Rashidi

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About Rashidi

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    Moderator

Biography

  • Biography
    Read the book

About Me

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

Interests

  • Interests
    No more endurance
  1. Thing is this most of that is already available on the Tactical Creator "visually". I think the issue most people have is that they rush through without pondering, and it does seem to be extraneous information. If you change mentalities to Conteol you will see tempo go up, width and passing directness change. The simple reality is people always wants more. The problem the majority have isn't interpreting the surface information but extrapolating the deeper effects these changes have. In other words they don't see the linkages. And this happens because people don't think. Or their preconceived notions clash with the rules of the Tactocal Creator. When either one happens there is a conflict and this results in frustration and confusion. Which is why I have been advocating that people approach the game in two steps. Firstly, above all, don't assume you know everything about Football. Read varied sources and observe how teams play. When SI design the engine they do have on their panel Football experts who have played the game at the highest level. So look at a game and listen to commentary too, real games that is. Eventually you will spot really bad commentators like Paul Parker, who can't dissect a game tactically. When you start observing how a team transitions, how they move the ball up, who stays back to defend etc, your knowledge grows. The second thing I recommend is tha people play the game at its most basic level before even attempting challenging tactics. If you can get the basic shapes right the more challenging ones become easier. You can't do the basic ones right with getting the roles and duties right. No amount of shouts or PIs can fix a poorly balanced tactic. I do understand that the in game tool tips can have more information, but more will never be enough. You will never know what the engine is capable of if you can't even make a baseline tactic work.
  2. Whats more important than the scoreline is understanding why you won, so you can repeat it again and again.
  3. It's really simple, choose a mentality and a shape, then look at your teams passing on the tactical creator UI to figure out whats' going on. Like I have said before, there is only so much information they can put out there. You don't expect them to do a write up explaining the 10 different ways a Control Mentality can play, in fact there are probably more ways. It is obvious mentality becomes with Ultra Defensive and moves to Overload. That in itself tells you its a range going from conservative to risky. I mean...attacking football is obviously risky. That information is not entirely "under the hood" information. Under the hood information is entirely different, that information is not freely available to anyone. Yes at times we do get frustrated, but I can understand their position too. Lets take Defensive Mentality - its low risk, but can also be an attacking tactic. How will people even be able to get their heads around that. So SI just say what they need to say. As players we can actually make it play in ways that even SI never imagined. And that I can assure you is fact. So I can understand why their information will always be limited. I do emphatise with people who wish there was more detailed information on shout strategies, but even here, SI do make tweaks, so vague is good to some extent.
  4. Who said its the holy grail? The holy grail is to win. I have hardly ever used the shout, because it's unnecessary for attacking tactics. I have seen a lot of myths develop around FM and one of those myths is using RP to drive possession and attacking
  5. You can create ultra possession tactics without using the Retain Possession shout. And I don't plan on elaborating, the purpose of this thread is to explain how the Retain Possession shout should be used. It is not meant to be a thread to explain to people how to combine various elements for ultra possession. That discussion will derail the thread and create a whole set of other discussions. This thread is about the proper use of the RP shout, and Herne was right not to go into details.
  6. Why would you want to over complicate things? Your passing settings work hand in hand with mentality shape and width. If you want to play short and pass into space, I can't even get my head around those two concepts. When you choose an instruction it's meant to intentionally get an effect you can plan for. Pass into space is meant to be an option that increases passing options but it's a risky option. Retain possession does not reduce that risk simply by telling players not to take risks, it does it via other aspects, furthermore there are other factors that affect your passing options and these include shape, roles and duties. The one rule of thumb is to keep your shouts simple, don't add layers of complexity you can't control.
  7. Have you seen my tactical videos on youtube? You can go to my blog as well, there's loads of material there as well.
  8. Most of the shouts in the game were made a long time ago, way back in 2012, over the years they have been tweaked, while some have had profound changes. True more detailed explanations will help, but I can understand the nightmare it will create if tweaks and changes are made over time. Look at Work Ball Into Box for example, that instruction changed over the years from the simple one it had at the start which was simply removing long shots. . The most significant effect of Retain Possession, is affecting risky passes. Oh and those roles that have locked in Play Risky Passes they should be immune to the shout. So I hope me doing this post helps some people.
  9. This shout takes the award for the most misunderstood child of the Tactical Creator. Explanation The Retain Possession shout was introduced into the game as a one stop way of encouraging a team to play keep ball. It works by reducing width, passing directness and most importantly reduces risky passes, and this is where people using this shout will stop reading. So I hope you continue. Reducing Risky passes = Take Less Chances, in other words players are encouraged to not play through balls, this can also affect long diagonals. When this option kicks in a teams attacking efficiency is reduced drastically as the side looks to pass the ball sideways OR punt the ball when there is no good passing option available, and this is where Shape and Duty allocation works to exacerbate the problem. If you have a team and have made the crazy decision to have say 4 players in advanced attacking positions...say for example a 424 or a 4231 then EVEN if you have most of the players on support, you could find the isolated. That shout will tell your backline NOT to pass the ball to them using a risky pass. So when you think about it, if the central midfielder in your team is not in a good position to receive the pass, then the ball gets hoofed. WHEN TO USE IT The Retain Possession shout is neither an attacking nor a defensive shout, it just tells the team not to bend over backwards to attack. However you could create a right royal mess with improper duty allocations. I treat this shout as a defensive shout when I want my team to 'waste time'. An ideal way of using this shout would be to use it with the right duty allocation. Lets take a 442 for example...lets say you have the majority of your team on Support and only one CF on A, then your team will do a great job of moving the ball around to keep possession. I have added this and explanations of all the other shouts into my guide. I am still writing it and doubt it will be ready soon. However it should be relevant for FM16 and any version after. So for now please use this shout wisely. Take care from Mickey Mouse and Me. ps> Mickey Mouse hates this shout
  10. The first piece of advice you need to take onboard is this: 1. Don't use TIs till you see your system in flow. Basically you want to see how your tactic plays out. For example if your players are isolated in attack, and you are finding it hard to get the ball to them, this has nothing to do with Tis, this has everything to do with your duty allocation. 2. When using TIs, some affect the way you defend, others affect the way you attack, others affect decision making. There's already a wealth of information on TIs or you can go to my blog and read up, I did try to explain the TIs a while back. 3. Some of the TIs are DEFENSIVE in orientation - the Retain Possession is one of them, cos it tells a team to reduce width, passing directness, and removes Risky Passes. A good tactic needs very few TIs. Some TIs become redundant with the right roles/duties, eg. Look for overlap. If your tactic is well thought out, you will at most need very few TIs, if you think you need more, then you are grasping.
  11. Why are you thinking about using the Retain Possession shout? When you consider a shout, you need to know how it impacts EVERYTHING- that shout affects 3 broad areas of a team. And if you are only hoping to see your fullbacks keep possession...then use the Play out of Defence shout. If they are hoofing all the time, its a symptom that your players may be isolated. My backline can play quite a few passes along the defensive line before launching an attack. Again you are thinking about big fixes, switching between shapes does not mean that your players will use the ball better. For example, how is it possible for me using the same team to go from Defensive/Structured to Control/Structured and Attacking/Very fluid, without any problems? The only shout I may change is offside trap or defensive line changes, but never have I used Shape as a reason to stop high risk decision making. You do that with other things. For example, you could use an axe and tell them to be more disciplined. Or you can use a scalpel and choose the right roles and PIs to make players take less risks. I never use a Shape change unless I want to affect the whole team. You obviously still don't understand the distinction between an attack and support duty. An attack duty sets players to Get Forward Early, you are using a 4231, ask yourself this question: Aren't your players forward ALREADY?, then look at the rest of your team, how are they going to get passes to players? The reason why you are seeing hoof balls has ABSOLUTELY nothing to do with Shape.
  12. I am running mid 2015 version of Macbook Pro, 2.5 Ghz i 7, 16GB 1600Mhz DDR3 RAM, Intel Iris Pro 1536MB, AMD RADEON R9, 1TB Flash Storage - And it runs like a beast full graphics settings on highest resolution, playing on retina, and running on the largest db. This runs smoother than my 2013 iMac
  13. Way too many at the moment, truth be told. I reckon we should be ironing out the kinks in the existing ones. So many of these roles are so close to each other that the distinction is marginal at best. We are quickly entering the realm where we are going to be trying to discern the difference between two roles...one with Mentality of 5 and another with 6 and then trying to write a huge essay about the difference. The more roles we make, the more ridiculous this is going to get imho.
  14. You have got the general flow, however, how many players get up and attack also depends on your duties. So while you have identified what generally happens, the specific players involved in transitions will be those that are "support" duties. So a defensive/structured system with say 5 players on support and 1 on attack, would see 5 drop back to defend leaving one forward, whilst one with 2 on support and 5 on attack, would have a different result.. There are so many things at play here...but all you need to understand is what does mentality affect and what does shape affect, for instance. In an attacking mentality - a defender will look to play more direct passes occasionally, and support players may play more direct passes because of their risk appetite On defensive mentality - a defender may look to play safer passes or punt the ball, and support players may look to play safer passes and won't be looking to generate an attack every moment. On structured shapes the distinction is clear, however on fluid shapes, because players are likely to share the same mentality and have have higher creative freedom, you would see a more disorganised mass heading back to defend on transitions. The same would not be true for Structured shapes. The compactness of shapes plays a big part here. Not all roles and duties have high risk, some roles are hardcoded to approach a game with low risk. To check this look at a Player Instructions, if the Play Less Risky Passes option is locked out, hovering over it will let you know what kind of passes he will make. On a fluid system everyone on the team will have one creative setting, however those whose roles have more risky passing, are more likely to have higher creative freedom hardcoded too. Defensive/Very Fluid will always struggle to work, because your team is already playing a deep defensive line, taking less chances, but you are opting to get them to play very fluid, which doesn't give the time much spatial options. Defensive/Structured makes more sense, since there is more distinction, a team will have players who depending on the duty split will approach things in varied ways. More support duties will encourage camping, forward roles with attack duties would place high demands on good players to find space and others to play the ball to them. And this would help set up nice counter systems. When looking at mentality you are addressing a team's passing, width and general risk appetite. Shape commands a team to create distinctions in duties. Every problem I have noticed on the forums with respect to tactics that don't work, have a problem with either duty selection or shout choices. And its Rashidi....not Rashid :-) @James9 you are generally right, and my explanation should cover your question too. Control/Structured vs Control/Fluid influences depend on your duty allocation first. Look for support players and then you will see who goes up and down in transitions.