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JEinchy

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Posts posted by JEinchy

  1. Set-pieces are strong on this year's game, but this has been the case for all versions of the ME. 

    My team was so unintentionally good at scoring from set-pieces, my board made "Be strong at set-pieces" a club vision requirement! Which isn't how I like to play at all, but needs must. 

    I wonder, though: how many people bother to use the set-piece training sessions? I usually throw in four or five a month, and I get messages during games from my ass. man about how the team is benefiting from the work being done on set-pieces. Coincidentally, the odd month where I get lazy with this is when I start leaking set-piece goals.

    So if you're struggling with set-pieces, try doing some training on them and see if that helps at all. I've a feeling this is more important than the actual set-piece routine itself.

  2. 13 hours ago, Duff1903 said:

    I'm using a 4-4-2 with inverted full backs, but it means I don't really have a 5th player in the attack, not sure if I should either invert a winger and include a wingback (would work down the left with Smith-Rowe and Tierney or the right with Pepe and Bellerein)

    Or I could keep with the IWB and Wingers in which case what role should I use for a CM to get them more involved in the attacking phase? I've got an Asymetric tactic but it seemed to struggle against the bigger sides.

    4-4-2 is a tricky shape to achieve this with because it doesn't cover the zones as well as a 4-3-3 would, but the simplest way would probably be to have one of the central midfielders go forward as an attacking player. This way, you'd have, in theory two players in the wide spaces (the two wingers), two in the half spaces (the strikers) and one in the central space (the central midfielder).

    However, I would only do this against teams who are going to defend against you all day and have no interest in coming out of their deep block. Against teams who are willing to attack you, that lack of central midfield cover will hurt. In which case, inverting a winger and changing one of the IWBs to a conventional wing-back is probably your best bet. If you do that, I'd suggest changing the nearest CM to a defensive duty to cover the wing back, especially if you feel like you're getting overwhelmed down that flank.

    Alternatively, you could experiment with a 4-4-2 DM system, with Guendouzi as a Segundo Volante on Support or Attack, depending on the match state. I love the SV because his movements from deep can be very dangerous, while at the same time he'll retreat into a more defensive position. It's a very demanding role but I think Guendouzi is practically made for it. In this case, your five would be the two strikers, the two wingers, and the SV.

    9 hours ago, Experienced Defender said:

    The first thing you should do - apart from the idea of attacking with 5 players - is get rid of one-dimensionality. Not only your flanks literally mirror each other, but you even play both strikers in the same role and duty. Some variety would really be more than welcome.

    As someone who often uses identical roles on both flanks and has been very successful in game, I don't know why this advice keeps getting thrown around like it's essential. 

    In the first place, it's less about the role and how the player interprets the role. In this case, variety is still achieved because Smith Rowe is a right-footed player on the left with good playmaking abilities while Nelson is a right-footed player on the right with good finishing and crossing. So although they're both W(s), they'll play the role differently according to their attributes and PPMs. 

  3. In no particular order:

    Gil-2015.png
    Godfrey-2025.png
    Reinier-2025.png

    Gil is an academy product who turned out to be a great blend of explosive winger and competent playmaker. 

    I managed to sign Reinier for £750k because he was unhappy at Flamengo. Nearly sold him for £100m four years later but he couldn't agree terms. Now he's signed a new deal with us.

    Godfrey is a recent signing and has developed very well under the AI. I can only find a handful of players in the game who are better BPDs than he is.

  4. 2 hours ago, dannyfc said:

    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 it doesn't completely rule out him out of the phase. You don't always need to hump it out wide just because that's where the space is. 

    You don't want to see these high risk moves come off, but you want them attempted to a varying degree of accuracy depending on the player's attributes. I have no issue watching long-ball percentage football if I know I could at least instruct my players to do otherwise and watch them fail doing so.

    I'd also argue the lack of distinction in attributes go further than the elite level. These long-shot efforts are banged in by every player, regardless of whether they're proficient shooters or not. Similarly the cross-field 60 yard passes are regularly completed without error by tier 6 players, which isn't right. 

     

    I agree. I'd like to see more passes into the feet of the strikers and even attacking midfielders, in particular. A player such as Giroud, who's well-known for his ability to back in to defenders and play well-weighted first time passes or flicks round the corner, would not be as useful in this FM due to the reluctance to play into feet unless he has open space around him. And yeah, the lack of balls squared across the box is a well-known issue. 

    I'm only speculating, but it seems it'd take more than just tweaks to get the ME to a point where these things can be possible without also disturbing the defensive balance too badly. The logic behind decision making in the attacking third seems to be, "this player is not in space, therefore I will not pass to him", whereas we want them to also be able think, "if I give the ball to this player, he can give it to that third-man runner". So we want passers to not only be aware of who they can give it to, but also where other payers might move after he's released the ball. Easier said than done, of course. 

  5. 6 hours ago, thiagoanjo said:

    I guess nowadays the teams defend beter and more compact, this is hard for playmakers send deadly ball and make moves at center of the pitch. 

    I feel like this has been true for at least a decade. 

    At least, for as long as I've been watching football, attacking teams have tended to penetrate low blocks through the sides, usually using a combination of a midfielder, inverted wide player and overlapping fullback to create an overload. It's rare for a player to slide a ball through the middle of a deep defensive line for a striker to run on to. Players who can this are lauded as great playmakers. The snappy, penetrative passing moves that we all love tend to come against sides who are out-of-shape or have been caught on a transition. 

    All of this happens on FM. My team were 60 league games unbeaten until recently, so the overwhelming majority of our goals were coming from crossing situations because every team was sitting deep. The odd game I had against a tough team - away to Madrid or Atletico, for example - we scored more goals off through passes because the space was there to do so. 

    Where this ME perhaps falls short is in spontaneity and differentiating between players with good attributes (say, between 14-16 at the top level) and those with world class ability (anything above 16 in key attributes). Those on the higher end of the attribute scale should be able to play those difficult passes and invent something out of nothing, but I don't see that very often. The visual feedback I get is that top level players play in a homogeneous way, which in turn makes matches feel monotonous. Elite level sport in reality is entertaining because elite performers do unexpected things, and I think FM could really improve on this front, though I appreciate how difficult this would be to balance. 

  6. When I reported the issue with defensive teams achieving high possession last month, I got this response:

    We feel that once we improve our pressing systems, this should make defensive AI teams passing stats decrease.

    So they're aware of it, and it seems it'll take some more time for them to improve pressing to an extent where it'll force teams to go long more frequently.

  7. Having played more games, I have some more positive observations:

    • I love how Ball-Playing Defenders play. A good player in that position in the right system can carry it up the flanks. Makes me want to try out a back three at some point.
    • Forwards and wide players make some well-timed runs. In particular, I'm seeing my IWs make some excellent runs whenever one of my midfielders or IWBs get on the ball.
    • While crossing still isn't as varied as I'd like it to be, I'm having more success with them.
    • Headers being more accurate is making those crosses a lot more useful, although a good number still go over the bar. For now, I'm putting that down to my team not having the highest heading attributes it could have.
    • There are through balls. They're very situational; you need the right positioning and timing for them to happen. I actually think this is decently balanced at the moment. Defence-splitting through passes aren't super common in real football, especially outside of the top level.

    For context, I'm playing with a strong team in 2024, and the majority of games are against very defensive teams. Games like this can be laborious but it is giving me a chance to play weirder formations (currently playing a 2-3-3-2). After a handful of narrow wins, I've just won 7-0, so I'm pretty pleased with things. 

    Away from my own team, I am seeing the AI score more goals than before. I only wish the AI against me was a little more adventurous, because while my team is strong, it's only the third favourites to win the league. As a result, the game can get easy. I'm on a 12-game winning run and have conceded only three times despite playing a crazy formation in most of those games. I leave so much space down the flanks, but teams don't seem willing to exploit that. I'm talking solid mid-table teams just going ultra defensive and narrow from the start, even in their own stadium.

    So if I could recommend one thing that could be better balanced, it would be that. I think it would make attacking play more dynamic, too, because there'd be more space to use.

  8. I've played five games on the new patch and, to be honest, it's not much better than the public beta. My observations:

    • Players' first inclination is still to get the ball out wide as soon as possible. Passing into the feet of a striker or attacking midfielder is seldom the first option, even if these players are in better positions for a pass.
    • Players are dribbling through each other like there's no collision detection at all. It's back to pre-public beta levels.
    • Strikers on support roles remain passive once they've released the ball. They rarely attack the penalty area. 
    • The majority of crosses still go to the back post and are still flighted despite using "Low Crosses" instruction.
    • My goals so far: rebound tap-in, back post header from a set-piece, back post header from an open play cross, long shot, penalty, penalty, long shot.
    • Loopy headers are no longer a thing.
    • Clearances have more power behind them. 
    • My centre backs seem to be getting out-jumped by players smaller than them on an alarmingly regular basis.
    • I can't comment on the quality of finishing yet as I'm still to see a clear, open play chance. 
  9. 40 minutes ago, Novem9 said:

    Unfortunatelly I detect old issue which looked fixed before.

    I won Napoli 5-0 Lecce and my possession is 43%
    Napoli 3-0 Udinese 46%
    Napoli 3-0 Fiorentina 40%
    For now I play Napoli - PSG and my possession is 61%

    It returns us in times when low teams have a lot of empty possession by low riskly mentalities. Possession without any sence

    I actually reported this during the public beta. It was acknowledged as something they were aware of and working on, but it seems it'll take some time to resolve properly.

  10. I had some success with this style on FM19, playing a conventional 433 or 4411. What I think is crucial is making sure your deep/mid block is active rather than passive. If you're coming under more pressure than you're comfortable with, it could be because your defending is too passive, so you could try increasing off the ball pressure and using the Get Stuck In instruction.

    Other considerations to make: mentality and duties. Positive/Attacking mentalities may seem counter-intuitive at first but they encourage quicker and more direct passes, which are useful for counters. A good spread of duties is important as it'll determine which players contribute to the defence and how much. For example, a pair of strikes on attack duties will mostly stay up front and not chase back very far, which coupd leave you short on numbers (in exchange, they'll be in goof positions for counters.).

  11. Just wanted to contribute to this with an in-game example of one of the factors contributing to the goalscoring problem.

    This is during a friendly, against a lower division side playing a back four and two DMs. They're not bothered about attacking. I'm playing on a Positive mentality, with an Enganche, IW(s), IF(s), and an AF. This typically results in the following:

    Narrow-Attack.png

    I'm not telling my team to play narrower, and the Positive mentality comes with "Fairly Wide" attacking width by default. But this isn't what I'm seeing. There is space down the sides of that defence, but my attackers make no movement into those areas, and instead stay next to the defender marking them. It's like they're marking the defender, rather than the other way around. 

    Inevitably, the ball will be worked to the full-backs, because as far my midfield is concerned, they're the only players in space. In this instance, my midfielder (Alemendra) actually took a shot, which was blocked, despite no. 3 on the left being in a good position for a pass. 

    Out of interest, I played the next game using a 4-2-4 DM formation, with a frontline comprising of a W(s), IF(s), DLF(s) and an AF. I wanted to see if the presence of two forwards would push my AMR and AML into wider spaces. Again, Positive mentality was used with no alteration to attacking width.

    Narrow-Attack-2.png

    No. 7 is my winger is this set-up, but he's not in a position to receive the ball and cross, which should be his main concern. If he's a couple of steps closer to the side of the area, my midfielder can slip a ball into him, and he'd be able to open his body out and get a cross in.

    Also note no. 8, my DLF(s), who is playing in the exact same way as my AF is. Despite being an intelligent player, he doesn't recognise the space on the edge of the penalty area. Movement into that area could potentially drag a defender away, but he stubborn remains marking his opposition defender. 

    The IF(s) and AF, meanwhile, remain static in offside positions. 

    Tenerife v Sevilla.pkm

  12. Hi team,

    This issue may not be strictly specific to the public beta, but I wanted to point it out. 

    I'm noticing that AI teams playing against me with a lower mentality (likely Cautious or lower) are accumulating a lot of passes without creating anything. For context, it's 2024 and my team are league contenders. Examples:

    Celta Vigo, 4-2-3-1 formation - 796 passes
    Deportivo La Caruna, 4-2-3-1 formation - 604 passes
    Real Oviedo, 4-2-3-1 formation - 662 passes
    Bayern Munich, 4-3-3 formation - 639 passes*

    * This one is an interesting case because although Bayern have a great team, this was the second leg of a CL knockout match, where they were defending a 2-0 lead. We won the game 3-0, having out-shot them 19-6. They only started attacking in the final ten minutes when they needed to. 

    For comparison, my team's passing totals in those same games: 434, 459, 368, 339,

    I would expect defensive teams to have fewer passes due to opposition pressure and lower quality players making more mistakes in possession. Delving into the stats a bit more, it seems AI defenders are passing the ball amongst themselves, which shouldn't be able to happen against a good press. Even the most defensive teams in reality tend to play more direct in these scenarios as well. 

    I've attached PKMs of those matches for you to look at. 

    Thanks.

    Sevilla v Coruña.pkm Sevilla v Oviedo.pkm Vigo v Sevilla.pkm Sevilla v FC Bayern.pkm

  13. I have a small checklist of things I run through in these situations:

    • Winning comfortably at half-time and performing well: Say nothing at all, let the players get on with it
    • Expected to win, but playing poorly (whether we're winning or losing is irrelevant): Go with Assertive tone, tell them you're disappointed/expect more
    • Expected to win, but playing really poorly and losing: Aggressive, give them a kick up the backside
    • Not expected to win, but winning: Say nothing - things are going well, there's no need to complicate the situation
    • Not expected to win, and losing: Encourage the team, get morale back up

    Complacency is a tricky one. For years, people have questioned why telling the players to not be complacent doesn't prevent complacency. As a general observation, players who are performing well tend to dislike being told they have to focus or perform better. Telling them to not get complacent is like saying you don't trust them to maintain their performance.

    If you have a team that's performing above expectations, you can tell them to "prove a point". I've found this to be a reliable way of getting the whole team motivated before games and at half-time.

    As for the tactics/players, you have to consider what the opposition are doing and the condition of your players. Performance naturally suffers with tiredness, so swapping out key players who are tiring for fresh ones can help keep performance levels up. If the opposition are playing more aggressively to get back into the game, you can look to exploit the space they're now leaving by changing a few TIs - Hit Early Crosses, for example, would encourage your players to play the ball earlier to the front men when the space is there. If they're playing more defensively to limit damage, the only things you can really do are brute force it by being more aggressive, or try to draw them out by dropping your defensive line and easing up on the pressing.  

  14. Good evening,

    I have some more examples from a game for you to examine, although I'm not entirely sure on a couple of them. Still, can't hurt to flag them.

    This is from a game between Sevilla (me) vs Chelsea, and it's my team doing most of the damage with long passes. Chelsea were in a 4-2-3-1 set-up, but I couldn't tell you what TIs or mentality they were using.

    03:37 - This one is interesting because you can see Guehi (33, blue) marking Munir (10, white) as the play develops. When Reinier (8, white) receives the ball in our half, Guehi adjusts his positioning, seemingly in preparation for a long pass. While this looks fine, I wanted to flag this because in doing this, he seems to take a step sideways and leave too much room for Munir to run onto the pass. This looks strange because he had been sticking close to the striker throughout the move, only to move away the moment the pass was played. Granted, this could be attribute related, and the move still required some work to finish, so it's not an egregious example. Just something I noticed.

    43:16 - This goal came from a counter. Lopes (7, white) gets the ball and fires the ball into space for Munir to run onto and put away. This looks like a typical case of a team getting caught high up the pitch, but I wanted to flag Guehi again here, as he's closest to the striker but doesn't drop off at any point despite the obvious threat. Again, this could be attribute related. In addition, although he had no real chance of getting back, Christensen (3, blue) doesn't make any effort to come round and block Munir's run, and instead seems intent of running back to his own goal. I'm not sure that's normal but I would expect defenders to charge down a player baring down on their goal to the best of their abilities, rather than leave them.

    88:26 - This example is the most problematic, and is similar to the first one. When the ball goes to Martin (3, white), Christensen is in a good position and knows where Munir is. As Martin carries the ball forward though, Christensen starts moving away from Munir. It looks like he's taking up a position where he can cover 16 and 24 if he needs to, but the danger hasn't developed to that extent yet, so he looks like he's leaving his man far too early. There's some time before Martin plays the ball in behind, yet Guehi doesn't make any movement to come around to cover his partner, who has been pulled out of his position. This results in a gaping hole between the centre backs.

    These are more issues with marking than with the accuracy of the passing, so I hope it helps.

     

    Sevilla v Chelsea.pkm

  15. 4 hours ago, Turean said:

    I mostly just let AssMan schedule training as well as auto-assign coaches.  Is this a mistake?  My thinking was that at worst this may effect which player stats change over time, not prevent them from improving at all.  I understand that player progression is supposed to be slower than in the past but it's not normal that they don't improve by 1 point in even a single stat over the course of 4 years, is it?  Is it just a side effect of managing in lower leagues and so I shouldn't expect players to improve at this level?  Does progression get noticeably faster when you manage in better and more prestigious leagues?

    It's certainly possible that progression is slower at the lower levels, because it hasn't been a problem for me managing at the top. Besides that, I would check if your players are doing the right individual training and how have a high enough workload. The ass man can put together a decent enough team schedule but won't make the best choices when it comes to individuals. It's possible your players haven't been working hard enough.

    4 hours ago, Turean said:

    As a somewhat separate but related question, I noticed that often players show a sudden drop in Determination and it never goes back up.  It's always this same stat, and always a sudden sharp decrease.  Is there something that is know to cause it?

    From my own observations, Determination is very dependent on the overall level of Determination in the squad. I've had players with 16 determination drop to 14/15, which is about average for the rest of my squad. On the flip side of that, I've seen youngsters with low Determination get better just by being in the first team squad. I believe praising and criticising their training performance can have an effect as well (I know it certainly does for Work Rate).

    4 hours ago, Turean said:

    Any comments or suggestions are appreciated.  Are most of you finding that your players develop significantly over the course of several seasons?  If so, what suggestions would you give to someone used to doing things "the FM18 way"?

    The trick with team training is to pay attention to which sessions benefit which units. You'll notice there's a 60/20/20 split in focus for each sessions, and that each training session will prioritise one unit over the other two. If you do a lot attacking and technical training, you'll see the associated attributes go up faster than you will see defensive attributes increase, because the defensive unit only receives 20% of the focus in those sessions. Balancing this is key. Leaving it to the ass man should be okay, as he generally creates a balanced schedule, but it might be worth having a look, just to be sure.

    Individual training is the same as always. Pick a role, any specific skills you want the player to work on and how high their workload is. Normal intensity is fine for players playing a lot, while double is recommended for those not playing.

    Tutoring is the big one because it's completely different. You can only tutor - or mentor, as it's called now - players who are in the first team squad, so any u18/23 players you want to mentor have to be promoted. A good mentor not only has high Determination and a good personality, but should also be high up in the team hierarchy, too. The quirk of this system is that its unit based, meaning players in the defensive unit can only mentor other players within that unit (likewise for goalkeeping and attacking). This means you could put a centre back into the attacking unit and have him mentor your young attackers, if you wanted to (though of course, you have to consider the PPMs he would pass on, and the impact on his own training). You can then drop three or four players into the same group, so they all receive the same benefits at the same time. 

    Other than that, it's the same as you would normally do it. Playing time is still essential and having good facilities promotes better growth. 

  16. 17 minutes ago, TCHNG said:

    just to add, why is it not possible to play attacking with high lines and high pressing and still be solid why do we always have to drop the lines and drop this and that, fair enough maybe few less instructions as positive adds some risk anyway, but look at liverpool and most other teams, 2 CBs and a DM near the halfway line is more than enough to deal with counters, why cant it be this way in game, id like to see on average how many times liverpool concede on the counter or a city or someone who leave 3 back and let the other 6 go forward

    It's perfectly possible. You just have to judge which opposition you can do it against. 

    To use your City and Liverpool examples, most teams play defensively against them. Any long ball attempt is going to fail more times than not due to a simple lack of runners and support. However, when they come up against better teams who pose more of a threat to them, they typically drop their defensive blocks. They don't go into every game with a high block looking to dominate in the opponent's half because better teams will hurt them. 

    This is the key to doing well on FM20, in my view. I'm currently on a long unbeaten run with Sevilla (about 30 games now in all comps, in my third season, where we're predicted to finish 5th) and I like to think a lot of it has been down to picking and choosing the games I can be more aggressive and which games I need to drop my defensive block. My rule of thumb at the moment is:

    • Is the opponent playing very defensive, with no intent to come out and play? Then the DL/LOE go up, mentality goes on to Positive or Attacking, and we look to beat them into submission.
    • is the opponent on even footing with us, or looking to play with more attacking intent? Then DL/LOE go down, mentality stays on Positive or Balanced, and we look to suck them in and hurt them with rapid counters. 

    I change a few TIs around, too, but generally it's all in the DL and LOE.

    If you're a top team, your going to come across the first scenario more often than not, but there will still be games where you have to change. If you're playing as a team like Everton (as the OP of this thread is), you're going to come across the second scenario a lot more, so you have to be mindful of the risks you're taking.  

  17. 4 minutes ago, Ron Mexico said:

    Again, I'll happily yield to those with deeper tactical knowledge but I'd strip away, well, just about everything and rebuild this. Either that or keep everything status quo and hope that I don't get burnt too badly.  I just don't see how to balance essentially (for the lack of better terms here) an arcade tactic with a simulation result.

    I wouldn't go that far, but I agree with everything else you've said. 

    I will add that playing such an aggressive style is perfectly possible in certain games, but going away to Leicester with such a high defensive line, aggressive pressing (which will further pull your players out of shape) and risky ball usage (mentality, TIs and player roles combined makes this a very risky tactic in possession; the chances of turnovers are high) is asking for trouble considering their midfield talent and pace up front. 

    Unless you have the quality to completely dominate your opponent, you have to be mindful of the threats they pose and how they can exploit your approach. The obvious answer here would be drop the defensive line. You may not control the game in their half but if you've set the roles up right, you should still able to generate chances, especially as Leicester are likely to attack a team they consider themselves equal to in their own stadium. 

  18. IIRC, a winning youth team actually helps development. Players tend to develop better if they're happy and playing well, and those two things go hand in hand.

    Outside of winning things, it's good to maintain a squad at these levels to prevent over-playing and injuries, which hinder development. The AI will fill out a depleted squad with grey players, but these players are just bodies and won't prevent a good youth prospect being played in every game.

    You don't have to put together an all-star youth squad, but keeping a squad of at least 16 players is advisable. For this reason, I actually keep low potential players around. The better youth prospects will carry the team to results, while the rest fill in the blanks. 

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