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Posts posted by SFraser

  1. Steven, have you had any issues, especially when first taking over United and trying to put this in place, with toothlessness. By this I mean, the players are taking to things pretty well so far, dominating possession, but once they get in an attacking position, they lose their heads and/or don't know what to do with the ball.

    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.

  2. SFraser, Ive noticed, that many settings for your front 4 are set to normal.

    Well I guess, its because those 4 have extraordinary stats in attributes like creativity, flair, decisions, teamplay and so on.

    so you rely on their attirbutes and want them to decide on their own, which is the best possible thing for a certain situation.

    but how about players, especially young non developed, who dont have so high mental attributes?

    for example, I have my Mario Götze has 17 in flair, 15 creativity but unfortunately 6 in decisions.

    I also want him to make his own decisions and to play that killer ball, when he cuts inside from the left wing.

    I could observe so often, that my CF Barrios was dropping deep and my AMC kagawa was running into the channel and Götze, who had the ball just needed to play that pass into the space, but instead, he just turned back.

    do you think, its because of his low decision making attribute? im playing a rigid/control 4231 with players allowing more creative freedom and götze is set as inside forward with support duty and set everything on normal.

    he has creative freedom 13 or 14, which is set manually by the tc. what kind of advises could you give me?

    do you think, setting ttb to often would help, since he doesnt have the mental attributes to pick up the very best option?

    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.

  3. Apologies if this has been covered here or elsewhere. If I send a player out on loan or send him to an affiliate, will he develop the same if the league is active or not? IE Bordeaux on my game are not in one of the active leagues, so the only games that Fabio is playing in are Europe League since there are no league games being played week in week out.

    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.

  4. so anyways tl;dr, can I loan players that I have bought but aren't in my team yet? Also is there a work around sending players with a youth contract out on loan?

    No and no.

    I'll tell you something - nothing is more freaking frustrating then finding a wonderkid, only having to wait until he is 18 before he joins me. THEN, instead of learning my system and having me and my club become apart of his favorite personnel, he learns some backwards system, learns to love a club and manager, and it always bites my ass 5 years later when that club is declaring interest in him, or his old boss gets a better job and has buying power. It rattles my players and disrupts my form, so just avoiding it completely is the best.

    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.

    While playing in England, can you send players you bought from other countries on loan? To say Belgium (to get EU-nationality &work permit)?

    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.

    Keep in mind, they are U18 as well and join my club on their 18th birthday/next transfer window. I find it really annoying receiving a kid when he's 18, cannot get a work permit, send them on loan to my feeder in Belgium (which sucks btw) for 3 years to finally get them into my club, and those 3 years are more or less wasted and they still have a low CA but huge PA.

    Cuz when I buy youth, I like to buy 14, 15 and 16 year olds (17 or 18 very rarely, and only because they regened at age 17 or I just totally missed them while scouting). If I could send them to Belgium (or wherever) to gain nationality THAT young would be IDEAL. Then I can get them into my system as young as possible.

    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.


    That's all you need to worry about.

  5. Great Thread Mantralux, but to go back to the issue of Natural Fitness, I agree with you that it changes or at least it should change. Think of it this way, take 3 players, a 15 year-old, a 25 year-old, and a 35 year-old, for example.

    The 15 year-old is still developing physically so his natural fitness could increase.

    The 25 year-old is at his physical peak so maybe there won't be any major change there unless he suffers a major injury.

    The 35 year-old his physical stats are on the way down.

    I know these are gross generalisations but surely there is some truth in there, or at least that's how I would view it.

    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?

  6. SFraser,top notch, as usual. Please would you answer me this? Do you make out the full quota of tactics, that is Defensive through to Attacking or do you just use the one, Control in your case?

    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 ;)

  7. 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.

  8. I wouldn't strive for 80% possession with barca and as such I wouldn't play a defensive mentality. I'm saying if you only wan't possession your better off with a lower mentality as players will take less risk and will not force an opening when there are no good options available.

    Neutral mentality. That's the key. That's why I would also opt for Neutral Passing.

    To achieve 80% passing in FM you would have to "game the system" by forcing your attacking players into conservative options, but for a generally high possession based game then Neutrality is your best friend.

    The only and crucial difference is when it comes to Creative Freedom. Restricting players away from options is never a good idea if the players are quality and your game is possession. But at the same time you want to reign in those that tend to go for the game defining pass/shot/dribble. If a player can pull off a backheel flick to a nearby player then let him, but you need to make sure his Mentality + Passing is tweaked to a position where he favours possession.

    For a possession based game that isn't aimed at the micro-management hell of insanely high, go for quality players with lots of creative freedom, neutral passing and neutral mentalities.

    But as someone else said in this thread, 50% of possession is about getting the ball back. And in some games that will feel like 90%

  9. I do look at your posts and yes this is a brilliant game. My happiness at "discovering" this game July 2010 just outweighs the sadness of not finding it before.:)

    That is comparable to the fun I have continuing to discover this game. It's not a perfect simulation of football but it keeps trying to be a perfect simulation of football that I consider it to be the greatest game ever made.

    I'm the kind of guy that plays Hearts of Iron when I am bored. I play "The Void" when I am looking for something a bit artistic, I have figured out how Sopcast works...

    Football is either a passion or it is not. I am passionatly playing a game that is made by passionate football fans. The only time FM is not active on my PC is when my Sopcast has my team.

    And that's all there is to it.

    What I do is what happens between Wednesday and Saturday when my team is not playing.

    Thank you SI.

  10. I meant were you able to set him as a tutor before he was 22yo.

    I asked because I've been told that tutors had to be at least 22yo in FM10, but I can remember at least three players I've had that could tutor at 19 & 20 years of age.

    Yes I tried that double tutoring once, but nothing seemed to change so I haven't tried it since. I thought it was a bug or something that allowed me to do this if I set them at the same time. So have you had possitive results doing this?

    I'm still playing FM10 so it would be nice to know. Cheers:)

    Two things:

    First of all available tutors in FM10 is pretty much anyone, and pretty much anyone else can be a tutoree in FM10. The only barriers in FM10 are age/reputation/position. The guy being mentored must be younger, similar position and with lower reputation.

    The second point is that the actual results of Mentoring are very interesting. The context in which mentoring improvements happen is interesting. It's not a simple case of "copy-paste" at all, and your question shows you have noticed that.

    To sum it up I think that given all the possible factors in FM, the greatest Mentoring results occur after the Mentor has done something impressive.

    I'm serious, look at the posts I write, and I am astonished by how realistic this game is. It's a work of genius. When the mentor plays out of his skin, the mentoree goes through the roof. It's a stunning game.

    If you want to play it well, pretend it is football. I kid you not.

  11. SrFrase i play Fm10 and i have a doubt.

    Recently 2 young players came to my team and I have one mental beast awesome for tutoring but when i interact with 1 of those new players, the one who appears for tutoring haven't good mentals.

    Can I change that so I can put my best mental player tutoring?

    That's a problem I have run into before, and it's very annoying.

    I guess for some deep, dark, terrible reason FM doesn't think the mentor and mentoree play in the same position.

    It's stupid I know, but it's happened to me. If you really rate the player all you can do is wait until your other mentors finish their mentoring and hope one of them fits the bill.

    I have had right backs that can't be mentored by my best right backs, forwards that can't learn from Rooney, and worst of all my truly amazing Natural Left Winger Aguero can only mentor central midfielders.

    There is a logic too it but it's still amazingly annoying. I feel your pain, and many decent players go down the plughole because of it.

    Maybe there is a case for a "sort it out SI" post here.

  12. - I love playing with big guys up front. Do you have any tips on how to set up a better usage of these big, but creatively lacking guys? Generally they seem to keep my AMC a little limited, as they aren't really creating space in synergy between each other very well
    My AMR position is my weakest link atm. I have Vladimir Weiss, who is really more a pure winger than an inside forward

    The answer is already there.

    For your particular system fiddle around with the instructions for your RW and FC until you produce a system the RW bombs forward and whips in crosses for your Striker. My players cut in because that's what suits my team, I don't have "big men" upfront to nod crosses into the net.

    You might want to fiddle around with targetman and playmaker instructions if you have a giant upfront and an AMC that seems to be getting low ratings. Setting your FC as the target and giving your RW the instruction to aim for targetman after you have set him up with RWB Often, Cross Ball Often, Cross from byline and everything else rare will give you that proper "winger" behaviour while everyone else in your team looks for your AMC, and if your AMC is clever then he picks the best option.

    This is why I don't put tactics up for download, they only work for my team. It's not my aim to invent a tactic that always beats the AI, it's my aim to build the sexiest looking football that FM has ever seen and win matches with it. My system has some, I think, very sound details in it that would work well for anyone, but some of the more specialised issues simply wont work elsewhere.

    And don't think that I don't tinker either. This thread is my current system, it's a lot different to my original 4-2-3-1 and it's likely to be a lot different from the 4-2-3-1's I build in the future, although the principles will remain the same. Ofcourse I tinker and tweak and adapt and change. But I don't tinker and tweak and adapt and change because I'm losing when last match I won and did nothing.

    Set up what makes sense for your team. If this thread gives you specific details you find works then great, but the point all along was the thinking process.

    And to show off some PKM's.

  13. SFraser, did you get Shelvey to Tutor at age 19 or 20?

    I'm not sure what you mean.

    I started tutoring Shelvey as soon as he joined and kept tutoring him as long as I had tutors with better mentals.

    I also got him to tutor players that had less mentals as him right away.

    In FM10 you can do both at the same time. Shelvey learning from one guy while he teaches another.

  14. So, I've watched a few of the PKM's and aside from the obviously brilliant attacking football, I really enjoyed seeing Ramirez and Sandro dominate the midfield physically, winning headers all over the place and disrupting the opposition's moves early on.

    Reading your thread 'How To Meet The Next Season' has left me with a question, however: Of the two midflield playmakers you have brought in, neither is able to challenge for headers and dominate in the same way as Ramirez, so do you intend to change anything in your system to accomodate them, or do you reckon no changes will be necessary?

    You have it perfect, and you have nailed down the exact question I have as well.

    The truth of the matter is that can I only "theorise" and "experiment". What happens in matches is what is going to tell me how well these ideas work. If I don't miss Sandro in the middle then that's fine, if I do then I will have to adapt.

    That adaption may be as simple as playing Sandro in midfield when the opponent has good headers in midfield, it may be something different. Maybe I learn to live with a few missed interceptions and tackles because the new guys attacking ability is much superior to Sandro's defensive ability.

    It's true that the new guy wont physically dominate the midfield like Sandro does, but I have to say many kudos to you for spotting in six matches some of the precise details of my teams performances.

    That midfield combination is good though, isn't it?

  15. Thanks for your reply SFraser, What tends to happen down my flanks on 11.3 are my fullbacks will dribble right to the byline and then either A, Cross the ball in or b knock it off the opposing defender for a corner or thrown in.

    What is their Creativity at? Being able to see a pass is a skill. It's not an attribute people look at for fullbacks but there is a world of difference between Creativity 7 and Creativity 14 for a Fullback that gets forward. Personally I like Creativity 16 or 17 in my fullbacks, but I'm a bit different.

    They just advance too far for my supporting midfielders in the CM positions to be any of any use at that point. I think i'll try to change the crossing settings to rare (which they already are) but to cross from deep to see if that helps any.

    The better option would be to reduce their RWB, or their Mentality. A lower mentality fullback will get forward a bit later but still get forward, however crucially he will look for the less risky option. So a pass back to your MC's might be more appealing than a slick dribble and a first time cross to your Centreforward.

    I would be looking at their Creativity and Mentality, unless you have RWB set to Often.

  16. Sfraser, Do you have any issues now you've dropped your CM's back with them getting the ball forward, I think one of the issues i see time and time again within the match engine is inside forwards just standing on top Of full backs and not really attacking the ball from deep.

    A lot of it depends on having the right AMC for the match because an AMC with roaming and good attributes will constantly be on the move and this will open up spaces for wingers and striker to run into, and open up good passing angles for your CM's.

    I think the most important thing is good control of the play down your flanks because you are going to get a lot of space down the flanks, and if your fullback keeps dribbling down the flank and crossing the ball to no one then you are wasting possession. I think deeper CM's actually improves my flank play because my CM's are a much more open and better option for my wide men now. Also playing very attackingly intelligent fullbacks is a massive benefit. These are my fullbacks.


    I had to pay through the nose for Alaba and he is clearly not a defensive rock but he is a pacey battler with bags of playmaking ability. My version of the attacking fullback. Magno is a player I pinched at age 18 for a whole £5 million and I am developing him myself. The guy is turning into a special fullback, his technical abilities are excellent and his mental abilities are not too shabby if a bit unrefined.

    They are not "perfect" players and so playing defensive CM's is just sensible for my team, but I was already playing that before I got these lads. So these fullbacks compliment my defensive Playmaking CM's and really do an excellent job at keeping the whole "amazing passing football" philosophy ticking over.

    I find your personal alot more interesting than your actually system personal, with the depth and variety of talent you have it gives you such great flexibility, a interesting tactical point i noticed was how much more attacking freedom your fullbacks have compared to your older systems. they can make such a good outlet for any team playing a 4 man defense, i do however find it troubling some of the odd positions my own players take up when my fullbacks have the ball in advanced errors

    Personnel is a vitally important part of any team. You can't really claim to have a good team if you don't have the right players playing the right tactics for their own abilities.

    Btw, did you watch any of the PKMs?

    Although I would like to ask you about one thing. Do you take a player's composure in consideration when scouting, buying, training, tutoring them, and if so; how highly do you rate it?

    Definitely and highly. Composure is what it is and players that buckle under pressure are never ideal. However you can get away with low composure in certain areas a majority of the time. The two areas you can't get away with low composure is CF and CM. In the middle of the pitch Composure is the equal to any other attribute in importance. For fullbacks it's less vital but still highly desirable.

  17. Thank you for your answer. I've included a couple of screenshots of one of the coaches mentioned, Filho. His attributes suggest he should qualify as a 5 star coach in the ball control category, but he get 2,5 stars when I assign him there. The training bar is quite high as well.

    Yeah it does look like he should be quite high.

    How many players do you have training Ball Control at the moment? If you don't have many players training in a category it gives a low star rating. All my youth goalkeepers have become old enough to take Senior Training and so my four star Senior Goalkeeping Coaches have 2 stars for taking Youth Goalkeeping.

    Just double check for me and make sure you actually have a decent amount of players taking Ball Control Training.

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