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    Aston Villa

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  1. As I understand it, the player instruction is always relative to the team instruction. On a standard team pressing, the AM's pressing can be increased one notch to more urgent. On a more urgent team pressing, the AM's pressing becomes standard relative to the team. On an extremely urgent team pressing, the AM's role prevents him from matching the team's pressing so the UI shows less urgent (relative to the TI). IIRC only the PF and BWM can match this setting and become 'standard' with an extremely urgent TI.
  2. I wouldn't recommend it. With both the mezzala and right winger on attack, the right flank will be exposed. In fact, that seems to be where their goals are coming from. Keep in mind that your right back is not the best out there and Dembele has a poor work rate so he'll track back less. From the screenshots, it seems that you opted for low depth. I wouldn't recommend ceding that much terrain and putting that much pressure on your defence either. Losing to Liverpool can happen of course. However you're doing something wrong if you're consistently conceding 4 goals in 30 minutes. What teamtalk are you using? Not sure if it matters but in these types of matches I generally ease off the pressure by wishing my players luck (all the best, have fun) and tell each position that I have faith in them.
  3. First attempt: First of all, I noticed that you do not train any match preparation. Before these kind of matches, I would focus exclusively on match prep: defensive shape, attacking movement and teamwork. I opted for this tactic: Reasoning behind TI changes: out of possession standard defensive line/LOA because 3 of your 4 CBs (Pique, Langlet, Andersen) are slow. standard defensive width due to Umtiti's poor jumping and I don't want to give Liverpool too much space on the flanks reduced pressing intensity to urgent; extremely urgent is overkill removed prevent gk distribution; not needed, I don't mind them building from the back, the long ball can actually hurt us as we're shorter in transition goalkeeper instructed to distribute quickly; useful for the counter removed distribution type/distribute to position. Ter Stegen is intelligent, best not restrict his options in possession normal attacking width and passing directness for better balance and flexibility removed pass into space; I don't want to give away possession, this will only be used late in the game if they're chasing the game removed overlaps: not needed, I definitely don't want the full backs to be caught out of position removed run at defence and be more expressive instructions: I don't want the entire team to be doing it ticked play out of defence and work ball into box for better ball possession I removed most of the PIs Ter Stegen: SK-D (a safer option), no PIs Umtiti: ahead of Langlet because of his superior speed, PI: close down less Pique: I opted for CD not BPD to balance his aggressive traits (gets forward, plays way out of trouble, brings ball out of defence...), PI: close down less Wague: FB-S, PI: sit narrower, shoot less often Alba: WB-S, PI: shoot less often Arthur: DLP-D, PI: close down less Vidal: CM-S, PI: dribble less Rakitic: MEZ-A, PI: tackle harder Dembele: W-S, PI: tackle harder Coutinho: IF-A, PI: tackle harder Messi: F9, PI: tackle harder, roam from position Malcom is on the bench, his pace will be useful late in the game. At around the 70th minute, I change mentality to balanced and ticked 'pass into space'.
  4. Also the roles are not set in stone. With Spurs I played Kane as a CF-S but with Villa I play Calleri as a DLF because he's obviously not as good. When the opponent is defensive or playing with a DM and the forward is playing poorly, I might change his role to a PF-S as I'd rather have him apply pressure on the defence than getting marked out of the game. I never play with a DLP and BPD at the same same time. If I have a good DLP (Tonali at Villa), I play with two CDs. With Spurs, Dier is more suited as a DM so I play Alderweireld as a BPD. Against defensive 442, you may benefit from switching the W-S to IF-S or the DLP-D to DLP-S to overload their vulnerable centre. If your main goalscorer is left-footed (e.g. Salah), you'd want to reverse the entire setup (IF-A on the right, WB on his side, W on the left, MEZ in CML). In terms of player profiles, I like complete players with good mentals (teamwork, work rate, determination). Forward players with aggression and bravery as they will be pressing a lot. Flank players have to be quick to capitalise on counters. When you're an underdog, you might notice that matches will become harder in midseason and you'll start scoring less. That happens because other teams start taking you seriously and play much more defensively against you. You should still be able to win with some interventions. When you do well and the team's reputation increases you'll be able to strengthen the squad and find it easier to unlock defences. PS: PIs depend on the player attributes and traits. For instance with Villa, my CM has 'dribble less' because McGinn/Hourihane are fairly slow and are better off passing the ball than dribbling with it. Take more risks is unticked because McGinn already has 'tries killer ball often'. The DLP has no PIs because he already has the traits I want (try long range passing, dictate tempo, etc.). If one of your front 4 already has the 'dives into tackles' trait, you should remove the 'tackle harder' PI. And so on. This is not a plug-and-play tactic.
  5. Yes but Aston Villa had a relatively poor squad (19th in the league by wage bill and predicted to finish 18th). The goal tally with Tottenham was better (Kane scoring 30+ and the IF and MEZ each chipping in with 15-20). None.
  6. I've found this tactic to be very consistent. It aims at balance; good in possession and on the counter. It works home and away. It's not an exploit tactic so it may require some interventions depending on what you are seeing. For instance: When you are leading against stronger or slower teams, you can drop mentality to balanced and instruct to pass into space. Against very quick forwards (Arsenal/Bournemouth), you may need to drop mentality and/or defensive line/LOA. When struggling to score against defensive teams, you may need to force issue (increase mentality, go wider or use shouts like 'get creative'). But overall it should work with minimal intervention. More conservative version (AV433P): S433P.fmf AV433P.fmf
  7. Exactly. Putting a balanced tactic and playing to the strengths of the players should be the bare minimum for the professional managers the game is supposed to be simulating. Giving Zabaleta a defensive duty isn't exactly rocket science. It shows, more than anything else, that the AI isn't getting the roles right.
  8. Read the rest of my post. This is not about the label. The label itself simply describes the number of support roles. The question is whether the number of support roles (which is called 'team fluidity') affects the mentality of the rest of the squad (making the defensive/attacking duties stick closer or more distant to them depending on the case). By the way, this is exactly what SI are saying here: "So for example – if you set all your attackers to attack and all your defenders to defend you’ll be playing in a very “structured” manner: defenders defend, attackers attack. Now change everyone to a support duty and your team will be playing with a more “fluid” style; everybody supports each other." I see now that you were getting hung up on semantics. If I throw a stone at someone, he will be killed by the lump of matter we call a stone not by the label 'stone' itself. For all intents and purposes, we can say that the stone killed him. And you'd be wasting everyone's time by saying that 'stone' is just a label.
  9. No, that wouldn't work for a different reason. I'm not saying that fluidity is the alpha and omega of FM19. Other factors like formation, team instructions, player roles are obviously still (and more) relevant. Instead of having this pointless debate, can a developer please confirm that team fluidity has no relation to individual mentalities and that the UI is broken? The issue is not whether the team fluidity indicator itself causes the changes but whether playing more support roles (which the game indicates as being more fluid) causes the defensive and attacking roles to stick closer to the team mentality (or the support roles).
  10. And yet I was literally seeing my defenders tone down on their adventurousness and get caught less out of position. And my front players press more vigorously. Confirmation bias? Possibly. Coupling it with what the UI is actually saying to me makes it less likely though. I'm surprised at all the denial. Someone wanted in-game proof -- a couple of posts later you're saying that something like that cannot be proven. The thing is: team fluidity makes perfect logical sense. The more support roles the more fluid the system is and the more fluid the system the more individual mentalities average out to the team mentality. By contrast, the more structured a system the more individual mentalities stick to their individual duties. It makes perfect sense, I wouldn't want it any other way. I always look at individual mentalities for a number of reasons: to see how individual roles correspond with team mentality or the effects of overlaps or playing through the flank. So basically you're claiming that this component of the game is completely broken? If so, have you filed an urgent bug report? Can a developer please confirm this?
  11. This understanding of fluidity helped me go a season unbeaten. After a shaky start where I kept conceding silly goals and squeezing wins, I gave my mezzala an attacking role. This changed the team fluidity from fluid to flexible which benefited my split press (back 5 being more conservative and front 5 being more aggressive) and made me much more solid at the back.
  12. That was just an example. I could have used a FB instead of a W and the result would still be the same. And it affects all positions. I don't think it's a UI bug because it follows a logical pattern. The higher the fluidity the more individual mentalities average out to the team mentality, which is exactly how team shape worked in previous FM games.
  13. That's injury rehab training which only becomes available when the player is in the rehab phase. Individual physical training can be selected further down (under attributes). The UI needs improving to distinguish between injury rehab, set pieces and attributes training.
  14. I have two attacking duties resulting in a flexible team fluidity. CD on defend duty has a cautious mentality. I change one of the attacking duties to support. Team fluidity changes to fluid. The same CD now has a balanced mentality.
  15. And yet the UI says otherwise. It can be very easily tested. I'll post some screenshots soon.
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