Jump to content

SFraser

Members+
  • Content Count

    2,653
  • Joined

  • Last visited

Everything posted by SFraser

  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.
  16. The Penalty Taking attribute is all about the accuracy of the kick. The higher the attribute the more likely the player is to find the spot he aimed at and vice versa. For a Goalkeeper facing a Penalty Kick you are looking at Reflexes and Agility, and very likely you are looking for Anticipation, Composure and possibly Decisions. I have a goalkeeper with 19 Reflexes, 19 Composure, 19 Concentration and 18 Agility and he is a monster at keeping out penalty kicks. If you don't want to "build" set-piece taking goalkeepers or goalkeepers with great first touch and passing and instead just want a
  17. "Making Layoffs" is far more about Creativity and Flair than Passing Accuracy. A brutally clever pass that is miles away from being inch perfect can still be lethal a lot of times, but if the player can't see the pass or doesn't want to try it then all the accuracy in the world is irrelevant. Personally, for Strikers and Forwards, I find accuracy to be far less important than vision and speed of mind and technique. No point being able to knock the fluff off a cappuccino from 40 yards if you can't see the cappuccino let alone the fluff.
  18. I would very much go along with that. For "ten clicks" of Workload to be important you would really have to be quite obsessive over one or two points of Condition a week or 1-2 points of CA a season. Where Workload plays a role that is going to matter to most people is Morale. Workload does affect Condition, it does affect CA gain, but these are very small issues that might make a difference over the course of a season, but not a massive difference. Morale though is the area where it can have a large short term effect. If players are Unhappy over Workload then you have basically a weekly Mor
  19. That is the kind of result that makes this all worthwhile and shows I am not on a fools errand here. Thank you for taking the time to put these ideas into practice in what looks like immense detail, and thanks for sharing the screenshot. I might download it and whip it out whenever anyone mentions the "Training Line Theory" That's great stuff. And it shows that just like Tactics, if you put in the time and the effort to do things properly and in detail then it actually works.
  20. It is because his Strength went up one point, and because his CA stayed constant. Strength is an attribute that takes up a lot of CA. For Strength to increase by one point alot of CA is required. If the players CA is fairly constant then that CA must come from other attributes. You think he is declining, which is completely understandable. In truth he has remained precisely the same in terms of CA, but his Strength increased which means other attributes must pay the price. Your player is simply changing according to your Training Schedule. Developing schedules, if they are mine, are best use
  21. I misinterpreted the meaning of the chart. It displays attribute weights in terms of rank, not actual modifiers. However Attribute Weights themselves do not play a direct role in training. It is my personal opinion that all attribute modifying gameplay such as Training directly affects attributes, whereas the CA system and attribute Weights are the underlying control mechanism that governs what happens when attributes do change. These are in effect two different mechanics and they are not entireally well "meshed" or entireally well married. CA and Attribute Weights should not directly influen
  22. I am about 90% convinced they are all accounted for but there is no simple way of knowing for sure. There are plenty of little indicators such as whether attributes change much ingame, how they work in the editor, if they are involved in behaviour that tends to belong to a non-CA "group" etc. etc. but these are not absolute proof. That's why I am about 90% certain all the attributes are accounted for properly but I would never claim to be absolutely 100% certain about anything written here. I don't work for SI, I don't have direct access to the game mechanics in nice clear detail, so it is alw
  23. I almost completely agree with you here. Training works with or against a players natural development trends. It does not sit ontop of the game and distribute CA according to your slider settings, it influences the naturally occuring positive or negative swing of player attributes. That's why high workload schedules can see increased but generic gains. It's why carefully constructed, detailed and in-depth schedules can have no visible effect. It's why extremes of schedules can either explode a player in one area, or do absolutely nothing in terms of his profile. There is absolutely no point
  24. That's very plausible. I would need to have a look at a lot more of your data to see if there is an obvious explanation for this behaviour, or if there is not. The whole issue about the "natural growth trends" of players is that it is just about as far from a science as you can get despite being very obviously existant. There are other "quirks" of the mechanics of the game that can pop up regularly and produce somewhat unexpected results. To put it another way, the screenshot you posted of Physical decline + Mental gain are two sides of the same coin. If overall CA remains static then any c
×
×
  • Create New...