost completely refused to attack, refused to give the ball away, refused to take risks. But most interestingly the Germans were beaten by a team that played the same fundamental system they did, but played with a completely different philosophy. What made the Germans exciting to watch was their goals, and they scored many goals. And all the goals that Germany scored were premised upon the brutal German tactical efficiency. The highest scorers of the last World Cup was a team that didn't care a hoot about philosophy and free flowing football, that cared only about tactical mastery of the opponent. That tells you EXACTLY where football is today. It's Catennacio versus Total Football MKII. See this is what the World Cup offers us. Where was Messi? For all it's staleness and lack of excitement, the World Cup always offers us an insight into football where money doesn't matter and years of playing together is irrelevant. The World Cup is always the tactical employment of the luck of the draw. And that's why it will always be the greatest footballing show on Earth. The German system was simple, play a defensive system, a 4-2-3-1 or 4-4-1-1 and let the opponent try to get past your central wall. Then when they fail and give the ball away attack with absolutely huge numbers down one flank at immense pace while the rest of the team shuffles over into the middle, and play a goalscorer on the opposite flank to the vast flood of players down the other flank. The tactical weakness of modern defensive formations is not the centre with its 1 DM, 2 DM, 3 potatoe, four. The tactical weakness of modern defensive formations is the attacking fullback, the players that simply must get forward to build an attacking threat in a team that is defending the ball off the middle. Jonathan Wilson tells us that the Attacking Fullback is the key to modern football, because the middle is so well defended and the second striker is dropped into midfield, liberating the fullbacks and requiring the fullbacks to join the attack. Well it's the key to modern football for another reason because when the middle is packed and the flanks are attacking you don't attack the middle anymore. You plough through the flanks, completely avoid the middle, and if you can't create a goalscoring opportunity by making Maicon hallucinate thanks to the pressure he is under by half the team attacking him, then you look for your mate at the far post. Germany destroyed teams that didn't realise that attacking fullbacks might actually be a weakness, which seems to have been most teams Germany faced. They attacked one flank at pace with huge numbers of players, and if that didn't completely ruin the "amazing central defensive system" outright, then when all these central players rushing over to try and deal with Klose, Ozil, Lahm, Khedira, and Mueller demolishing the left back left Podolski is left in a rather choice position on the other side of the pitch. I would go into more depth and explain how Manchester United with Ronaldo, Spain with Villa and Iniesta, Barcelona with Messi, Barcelona with Villa, Holland with Robben, Inter with Eto'o, Arsenal with Van Persie, Liverpool with Kuyt, even Chelsea with Anelka and Torres etc. etc. fall into the same fold, but I'm drinking a few beers and not really up for an essay right now. Make no mistake though. Germany's World Cup football, as it always is, was tactically brilliant. Just this time they humiliated a lot of teams. And that says everything about football today IMO. Anticipation, Off The Ball, Teamwork, Determination. The last attribute applies to all players.
  15. That's a fair theory but in all my time playing FM I have seen Natural Fitness change twice. Once when my C.Ronaldo recovered from a long term injury and then was immediately injured with another long term injury. Once when someone on these forums made a post showing a change in Natural Fitness to prove me wrong that Natural Fitness doesn't change via training. That's the only two times I have seen it change. Ever. It might be different for FM11, I am not playing that yet. But it seems that those that are playing FM11 are still asking the same questions and still there is little that could be called "actual proof" to the contrary. Indeed Mantralux, great thread by the way, seems to be repeating the same arguements in favour of NF changes that I have seen many times in many training threads. It's in the category ergo it must change. As far as I am concerned, with regard to NF, there is nothing new here. If someone wishes to prove me wrong then by all means do so. A few screenies goes a long, long way. Rather hard to argue with a couple of players showing NF changes in a single season. Does anyone have proof that this happens?
  16. My system is set up to exploit a lot of the shouts without changing core behaviours in a players playstyle. So no I don't build tactics sets but I can use shouts to change huge aspects of how my team plays. But at the same time I don't lose the ability to control the details that I never want to see changed, like how many throughballs a rubbish passer tries, or for some reason my Attacking and Creative inside forward having to hug the touchline and whip in crosses. I heavily modify the TC to strike a balance between both worlds that works for me. A balance between ease of use, change and Shout Exploitation of the TC with specific individual player instructions of the Tactics Sets. Let me give you an example, when I shout "Get the Ball Forward" my players don't increase their Throughballs, they increase their Passing Directness. When I change my wide players role from Advanced Playmaker Support to Winger Attack, they don't hug the touchline, they don't cross and they don't lose any CF. They simply play more aggressive positionally and pass risk taking. I can do more things with my tweaked TC than five, six or seven Tactics sets can do. I can play narrow and attacking once I have scored when the opponent is going to open up and play attacking to look for a goal, giving my Inside Forwards the perfect environment to hook up with my AMC/creative FC. I can drop deeper, play wider, look for more possession based passes, stand off the opponent more but dive into hard tackles when I am 3-1 up in the 80th minute, without messing up any of my core instructions. The Tactics Creator and the "tactics sets" or "classic system" in my mind sit at two extremes of possible gameplay. I have tried to tick the right tactical boxes and set up the ideal starting system so that I can enjoy the best of both worlds. Even before the TC was officially released I knew that the TC alone wouldn't satisfy me but the "classic system" would give up too many excellent new features, and I played a beta version of the TC on FML so I knew that the ability to design a "custom" TC was possible, and I have spent a long time doing that. Choosing the right instructions to specifically control and others to leave to the TC to enjoy the best of both worlds. In that way the TC is the perfect SI feature, no where near developed like it could be but it gives the FM power gamer the ability to achieve something close to what the ideal TC would actually be. "New feature? If you don't like it we have included some options that allow you to fix it, although it will never be as robust as if we had spent most of our time devoted to it". I was a major critic of the TC before it came out. Now I am one of it's biggest fans, because I don't use it properly
  17. This is a very impressive statement. FM might have 12 or so Technical attributes but a player only uses 2 or 3 of these in any move. However a player is likely to use most or even ALL of his Mental attributes in a move and atleast half of these define choices, depending on your definition of choice. Players themselves are about two things: What they can do and what they want to do. I like to build teams where players can do amazing things and want to do amazing things, this means 17+ in Technique and 17+ in a couple of technical attributes, then as much Mental goodness as I can find. The quoted statement is easily one of the true mantras of today's FM. No, he will hit good shots. If you have an amazing Inside Forward with awesome Technique, Dribbling and Long Shots but 7 flair then you will need to give him RWB Often, Longshots Often, Cut's Inside and low CF + Low everything else. He will Cut Inside, do simple dribbles, and hit well struck simple longshots. If the same guy had 19 Flair and you gave him bags of CF and neutral instructions, then he might try an ambitious looping volley into the top corner. What else he would try would depend on his Vision and his decision making attributes. He might be a rubbish passer with 20 Teamwork and 20 Creativity and keep trying to play in the other inside forward in bags of space on the other flank, but perfectly strike the pass straight off the Linesmans head because his accuracy in the pass is rubbish. The game is monsterously complex but it is also entirely football. Training your eye to see the Football in stats and ratings and attributes and everything else is a mighty task, but once you achieve it FM becomes a trully awesome football virtual world that is a lot less difficult than it seems at first. The key is learning how to see the football in the game. I reckon if I could explain to people how to glean football information from a players media handling style and so on then a lot of these guys would kick my ass in online play. Playing FM isn't hard, infact it's absolutely amazing. There are no adjectives that can adequately describe the quality of FM as a game for a football fan. The hard part is seeing the football.
  18. Spot on. The difference between the TC and the "classic system" is that with an untweaked TC you trade fine control of options for increased ease at putting balanced teams together and getting your ideas down on the pitch quicker albeit much more roughly. The TC is what it says it is, a Tactics Creator. Once you have a group of players and an idea for how you want to play you can use the TC to quickly put together a fairly effective version of your idea. If you do it the other way, put together a tactic and then select a group of players, then you will be trying to fit square pegs in round holes. However you can use the TC to set down some basic principles first, then select your players, then define the details. Personally though I use a heavily tweaked version of the TC. Because the TC is basically a programme that applies rules for formation building that many great players of FM have defined over several years, you can be sure that you are putting together sensible and cohesive team structures using the TC. However the way I use the TC is like a "library" of Mentality structures or Shapes. Instead of custom setting each mentality for each player, then doing the same again when I want to change my approach mid game, I flick through the TC options which changes all my players Mentalities at once, until I find a shape that "yeah that'll do fine" and away I go. From this point I personally select the rest of the options like RWB etc. etc, because these don't require team wide changes when making a litte difference. I don't need to reduce every players RWB to play more conservative because I never want my CB's to RWB anyway. I'm sure you could be very successful using an unmodified TC the way it appears. I want to attack so I will go fluid attacking with Winger Attack and so on. Sure that could work. However the TC can be interpreted differently and tweaked accordingly to produce a Tactical Interface that is basically a "Classic System" with all the micro-management removed and that can still exploit most of the useful shouts. This I believe is the best of both worlds. The perfect FM tactical solution in my opinion would be a customisable TC. A TC where you can define how a TQ should function in your team, how a Poacher should function, and so on. This would not only utterly trump the whole "tactics sets" system for staggering depth but would also mean that all shouts could be used by all people employing all variations of tactics. And if these customisable TC options were downloadable.... Take the game to a new level I reckon. Certainly take communication and interactivity to a new level, and I would be the first to say that I owe a vast amount to these forums. I was a newb once too, and not so long ago either. The current TC options do a good job as generalisations, but what use is Winger - Attack to Barcelona or Arsenal or my United side? I would rather myself and a few other folk playing a similar system could get our heads together on here and develop 10 different types of Inside Forward for our TC's.
  19. Yeah sorry about that. It was my competitive nature popping out at a random time. I find that physically imposing DLP's, or rather DLP's that can win a fair few headers and are reasonably strong, can simply camp inside the opponents half and win near every clearance. Anticipation, Composure, Position plus good levels for Jumping and Strength are wonderful attributes to have in your midfield particularly against weaker opponents that you have pinned on their own 18 yard line. That guy Francisco from your OP would make a good CM. Okay he lacks jumping but he is sharp and strong and fast and has immense workrate. Anticipation, Speed and Strength can make up for deficiencies in Positioning and Tackling, you know he wont shy away from doing his job properly and grafting hard, and when caught up in a midfield footballing brawl you can be confident he will ping the ball straight into the toe of a winger or fullback. Not to mention you could ask him to get forward either dribbling or making runs and he would be very dangerous coming from deep. At the end of the day though I am a big fan of Workrate. I would rather play a player with 14 Anticipation than 14 Workrate because there is no point having great abilities if you are not prepared to use them and get involved. Workrate is a big attribute for CM's, Fullbacks and pretty important for AMC's and FC's too.
  20. Two fairly important points to chip in to this discussion: 1: You can never be in absolute control of specific attribute behaviour. Even if we had a slider for every single attribute there is still too much going with players to give the manager scalpel like control. This is particularly obvious with Goalkeepers when their Agility goes up at the same time as their Acceleration and Pace. You might be able to give an additional "focus" to Agility in FM11 but those less desirable attributes will still increase. 2: If you want to see attribute changes that reflect your wishes then you need to design radical schedules. If there is one thing that stands out from all the schedules I have seen over the years on this forum it is that people seem to be afraid of extremes, probably because they don't want to break their players. Completely understandable. But training does not have that kind of immense power to radically alter players. A good way to think of the sliders is to imagine they represent "time spent on X area". If you want a striker to develop his physique and shooting then medium ball control, tactics etc. and slightly above medium physical and shooting is not going to work. He needs to spend heaps of time on those areas and hardly any time on the other areas. Then you will start to see small but clear changes in his attributes according to your plan. Compare it to the tactical instructions. If you want one winger to absolutely bomb down the wing at a hundred miles an hour and always look for the final ball then giving him slightly higher mentality and relatively neutral instructions is not going to work. Extremes produce contrasts, subtle differences produce subtle differences. If you want to see big results from training, design schedules with big differences. Once you start doing this you will realise that it's actually common sense.
  21. Individual training is extreme, no two ways about it. Not true at all? You are talking out of your arse. Pics or go back to Off Topic.
  22. The media suck, I am always predicted to come third. Quite realistic though
×
×
  • Create New...