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dannyfc

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Everything posted by dannyfc

  1. Love these posts, top work. Be interested to read your insights on Tempo, and whether you ever change it independently of mentality.
  2. The way you're set-up, I suspect he's simply being marked out of the game. You're asking him to play on the shoulder of the defence, while everyone else on support is looking to get on the ball and feed into him. It's too predictable for the opposition to read as they don't have any other threat to consider. The system needs more runners (either out wide or deep) to occupy defenders and ultimately make space for him. At the moment the team is asked to progress the ball into feet of the supporting players, wait for an overlapping full back, then pump crosses into Sargant. He's decent
  3. How long on average do you think it takes for either? 18 months+ seems excessive which is why I'm concerned it's a glitch. The description specifically references 'started to remove trait' as well. Focus on which attributes you actually want to improve, then choose the individual training that specifically targets them. (e.g. Targetman for strength/heading, Poacher for attacking movement, False 9 for technical ability) This can be used to either exacerbate what they're already good at, or try to address an underlying weakness. Consider where you envision them playing long-te
  4. Anyone having trouble with learning / delearning traits? I had a youth player arrive who spent considerable amount of time learning an undesirable trait. Once complete I tried to remove, but after 18 month he's still in the process of delearning. Almost feels it's become glitched/stuck. Just had another young loanee start developing one recently which I'm just going to leave. I'd assume it's the AI dictating this which I guess makes sense since it's technically their player. However I'm unable to player these to my players out on loan, so i'm unclear if that is the case. Not a
  5. Lovely thread, tonnes of great insight in here. The point around actually having competent defensive players is key. I'm definitely guilt of neglecting work rate and tackling for wingers, so it would make sense to be leaky down the channels regardless of tactical set-up. What I would like to know is how other people utilize Tight Marking, Tackling Intensity, and Pressing and what the risks / rewards are for each. For a low-block my gut instinct is to go hard on each of them, just to reduce the propensity of long shots and unchallenged headers. The only time I'd look to avoid to is if the
  6. Better than FM 21. but still finding far post crosses a bit too effective to be a solid enough option and find myself pushing higher when trying to hold on to a lead. Fully expect to be exposed down the wings when sitting deep, but feels a bit futile when attacking wingers seem to have an advantage when getting to the ball first.
  7. It's one of the predominant reasons I gave up playing the game back in February. Beyond tedious on Comprehensive highlights, that and the frequency of far post headers killed any enjoyment of the ME for me. If it's not easy to balance just an option to exclude from highlights would be enough for me. I don't need to see my CF mistime a run 12 instances a game, it doesn't give me any constructive feedback. You can argue playing direct and in behind the defence exacerbates this, but no manager has ever adapted a gameplan because his striker was constantly caught offside. On the Brexit
  8. Thanks Lucas - but how does that reconcile with the previous post by Neil that acknowledged the heightened criticism in this thread yet dismisses it as a minority? I'm not trying to be snarky, I just don't get how it can simultaneously be the primary source of feedback, while also not being indicative of the wider userbase.
  9. Neil, does that mean this thread is predominantly how the developers gage the reception of the ME? If not, beyond the developers own assessment, how do you judge this? What I don't understand is you specifically mentioned the criticism here represents a small minority, which is fair in terms of absolute numbers, but you could also argue you it's a decent sample size and representative of the wider user base. From a business point of view I understand sales, active users, and review scores will always be the main metric of how successful an iteration will be. However I think it
  10. Thanks for clarifying Neil. While it may be a minority of the userbase that are unsatisfied, would Sigames be in a position to directly address the common concerns that have been raised? It would be good to understand which criticisms are work in process, and which you genuinely disagree with. For instance in terms of central play, are SI generally content with how this is reflected in game, or is it simply something that will take longer than a single development cycle to solve?
  11. Theoretically, how difficult would it be for Sigames to revert to an older (pre-2019) ME and build again?
  12. Regarding Striker movement, agree with what you say but I'd argue it's regressed rather than lack of progression. In previous games you'd frequently see a F9 or DLP drop into the half space to link the play. Or floating around the box if free role was ticked. The only major issue was a lack of lateral movement, but even then it was better than now. The tendency in the last two games to stay static and central almost seems like a glitch in comparison. I'm not sure what's happened as there's clear evidence of good movement in older games so the code must already exist.
  13. When you phrase it like that it puts into perspective the task at hand as the decision tree for each attacking moment must be huge. I do have sympathy for SI as you can't knock the frequency of patches over the last couple years. My fear now is they simply do not know how to address this issue of central play, rather than refuse to acknowledge it. The long balls at the start of release almost seem a compromise to remedy that. That Giroud example is bang on, but also applies to highly technical players who thrive in tight spaces. That reluctance to engage with the opposition really
  14. In context of youth players or new signings though, like Tanganga, you already immediately know his value despite never playing a professional game.
  15. Definitely agree with you that the archetypal playmaker AM -> poacher ST ball probably isn't as prevalent as it used to be, or at least how it's perceived. That said you do see much more tight, intricate inter-play between players than you currently do in FM. No necessarily through balls, but a pass into a strikers feet with his back to goal. Or just square balls and 1-2s in and around the box to open up space, which aren't necessarily always in behind. I keep banging this drum but I just want players to make more risk or intuition in attack. Yeah the striker might be marked, but
  16. It isn't that Tanganga suddenly hugely progressed, he was probably always ready to step in but no one actually never truly knew the extent of his ability. The problem with FM is you can immediately assess whether a player isnt good enough without ever playing him. The only way around this is adding ambiguity to how attributes are viewed. It's been discussed previously, but similarly to the attribute masking with how scouting works you should only learn the 'true' value after 30+ games.
  17. I agree defending is fine in this example, they just get beat to the ball and caught out of position by a great pass. Without defensive lapses the vast majority of goals in real life wouldn't happen. Tbh I'd prefer more defensive errors and incentive for play in tight spaces rather than the mind numbing passes into wide spaces you see again and again.
  18. This nails my feeling toward the game. It's not so much ME errors or flaws, but how disconnected it feels to tactics or attributes. I want to review the game and witness my slow fullback getting continually burnt by a pacey winger, then adapting by dropping deeper. Subbing in a bigger CB to deal with an aerial threat. Utilising an older playmaker to make the most of the space in midfield, but at the cost of more defensive exposure. These are the decisions I want to have to make, but at the moment I genuinely cannot distinguish neither teams or players. It's a game of attrition wher
  19. Subjective, but I'd say generally better however not significantly enough to enjoy if you didn't like the previous build.
  20. I'm 100% with you on this, this is the main issue I have with the ME. Just a overriding reluctance to iniate any move that doesn't utilise acres of space. A phobia of contact, or like you said too wide a 'hitbox'. Would be interested to know the developers thoughts as it's all speculation on the coding until then. For me there's a fundamental problem with how the ME interprets and deals with tight spaces. In older games it wasn't interpreted at all, so you had the problem of strikers constantly 'ghosting' through defenders. Since 2013 this has been addressed, but too far the other
  21. I know possession isn't everything, but I just can't imagine a scenario where a team absolutely dominated the ball without a single attempt. Reckon FrazT is correct and the source just mistakenly reversed the stat. Be interested to see the perception of anyone who watched the game.
  22. Out of interest how do you distinguish between Wolves and Man City in-game?
  23. Maybe my terminology is over simplistic - but then again I don't think FM is sophisticated enough to represent all the different types of pressing you've outlined. I was using Gengenpress as a byword for a 'high counter-pressing' system essentially. My point is while it's difficult to implement in real life, this isn't well represented in FM and most if not all teams can play this way regardless of attributes in work-rate, teamwork and fitness .
  24. Agree- but it's not just fitness but also uniform levels discipline and tactical awareness as well. It should take a lot longer to design and implement a true gegenpress tactic really. Every team in the world wants to play this way, but it takes the right players and months/years of training to make it successful. If you've just taken over a non-league side, switching on 'Gegenpress' should result in a mix of messy team shape, certain players ignoring it entirely, and the rest gassed after 30 minutes. To properly implement it you should be reliant on first getting in the right playe
  25. Still don't feel like players are following instructions, or that their actions are representative of their attributes or tactics. BWM - short passing, take less risks: continues to drive 50 yard balls to either flank despite a player stood next to him. Goals are still feel very attritional; set-piece, wing-back arriving late far post, or long-shot after some pinball. There's very little incentive to sit deep. The game is essentially press high, box them in, then hope to score off a scramble after a series of aerial bombardment.
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