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Rashidi

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About Rashidi

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    BusttheNet or BTN is the tactical community I am forging @ https://m.youtube.com/channel/UCWUCWx5HNWSuzwGxwVczGPQ

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    Singapore, Twitter @BusttheneT Blogging @ addictedtofm.com, Youtube channel at BusttheNet

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    No more endurance

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  1. You are wrong. Fluidity does not change mentalities. Fluidity does nothing. Duties change mentalities. So if you choose an attack duty it will have a higher mentality than a support duty within a balanced framework, and fluidity did nothing there. The devs have said it doesn't matter and they code the game.
  2. This guy is technically good, so i was expecting him to show some skill in a game, he has produced some wonderful touches to take control of the ball and this is just one of them.
  3. Just enjoy the game, if someone takes my ideas and runs with them and makes them his own I'd be proud of my contribution to the community's growth at large.
  4. What you are facing is quite common actually, most people usually have an issue spotting what could be wrong with their systems. Perhaps a better way to approach this is to do it methodically. 1. Start with a good team and perhaps start on FM Touch where tactical familiarity is moot. 2. Create a system that you are familiar with, use minimal team instructions and player instructions. 3. Understand that this game is fundamentally about choosing the right players for the task. Now this is the part most people assume they are getting wrong, but are quite mistaken. A player's attributes influence how well he performs his selected duty. If you want an area of the pitch to be defended well and you expect a player to drop back and help support the area then you need to make sure the attributes required for that task are appropriate. Take a 4123 for example which plays with a DM and 2 central midfielders. Here we need the flanks to be defended so we need players who will get back and help defend. So these players need the attributes to perform that task ( Determination, Bravery, Work rate, stamina, positioning, tackling) This could be relevant even for a role like a Mezzala on attack. This escapes most people. Even the AMs on the flank can come back and defend, if they have the right attributes. 4. This is one of the reasons why I suggest using a good side, here attribute divergences aren't so big, so you can spend time understanding transitions more effectively. Now if you are using a good side and you think your tactic is good, and if you have done Step 3 well, chances are most of your transitions will be good ones, because your tactic is well designed. However if you are performing poorly, then there is something either wrong with player selection or your good tactic was not good after all. 5. Using good sides allows you to understand transitions and this helps you learn why a system may not be working. You will be looking for moves that build up and lead to shots on goal. If a move fails at any point, you look at that phase and work your backwards to see whether it was a flaw in the tactic or one of your players is just not doing what is expected. I had done videos in the past where i did breakdowns on transitions, and explained why something wasn't working as i had expected. My game changer series sometimes has episodes where i analytically break down why someone's tactic is not working by exploring failed transitions.
  5. I have been using a simple concept since the day this game had 3 kinds of duties, it's worked for the last 20 years and unless SI does a complete overhaul of the whole game i don't see my style changing. I assume you are talking about why choose a specific kind of duty here and not a specific role. In this game its far more important to think in terms of duty than it is about the role itself. I typically have a style of play that i shared with SI a few seasons back which is breaking a side down by core duty attributes. Here you look at your team, identify a tactic you want to play then check to see if players have the necessary attributes to perform the duty you want them to do. Those who are familiar with my approach to Core attributes will understand where i am going, cos i did write about that a while back. So here we have to decide whether you want a player to perform a defend duty, a support duty or an attack duty. For example if i wanted to play a 442, and decided that i need two central midfielders to pitch in during the attacking and defensive transitions, then these players need to have positioning, concentration, determination, work rate, off the ball, passing and tackling. These would be the core duty attributes needed to perform the support role well. Then i look at how i want them to play, do i need a playmaker? or a ball winner etc? Now i look at the flanks, here i may choose to have an attack duty, but the use of the attack duty is predicated on whether i can create the space for him. Does this role need to be on an attack duty? No. He could be on support too, but why? Here we need to understand that when a player is on support, he will help the attack and defend transitions. If he is on attack, then his priority is on attack. If the teams general mentality is defensive, then the support duty may be more inclined towards the general mentality of the team. If he is on support then he will work with the rest of the team, can he still help the team create chances, of course he can. Now we need to understand the support duty as opposed to the attack duty. The support duty could wait for more players before joining in the attacking transition, while the attack duty could bomb off on his own. I have never cared about "AI generated counters", they are a bonus, and depending on them is a weakness of tactical design. The game has moved on so much that you can create counters on any mentality, just use Line of engagement to create the space. The only difference between a support duty and an attacking duty will now be the ability of the support duty player finding space in the final third and that is a function of his off the ball, decisions, composure, fast touch. When i use a lot more support duties, the attributes my team is trained in become important, as such my training programs shift into my CDA model for training, where my training is focused squarely on developing attributes that are central to my style of play. I know I am going into a lot of detail here, but i felt i needed to, the difference in whether you use attack or support is incidental in the game. You decide how you want to set up your systems It could be a simple case of creating overloads like my Firefox system and then just using the attack duty to attack the space. Or you could have a system like my Liquid system which has more support duties than you can count, which depend on the movement of players to create goal scoring options. One is a simple system where direct attacks into space yield goal scoring chances predictably or another where the unpredictable movement of players causes confusion and you create goal scoring chances.
  6. Its not just a question about passing/tempo, its about how your duties work together with your system to help you keep the ball. I play a 235 and i can get high amounts of possession as well. Lower tempo does not lead to sideways passing. Balanced mentality does. I can also play on attacking mentality high tempo and get good possession. Ultimately its a question of: Can you players pass the ball? Are they good enough to make themselves available for the pass. Lowering tempo, will not lead to sideways passing. A lower mentality will. My liquid system plays on attacking with low tempo, and it generates 60% possession, and an ungodly amount of shots on goal. My 235 system plays on attacking with direct passes and standard tempo and it also generates high possession. Tempo does not lead to sideways passing. Lack of forward passing options, caused by poor OTB, a player with poor technique who needs to make the pass but can't see it or make it and a lower mentality will lead to sideways passing. So you need to address those factors.
  7. Hmm when you have more support roles, you have more players supporting the attacking transition. So you have more players moving as a unit. Thats how you should think about it. As far as "attacking space" is concerned, a team with support duties in attack is just as capable as creating space and attacking it, if the players have good off the ball. So while its good to have some attack duties on the pitch, it is usually a good idea to see how they fit into the system. I have some thoughts. Counter pressing in itself does not create the "Klopp" LFC effect if that is what you are after, it will help you keep possession when you lose the ball as your players strive to get it back. Now think about what happens when you have attacking duties there. These attack duties could easily get out of position during that press. Counter pressing is excellent when paired with hit early crosses and pass into space, or alternatively using specific roles to create space or giving player instructions to attacking the space. You can play on attacking mentality and still generate obscene possesion, but you need to understand what the mentality has done. To help with possession it would be a good idea to drop tempo in this case. You should go and try the system out, and see how your players play with it. When you play a lot of support duties, how your players create space is a function of off the ball and the decision making of players to make the move and try the pass. If i were playing this system and found that i was struggling to break sides down, the first positions i set to attack are the fullbacks. That way we get them getting into dangerous positions. You should go give your system a whirl.
  8. Shift your mentality up and see what happens with your press.
  9. FM is a relatively simple game. First we need to understand the logic behind the highlights. The highlights are meant to show you pivotal points in a game. When you watch on key highlights these are very important. Every highlight is important and the context behind them should not escape you. For example if you are on key and the first highlight is the AI attacking you and they actually get a corner or have a shot that is wide, that is a bad sign. It just means the team that is able to create chances is the AI. So finding a happy medium is all we really need. I used to watch on full, i don't anymore cos its not necessary. In fact the only time i do that is when i am identifying bugs in player movements or role behaviour. You should never have to watch on full, because honestly it will only serve to confuse you. At least that's my personal opinion. I can't sit down and waste 15 minutes of my life watching animated pixels dancing around the screen. Watching on comprehensive is usually more than enough and this is what you are looking for: 1. What is the highlight showing you? Is it showing you defending or attacking? 2. Is it showing you defending successfully before the ball gets to your half and showing how you build play up into an attack. Now this is a good highlight, because it shows you snuffing out stuff. 3. If the highlight shows you defending winning but then losing the ball, its a relevant highlight because it shows that you have an issue in one of your transitions. This is where you start looking at patterns or specific players. This is where you start looking at whether there is support for a player or not. 4. If the highlights continually show the AI developing attacks and you defending.. this is not ideal unless you are shown as winning the ball back and able to launch attacks. Comprehensive highlights normally are the best to identify patterns, because the highlights are ALREADY CURATED for you, which means you don't need to watch a game on full at all. If you do watch a game on full you need to watch each buildup. Now its possible that you could while watching a comprehensive highlights never see your side attack, then what you do is to isolate any highlight which shows your team starting an attack from the keeper. Now you are looking at a transition from back to front. You are looking to see if your team can build an attack. A transitional play should only be considered good if it results in a shot on goal. If you don't see any highlights you could watch it on full, but if you don't see any highlights of your own team attacking, you don't need to see it on full to know something is very wrong. If you are playing a game where you sit back and hit. Then the best highlight to see is one where it shows you sitting back, soaking, winning the ball and then launching a counter. If it doesn't and shows the AI doing something with the ball. Then that highlight is very relevant because its that area of the pitch you are failing to control and defend against. This is where I will identify the zone and think that maybe i need to step up the LOE or change a player or even shift my mentality up slightly so that it moves everything up slightly. Once you see it on comprehensive and you see the patterns that show you attacking and creating chances or defending well and countering then you can watch it on extended, see the same...then its usually a safe bet you are doing fine. Now all you are doing is fine tuning what your attacking transitions are doing. Highlights are a fantastic resource and a few of us, not many worked really hard to improve the context. The highlights tool that SI uses is an improved one that was introduced in FM18, back then it needed some improvements, and i can say that its enough. I have helped players personally by showing them how its done, we sit through a game where i teach them what to identify and then now they scare me by watching the first 10 mins on comprehensive and then watching the game on Key at max speed. Initially it shocked me, now i am doing the same thing cos once you get into the habit of forcing yourself to identify failed transitions early you become damn good at it. If you are good at it, you will never need to watch on full ever again. Thats my personal opinion and of course others may disagree, but i am now a lot older and I like to have at least 2 games running concurrently on different machines playing FM at the same time and i wouldn't be able to do it if i was watching all games on comprehensive anymore. The only time i do comprehensive now is on youtube shows or gamechanger episodes and its actually "information overload" now. My advice learn how to see the story behind a highlight. Any highlight that shows you is attacking is good. Learn why it's good, or learn why you can't score from that good highlight..
  10. I've been a premium sub there since 2012, and it's mr reliable.
  11. A better way to set up the 4231 is to use a shadow striker in the AMC role surrounded by support players and in midfield you have a DLP. The shadow striker is underrated he can use his passing and decisions to move the ball quickly which is what you really want. An AP in the role can sometimes be a luxury as most sides start using a DM or even 2 when you get better. So an AP there is just going to try finding a pass in the middle is a storm of players. A shadow striker with comes deep to get the ball can work very well with a DLP and he should be in a good position to keep the ball moving. Thats just my personal take, you can of course use a playmaker there, but then you are really depending on creating Overloads which can be challenging.
  12. Basically i want to ask something. When you are a lower league side how do you know what kind of a side you are? Are you expected to outperform everyone or are you expected to struggle? Maybe early in the season you are expected to struggle but over time your results started to pick up and now you are faced with sides who are playing defensively against you. The strategy you used may not be working but here again....I think people are overcomplicating things. Training for a week will not miraculously make your team more attacking. Without knowing your tactic let's take a simple example. A 4123 or even a 442 can be very good in the lower leagues. My favourite used to be the 442DM which was a lot of fun to use in the lower leagues because it was defensively robust, we out played most sides by playing expansive direct football. As teams attacked us we got behind them with quick counters with 2 pace strikers. I played on a standard defensive line with a low line of engagement. We kept things tight. When i realised teams were starting to play more defensively against us, all i did was move my defensive line higher and my line of engagement. I started attacking sides more. Here i moved my team higher up the pitch, became more patient and started moving teams around. No real major change to the tactic apart from a role change to my AF who i turned into a Poacher. When you are playing lower leagues, how well you can leverage your players strengths will determine how well you do. How well you adjust when your team starts being taken seriously is going to be the next step, and you don't need to overcomplicate things to get there. Training in "attack mode" won't suddenly make you more attacking.
  13. Alright let me try and pitch in. I am just going to use one player in real life as an example. Funny thing is different sources have different numbers when it comes to shots on target, so i am only going to refer to premierleague.com This season Mo Salah scored 22 goals in the premier league. Let's now break down his performance. Total Shots Attempted : 137 ( https://www.premierleague.com/stats/top/players/total_scoring_att) Shots on Target : 64 ( https://www.premierleague.com/stats/top/players/ontarget_scoring_att ) Goals : 22 So Mo Salah scores from roughly 35% of his shots on target. That means he misses nearly 65% of the time. I am not even looking at his xGa numbers cos i think these will be a better reflection, but this is just a simple analysis. In the game going by these numbers i need to make sure my strikers get at least 4 shots inside the box to stand a chance of scoring one goal. And that these chances probably can't be poor quality chances. Here its important to look at the whole context of a system. A tactic can be attacking as you want it to be, but if a formation decides to play with 2 defensive midfielders and only one striker then your good chances are probably going to evaporate if your tactic doesn't find a way to move those players around. I am not suggesting that you are doing anything wrong here, but when it comes to analysing the game in particular, i do feel that people could do with better tools in the game to assess these chances.
  14. Run at defence is not a bad instruction for players to break through tiers provided of course there are players to pass to, otherwise they could just end up without options. The challenge here is there are already 4 roles in his system that are attacking so they are bombing forward naturally in the transition. Secondly he is playing on a very low mentality that makes the run at defence very one dimensional. It’s like telling a player to take the safe option when dribbling which makes little sense to me and then depending on which player does it he could be challenged to find the pass when the 4 attacking outlets are on attack duty. While there may be overloads there isn’t much time to set these up. There are way too many attacking duties here. A counter attacking style of play can happen on any mentality, the styles will be affected by the mentality you are on and the roles and duties you have chosen (not directed at @Justified :-)) The 4123 or the 4141 can be played in many variations. My advice would be to remove the attack duties on the areas you want to Overload. The natural option is the left. This makes the team work the ball there effectively while waiting for the attack duties on the right to bomb forward. If you want to attack teams in space learn how to use LOE that’s really the only thing one needs to master to create a counter attacking element in your tactic. The LOE basically tells your team when to press when the opp has the ball. So a counter attacking system would play on a standard LOE if they want to win the ball in midfield or lower if they want to win the ball in their own half. By using the LOE you can then just look at Mentality. A lower mentality would probably see more sideways pass then on a higher mentality. Then choose a mentality to suit your style. Finally defensive line. How comfortable are you? If your team is the sort you feel isn’t suited to playing too high up on the pitch choose a standard defensive line.
  15. Basically if you want your lone striker to be the main threat, then others have to create the space for him to attack into. This means you create sides on the pitch where you keep the ball well allowing players to create one v one situations elsewhere. Here a poacher can play well. I have used Poachers, TQs as lone strikers you just need to understand why its important for others to be the ones making the space for them. Isolation occurs when only that lone forward is attacking the goal without support. Example, you overload left side of the pitch with players who can keep the ball and you use a Mezzala on attack duty there. This Mezzala can work with IF on support or even a playmaker on the flank on support to keep the ball. If either one of them has the ability to switch play to the other flank you could have a winger on attack there to drop in crosses. So attacking the box would be the Mezzala or the Striker either one of them becomes the goal threat. The reason why someone would suggest a Mezzala is because depending on the roles around him, he could help keep the ball, control one side of the pitch. Or he could be a goal threat, or he could be both. Lone strikers do struggle a bit, but the AI in my game plays Ronaldo as a lone striker in its 41221 and he can score 30 goals a season.
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