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Everything posted by SFraser

  1. No they wont. Touchline Shouts are shortcuts for controlling tactical instructions, so if you have ticked ANY tactical instructions to adapt them manually, they will not be controlled by the touchline shouts. Shouts do not over-ride the tactical changes you have specifically made to your team. This area of "customisation versus ease of use" is one of the big issues in the current Tactical Interface, and no doubt a really complicated problem for SI. The current system will not over-ride your specified tactical instructions, and therefore the Shouts will not work with those specific instructio
  2. "Focus" basically equals "size" of training or quantity of training. It is the actual amount of training you want to do, based on 1 notch per attribute = 1 equal "lot" of training. Where every Category slider is set exactly to the number of attributes in that category, 3-5-5-4-3-2-3-5 for outfield players, each category has a Focus of one and is training each attribute at exactly the same level. If age were removed from the equation then a training schedule of notch positions 3-5-5-4-3-2-3-5 would produce a completely balanced schedule at lowest possible level of training, so this is "Focus 1
  3. I like the sound of that one personally. A World Cup Tactical Match Day thread I think would be excellent for the forum. As long as the comments and discussion was kept on topic and in the theme of the T&TT forum, I think the thread would be a different beast altogether from other World Cup matchday threads in other forums. I could understand how the Mods might be concerned it would be a duplicate to other Matchday threads, and generate similar kinds of discussion, but as I said if it was on-topic and tactical only it would be a great thread for this forum. I can imagine it being someth
  4. It's almost certain I will release something new sometime but I cannot guarentee when. The fact I am so active on these forums means not releasing new schedules sometime in the future is almost an impossiblity. However that wont be untill I have developed something I want to release, and while I have refined and improved the schedules I currently use for my own players, I have not developed anything for community use so far beyond what has already been produced for download.
  5. Sorry I should have said, it's more a General Goalkeeping schedule for players around 23-24 to 30. Should still produce better overall results than the other two schedules but may not produce the rapid Physical improvements in youngsters, or prevent the rapid Physical declines in Veterans so use them at your discretion.
  6. Both training Goalkeepers and improving their ability is tougher than outfield players. Training is tougher because they have fewer Categories to train and those Categories have either many attributes or few, and so the Schedules are very, very sensitive to even the slightest misbalance in favour of less important/relevant attributes. My original goalkeeping schedules were slightly misbalanced in favour of Strength and goalkeepers would rapidly improve their strength. Improving the ability of goalkeepers is tougher because they need high ratings to get regular CA increase, and those can only
  7. Very much so. It is a game premised not only on paying attention to detail, but actually learning the simulation of football much like you have to in real life. The "hardness" of the game is a designed simulation of football management in the respect that you must learn the tricks of the trade. Teamtalks are probably the best example of this, one of the simplest mechanics to use yet one of the toughest mechanics to use. It's easy to use teamtalks, it's significantly harder to understand your players "psyche" and use the right teamtalk at the right time. All the guides in the world pale into
  8. Pay attention to age. It's probably the most important part of training. Training hugely rewards those that understand age and pay attention to longterm development trends. That's one of the key points in this entire thread.
  9. Categories like Set Pieces for Centrebacks do not need to be trained but I would not drop Attacking or Shooting to zero for Centrebacks as they will drop and quite rapidly if the player is at a stable level of CA. Passing, Creativity and Composure are still important attributes for a Centreback and in terms of raw CA you would need a drop of over 3 Composure attribute levels for an increase of 1 in Positioning. If you wish to push CA from the shooting Category into other areas of the defenders game, the best time to do so would be when he is around 30 as the mental Composure attribute would d
  10. A higher Tempo can lead to missed chances, missed goal creating opportunites, poor decisions, reduced composure and sometimes even blind panic. Depending on precisely how/where your Striker is missing chances, you can use the HUB instruction on him to effectively tell him to take a touch/take his time if he lacks composure. Players running onto a throughball and ballooning first time shots into the stand are better candidates for HUB in this specific manner than players involved in link-up play or trying to dribble past defenders.
  11. Hmm it seems a post I quoted and responded to has completely disappeared.
  12. Reduced Workload reduces CA gain from training, but it also reduces condition loss/increases condition recovery and very likely reduces injury risk. Distribution of training effect between attributes in a single category depends on attribute type and player Age. Technical/Mental/Physical attribute types have different rates and patterns of growth, and the precise rate/pattern at any specific time depends on the players age. I would surmise that there is more to add to this list, but these are the known issues and anything else is speculation with a minor or non-obvious impact. For example Wo
  13. A variety of formations based on the Zona Mista form of Catenaccio adapted for my team and for each opponent. The Second Striker role is a "tactical spare" and the variety of players in the club allows me to construct just about any system I want through instructions without disturbing the basic shape of the team. Those are just a few examples of what you can quite easilly adapt to with a few minor tweaks here and there. You can do even more with the instructions for players from those positions, pushing the LCM into a wing position in the first formation for example, or pushing up the RCM
  14. It's all about how you use them. Here is a screenshot of the 2010-2011 season in my current save as Manchester United. I am six games into the season, 4 PL games, a Charity Shield match, and a European Super Cup match. Look at the contribution from Ryan Giggs. The guy is 36 years old, has only played 80 minutes of football in 6 matches, but has scored two goals and setup another in those 80 minutes, with an average rating of 7.9. One of those goals came against Chelsea in the league, of all games to score in. Look at Giggs' attributes. The guy is declining, and dropping like a stone
  15. Not a lot. Natural Fitness doesn't increase/decrease according to CA gains but is more like Aggression/Bravery/Determination. Players with low Natural Fitness need an even closer eye on their condition. Condition between matches and tactical instructions that produce condition loss in-match. Compensating for low Natural Fitness, or low Stamina, requires good rotation/usage strategies and you can help yourself more by limiting the amount of closing down or runs a player makes during a match. Reducing Training Workload is another option. Other than tactical instructions or rotation policies
  16. Intensive Strength training. You need to be careful with injuries, but at the same time you need to try and maximise his Strength increases. I would pay close attention to a players current Strength Attributes. There may be a correlation between low Stamina/Strength, his Strength Training and injuries. Physically weak players doing Intensive Physical training may well be more susceptible to physical injuries, and that is something I am seeing in my game, although it could be chance. Either way, make sure his Strength Focus is higher than any other Focus, possibly even 2-3x any other focus. Y
  17. That is a brilliant question. Youth development is what got me so interested in Training in the first place. It was something I needed to understand and be able to use effectively in order to maximise the development of my youngsters, to improve key deficiencies severely hindering them while boosting certain strengths that would enable them to to perform a few functions in-match to a high degree of ability. For young players specifically, their optimal amount of game time is a much more indepth issue than with older players that are still developing or not yet reached their maximum potential,
  18. If you get beat by powerful attacking sides using these formations then consider using your own wingers as man markers on their wingers and keep your fullbacks free to cover gaps/double up/maintain possession. Pay attention to where their greatest threat against you is likely to come from and try and force them in the other direction. It also a very good idea to find their key creative player and shut him out of the game with a man. Relatively easy if it is Arsenal and Fabregas, significantly more difficult if it is Barcelona with Xavi and Iniesta. If you get beat/draw against "weaker" teams
  19. The Veteran schedules are designed to slow down the decline of Stamina while reducing Overall Workload to boost condition recovery. Meaning they can play longer/more often and wont lose Stamina so quickly which will basically end their careers if it is not addressed. The other alternative is the Developing Schedules. It seems counter-intuitive but they are both Stamina training intensive. One is at a high workload, the other is at low. If your player isn't playing regularly I would put him on developing unless you want to end his career. If he is playing regularly then Veteran is the best cho
  20. The evidence points against the idea of attribute weights being directly involved in training. There are no +1000% non-key attribute gains over key attribute gains. Attributes such as Positioning and Off The Ball tend to go up fairly equally irrespective of Position in all players. You certainly do not see Finishing going up 10x faster than Positioning in a Centreback. That does not mean that there is no complex mechanism at work bringing attribute weights down to a more logical rate of increase. I suggested that attribute CA gain is proportional to CA weight as that is what the evidence sugg
  21. Yes that is dissapointing with the Physical attributes. I guess a focus bias of +1 is not high enough. Results like these re-open the discussion for attribute weights being involved in some way in training, but clearly that impact is no greater than +/- 100% and certainly not the +/- 1000% you would expect to see from non-proportional CA gains. There is however another potential source for these discrepancies, and that is Coaches. I would be interested to know the attributes of your Coaches facman to see if there is any potential correlation.
  22. I didn't notice that either, that is an excellent spot. As for the "Final Version" of the schedules, Prozone, DocSander and myself are working on a tool (work I have been holding up) for constructing schedules based on this training thread. The release of that tool will undoubtedly take much longer than releasing a set of updated schedules, but as Indi rightly points out the end result should be much, much superior for all users than any set of schedules I could produce. @ Indi, you talk about using your own weightings. I was wondering what weightings they are, and if you had spotted anythi
  23. It is neither completely accurate not entireally flawed. 1 notch per attribute is only a small part of the overall training regime here, and it is the approach to setting sliders that gives the most accurate level of control over balancing Categories. You cannot accurately choose specific attributes, nor can you accurately control whether attributes within a category receive the same amount of Training, i.e. one notch. However what does happen is that by using 1 notch per attribute you make sure you are accounting for attribute growth and not category growth, and then by exploiting Age relate
  24. You can use players with no bravery in a good covering role. Significantly poor bravery is a handicap though. As for the Positions used in my Schedules, they are all designed for a club like Manchester United where the CF is expected to not only be strong but intelligent and play a key link-up role in the team. For the lower leagues a schedule like Wing Forward that aims to produce physically powerful, direct players might be more suited to your Centre Forwards. The problem here is that I cannot create all types of ideal schedules for all users in all contexts. I build schedules for my side
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