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Rashidi

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Everything posted by Rashidi

  1. Which is why I for one have never called or accepted the fact that Football Manager simulates football realistically. Its at its core a game, that tries to simulate the job of a football manager by immersing him in an experience that tries to be as realistic as possible. Whenever SI say realistic numbers I cringe, because in order for one to simulate the results first you have to simulate the movement on and off the ball perfectly. We need to get the rotating fluid diamonds of Atalanta, or the interchanging roles and positional play of City, and the various intricate zonal marking styles of different teams or even the strict man marking of Leeds. I stopped thinking of realistic simulated results a long time ago. I know they will try and get the numbers close to reality, they have to cos they marketed the game that way. So they will need to run loads of internal tests and then look back at all the numbers but at the end of the day, to get that kind of realism, we all need to run around with own quantum computers in our house playing the game. That ain't happening. So I have learnt to live with whatever small replication I can achieve in the game. To be honest I even cringe at myself when I say I am replicating a formation. Its not possible to do anything with a 100% accuracy. SI does it best with the technology we all have to play with and hopefully one day they stop saying this simulates real football, but simulates the life of a football manager.
  2. To be fair they managed Sheff United, who aren't exactly a struggling team in the championship. They should be considered one of the favourites to finish in promotion spots. Generally better teams will try and impose themselves so it would make more sense to me that they press aggressively. Is it overpowered? Its still too early to say. There were several points they were making throughout the stream of which one stood out, they had depth. If a team has depth and has the players to rotate you could use gegenpressing for the majority of a game. However to do that 3 games on the trot in the championship where matches come thick and fast would be almost impossible. Plus I can't quite recall whether they were into the winter period either, that also factors in. Even from watching that I was asking myself why some of the players weren't exhausted at the end of the first half? I do think that at this point in time, SI haven't finalised everything yet, and may well feel that players still have a bit in their tank for sprint capacity. They could adjust it before release. Even if they adjusted the severity of the sprint model, I think there will always be ways to get around it. You could create a custom shout and use it with 20 minutes to go or whenever to reduce the intensity of your tactic, and then switch gegen pressing on for bursts. Or you could just bring on players to take over. Not every single position will feel the effect of gegenpressing and it will depend on the tactic as well. So plug and play tactics won't be dead. People will just need more depth and know which areas need strengthening. A 4312 gegen pressing tactic will simply have 4 equally good wingbacks.
  3. Now that is a nice looking system that can be played on standard or short passing. Short to keep possession, standard or direct for counters, its nice I would just leave him as a CM(A) and let the attributes do teh talking, he's very good at unlocking defences, but there is no need to set that role to an AP.
  4. I have one set piece routine that serves as a collection and I only use that, i am solid in most cases apart from those throw ins where the wide player on attack duty comes in unmarked on throw ins, I would suggest a simple set up. For corners for example, you can use 1 of 2 approaches since FM18. Defending you make sure you have two on near and two on far, one at edge of area and one MT. You can opt to have one on counter or if you have someone really fast, put him on edge of area. Having eveyrone back can also work, if the one at edge of area is as fast as mbappe
  5. This is what I think of the setpiece creator..**leaves room for everyones imagination** Your best options : Dont use it leave it on default, if you do then do just one thing, fullbacks default to taking every throw in, so make sure you if you want them staying back, make sure another player joins them. Just pick from one of the GFs Option B: NEVER create multiple routines, this is the big bugbear I have. When you create multiple routines for a corner for example, it can cause all kinds of headaches. You suddenly see set piece takers you never appointed having instructions you cant remove. So Just create one for each side and leave it at that. Now export that as a collection and use it all the time. I have done the export all and load all routines as a collection, it works best when you have no assigned takers in which case, short corners are the best routine for corners all the time.
  6. This is an interesting formation because the use of some team instructions are impacting on the style the user wants to achieve. This tactic will create a lot of low quality chances because of the way the instructions have been lined up. Pass into Space and Hit Early Cross, will almost take advantage of sides before they settle into a defensive shape. The tactic also plays with a higher line of engagement which means the trio usually start pressing in the opponents half. The tactical formation is actually a very good one for dominating possession as it has been since FM16. The real issue is the use of instructions like overlap. The overlap instruction will increase the mentality of the WB(A) and reduce the mentality of the wingers on attack. The likelihood they hold up the ball is there and when they do we could see some lopsided action. As the winger holds up the ball he might give it to the BBM or the WB if he is close enough. That mini pause allows someone to play the early cross, since overlaps/underlaps affect a flank at a time, the opposite flank’s Winger (A) will behave very much like a striker cutting in and advancing to goal. What doesn’t help the situation is the CF(A) a jack of all trades attacker who could do any one of a number of things - hold up the ball, go wide, drop deep, attack. His unpredictability make him a good choice for sides that want to camp and move a team around trying to exploit runs from midfield. However this tactics team instructions make this an issue, since the emphasis is to hit a team before it has time to settle, which is an ideal way to play against a lot of teams, ie, hitting them in the transition. The CF might just complicate the situation in the final third. The box to box midfielders act as shuttlers to that effect since the focus play will shift them to whichever side the action is happening on. They may not be shuttlers like carrlieros but the BBM is one of the best link roles in midfield. The low defensive line ensures a good solid defensive posture since we can safely expect the defense to stay well back. However the counterpress may become a problem if the tactic somehow manages to get everyone camping. In that case the defenders have a long recovery run ahead of them, and that could be an issue. Though at this point not one of the major ones. We have several options: Since you have 3 in midfield you actually have the option to go a bit more gungho. Maintain a low to standard defensive line and turn the wingbacks to fullbacks on attack. It may appear that with wingers on attack this could be an issue, however the overlap reduces the mentality of the fullbacks. You could also try playing one wingback on support and on the other flank play a fullback on attack with an IW(A), now you have a fullback that drives down the flank and an IW(A) who drives inside. Up top you could either play a PF(A), an AF or a DLF(S). All three give you different styles. The PF(A) is good if you want to hit teams on the break, he sits on the shoulder of defenders keeps them occupied allowing other roles to attack the space pull defenders apart and then the PF gets on goalscoring duties. If he loves the offside trap then he could even run the channels supporting either flank. The AF is also likely to do that, now however that role tends to be the focal points of attacks, he could be one of the first to receive the ball and he can still link up with players because he is another role that runs the channels. Finally we have the DLF(S) a role that drops deep and brings others into play. Ideal for camping and working a team slowly looking for goal scoring chances. I would consider removing the instruction of pass into space, as this instruction depends on space being available in the first place. Hit early crosses isn’t a bad instruction.
  7. On the face of it there doesn’t seem to be too much wrong with this system. However lets consider first the combinations to see how they can impact play. - In defence it has a wingback driven defence that aims to play out from defence. When this happens most attacks will work their way from defence through midfield and finally into attack. The combinations in defence are a bit unbalanced. On the left flank we have an inside forward surging into attack, behind him he has two roles that will only support these transitions. With the lower tempo, the ability to hold up the ball and transition through the phases will depend on the quality of the squad. Down the left flank we won’t see much happening because all they will do is bring the ball and then run out of options. There may be an attacking playmaker in the centre, but the only option he has is the IF attacking space and the DLF(A) will play some part in building attacks by running wide occasionally and holding up the ball. Once the attacks have established themselves he may get on the end of goal scoring action. The use of the AP(A) will see some adventurous runs and passes in that tier but he will need to do a lot on his own, since he doesn’t have any other options. The winger will only support him as a passing option, and behind them the wingback will only join in attacks once the team has established control in the final third. If this were a world class team it might still struggle, with the fairly narrow width, the tactic will see a lot of wall passes so sideways pass numbers might be high, but it will struggle in terms of penetration. The CM(S) role is a generic role and how it performs depends on the player in question. The system looks solid defensively, but will struggle to create goals because the combinations don’t lead to any exploitation of space. A more solid option would have been to turn the AP to a CM(A) to reduce the chance that he becomes the single point in failure. Change the role of the WB(D) to a FB(A) so you can get some attacking options down the right flank. Changing the W to a IW(A) would have given us another option to unlock overloads on the right flank. Down the left flank, playing a WB(S) is fine as it still goes down the flank. And against weaker defences the option to change his duty to attack should be considered. A simple change in roles gives the formation a bit more creativity down the right and gives us the chance to work overloads naturally. The use of low tempo is fine if the team is very good, otherwise just match the tempo to the team mentality and drop it once you have scored a goal. The use of play out of defence can be situational. A team will still play the ball out from the back through its defenders with the use of goalkeeper distribution instructions such as roll it out to central defenders. If you don’t use the play out of defence in such a setting, the transitions can be a bit faster. That is something to note against less ambitious sides that may want to settle into a defensive state quickly. This second tactic is interesting, but it suffers from some overworked combinations to create overloads. An AP/MEZ combination in attack isn’t bad if its the ONLY creative combination in the park, it needs to be set up right It makes it easier to find players It makes it easier for you to spot points of failure in your tactic The moment a DLP is added to the mix you have an issue. The DLP may change the focus of your attacks, but how many options does he have? He can play the ball out to the winger to stretch teams, but that can be done by any other role without risking losing the ball or needing a player with good ability. Again the DLP here suffers from a unique issue, how many options does he have? He has another AP on the left and a wingback that will only become an option if you camp. Otherwise he goes long. A better option here would be a box to box midfielder. The very fact that you have anchored your defence with an anchorman provides a big security blanket for your two defenders. Having a FB(S) doesn’t do much, changing the role to a FB(A) or a Wingback gives the attack better options to stretch defences when you are camping with the natural overlaps of the fullback. This tactic seeks to hit teams on the counter, so the use of multiple playmakers becomes an issue. To make multiple playmakers like that work you need to give the DLP player instructions that tell him to get rid of the ball quickly so that your counter attacks don’t fizzle out. On the left flank you have an interesting combination that not a lot of people like to play, so much so that some even say is a bad combination. In reality it isn’t, it just needs specific ways to exploit. The AP/MEZ combination is good because it has the ability to unlock defences, but to play it well you need several things to work well together. You need a mezzala who is a good dribbler with great off the ball and you need an AP who can either drop deep and play diagonal passes or switch play to the other side if needed. Failing which, I almost always pick underlap. Underlap is an instruction that tells the widest player to hold up the ball and pass it off to someone running inside and beyond him. That is what the Mezzala is doing. And remember the underlap will be perfect as it will encourage the AP(S) to drop just a bit deeper to play those kind of balls over. Now a look at the defence. Here again the use of play out of defence for a counter attacking system makes little sense. Instructions like standard passing, mixed width and normal to higher tempo would be preferable since the tactic already has distribute quickly. There is one inherent issue against sides that press high. When you are using central defenders and an anchor man and you have told your keeper to distribute quickly to your wingbacks, there is always going to be the risk that they will be marked. So the keeper might go long. Here I would consider several options: Use a ball playing defender if such a player is in the team. Ensure the Anchor man has comes deep to get the ball so I don’t need to use the option play out of defence. In terms of strikers you could probably do well with a PF(A) or an AF as well.
  8. To a 2D user its gonna have no effect, cos you can't really animate a disc to stumble, pivot or bend over. The challenge in the past has been to reflect what's happening in the match engine in the visual space, so that people understand something has happened. The new 3d animation is working off a better base which allows SI to illustrate what is happening in the match engine more accurately. It gives them more room to show animations like mistakes, poor first touches, exhaustion. These were all things we had to assume happened to explain quirks in the visual translation of the game before. So to all your 2D users out there, keep on using that imagination of yours :-) or wait for the 3D replays.
  9. That's not easy mode at all. Lowering the badges, gives you less attributes to distribute..so what does that effect? Training - In lower leagues its not an issue at all, since you are usually signing players and rapid promotion depends on bringing in players, not training and developing them Amateur clubs have limited training sessions , this makes player development moot, In Top clubs you just hire new staff. Transfers Your badges affect your reputation, true, and it may effect how likely players are attracted to coming, but.... Players are more affected by the reputation of the league and the club. You can have all the badges in the world, if they don't like the league and the club they ain't coming Tactics - totally irrelevant Tactical Familiarity - not even important Teamtalks - get an assistant manager with motivating and you are sorted, teamtalk effects dont even last the full game. They give you a mini burst but thats about it. You need tactical changes and sub changes to have a bigger effect. I have played with no badges and overachieved and I have played with full badges and underachieved. Fact is ultimately the difficulty level of the game boils down to your own personal challenges and its gonna be different for everyone. Some people find journeyman saves challenging, I add a layer of difficulty, like making sure I end with one player from my starting club at my ending club. Or you can have another challenge for yourself, play a different formation every game month and never use the same formation twice in a season. Or try and win every continental trophy within a certain time frame. Maxing coaching badges has such a small effect, that calling it "easy" mode is giving it way too much credit.
  10. Yeah you got to do a bit of internal number crunching with key passes and knock off free kicks, maybe even corners too, cos I remember that being an issue at one point too. Goal scorers needs drilling down too. SoT per 90 vs xG per 90
  11. Generally traits are a tendency to do something more of. Now with one trait on a player you can kind of anticipate what happens. For example a player has hugs line. With that trait he gives you width, and could end up going wider even if you are on narrow width. Now this gives us some interesting combinations with other roles, allowing us to stretch defences. What if that same player also has great finishing and off the ball, and you decide to give him "gets into opposition area". Now it gets a bit more complicated. He will sometimes hug the line and sometimes he will come inside to score. So say you overload one side of the pitch, expecting to see him stretch play he could do something you don't expect. When it comes to traits you can train someone to have as many as 7 traits, I think 7 is the most. I can't verify that but whoever was on my FM19 stream probably remembered Almada, who had so many traits that we were able to train him with that he became very unpredictable. That would tend to cause me all kinds of problems anticipating how the tactic could work. What about other traits? Everyone seems to think playmakers need plays killer balls, but i disagree. A playmaker is already inclined to play those as part of his role, the trait increases the tendency to do that. It means that he could attempt low percentage chances as well. In some systems like striker-less systems, this could be bad. In striker-less systems you don't want to be giving the ball away in the opponents third. Understanding how traits work is important. There are some traits that I rate very highly, but that doesn't mean i go give everyone in the team the trait. My playmakers only use one trait and another if I am playing wide systems. If I want to play narrow systems then I have a few players who like one-twos in my team. I will be doing several soaks this year, a traits soak where I test how certain systems do with traits and do a video on it. i will also include this in a public guide I will be sharing with everyone this year. I also plan to do my annual 'highest nett xG formation', traits will play a part in both soaks.
  12. A well thought out post. Personally for me these kind of systems live and die by who you choose as an IWB. These to me are the most important roles in the system.
  13. 9 times out of 10 I play on standard defensive line and standard line of engagement. When I am super confident I can take the opposition on, I go higher line or much higher line of engagement. Looking at your tactics, your liberal use of team instructions, plus some of the roles have given you grief and shows that you need to learn how to play with less, understand how the roles and team instructions work before becoming adventurous with their use. 1. Why are you using a BWM as an holding player? He is a good role but he can be very aggressive which could see him leave his position. Once he picks up a yellow you have a run on your defence. 2. Why use play out of defence against better sides? This is an instruction that doesn't need to be used, your team can still play the ball out from the back using keeper distribution, but they don't take so long doing it. 3. Why limit the use of crossing to floated crosses? Are ALL your goals expected to come off headers? You usually only have one AF and you are playing an AF - a role that doesn't need floated crosses. 4. You are playing lower tempo giving the team a lot of time to get into position, and when they do, you are telling them to put one in the air for someone to head. Sounds like you only have one way of scoring goals. Why force opposition inside? because you have 3 in the middle? Forcing opposition inside or outside should be a strategic decision. You should stick to default and not choose anything. Learn how they other TIs work first. Why use a BPD, what does that role bring to a system like yours? Are you choosing the role simply because the game tells you that's the best for the player? The BPD will hoof the ball up once in a while, but why choose that beside a WB on attack and behind an AP(S)? When you go into a game and are learning the ropes, ask yourself those same questions. If you can answer those questions and more importantly see the play your tactic was designed to create then you are getting better at the game.
  14. That statement makes me wonder. Its actually a pretty poor analysis. If you wanted to play a 4312 with wingbacks those guys are central to a short passing style that is aggressive. Your lack of movement up front comes with the dual use of the F9 and the Trequartista, plus the congestion coming from the IF entering the space. Not a lot of good movement there. You could use a simpler role like a DLF(A) to hold up the ball but still remain in the box since the TQ will surge up. Then you could also tell the right winger to play as a winger giving you width allowing you to create other attacking patterns instead of depending on everyone crowding the box. There is just way too much complexity in terms of roles used. The dynamics between the FB(A) will improve with a Winger. Now you went with IF on support when the IW is looking for options to pass the ball to. Seems like an attack duty on the right flank gives you the best option, plus you are using a half back in a system where he drops between players, there will be a gap now between the RPM and the HB which makes the Wingback a better option on the right flank.
  15. There will be peaks and troughs in any players development. The goal is to make sure there is no extended period where the arrows are down. That is usually not a good sign and can be the result of overplaying him and whether they are the sort who want to train hard. Usually experienced FM players also consider personality and determination in the equation. Sometimes a player can be rotated significantly and you take pains to develop them however they consistently perform poorly in training. You look at training ratings AND their attribute development over time. With these players you can give them a warning letting them know they haven't shown significant improvements over time. They may get a small spurt in training ratings afterwards, but keep track of them. Use the notebook feature and notate when you cited them with a warning. If the same thing happens again, then it may be worth taking a look at other factors. - Are they playing in the right position? - Are they performing poorly in games? - Do they need a mentor? Are they worth mentoring? - Are they playing at the right level? Sometimes a player could be good enough to play for a senior team but he is still stuck in the youth ranks? Loan him out if you cant play him. Usually players with good personalities do well in training if you are consistent with rotation and tactics. Finally, sometimes you could be playing a system that doesnt use wingers. Then you find a great winger in the youth ranks and decide to train him as a winger. That could be an issue since your youth team uses the same tactic as the main team.
  16. Yeah if you do that, you will actually get better in the long run instead of trying to counter everything everyone is throwing at you. Trust me that road is a frustrating one to take.
  17. You cant; just increase key passes and voila your tactic is fixed. Key passes is just one metric I look for to see if my playmakers are doing well. There are also other things like pass completion, passes received (to see if the pm actually gets the ball). I usually play a regista in one of my tactics, and he splits the field with his passing numbers with at least 3 key passes a game, but those come off the back of our system which sees him being protected 24/7, so he has more time to receive the ball and dictate play from deeper areas. In my games my regista needs to make that pass to my IW and my Winger who are now leading the league in assists, but i don't just depend on him. My IW is supported by a shadow striker that roams and supports him so that he has options. So one needs to look at the big picture too. perhaps you should post a pic of your tactic
  18. Width affects positioning of your players within your system and it also influences the passing. So if I were to play on wider widths, my players would be further apart and some roles could actually thrive under these circumstances like wingers. If If I play on the lowest width settings, I see more "wall passes" these are passes that go inside then out again. Whereas on wider settings I see more passes going out seeking players on the wings. Here your passing slider, choice of roles becomes important. If in doubt go normal, if you want to keep possession and try and control the game - go short; if the opposition is a man down and you want to stretch a stubborn defence, you can go wide. If I play a 5312 I could opt to play on direct, to get the ball up quickly. OR i could set it to short to emphasise keeping the ball and assign direct passing to a few players who have good passing range and decisions. Its entirely up to you. There are no rules in the game you need to follow to get the best out of the game.
  19. In the game you can see what formation the opposition is playing, at half time you will see their roles. You can also check the heatmaps during the course of the game to see whats going on. So the tools are there. Thats as much information as needed for most people. The only thing you should be worried about is the weaknesses of your own formation. All you do during a game is to look and see if its being exploited. Say for example you are playing a higher defensive line with wingbacks. The weakness is the flanks on the counter. So you look to see if you are keeping the ball and doing something with it. Basically you are looking to see if your own formation is working. Don't worry about the opponent, worry about yourself first. If you are doing well then I wouldn't bother with what the AI is doing. If you doing poorly I would focus on improving your own tactic. When you see people doing things like tweaking or switch systems to take advantage of weaknesses, that's playing on another level. I advised someone once to just master the 442 and its permutations, he went and now is going undefeated in multiple seasons with his 442 and he has so many permutations of his own system, cos he understands it and knows how to make minor adjustments to make it play differently. Don't fall into the trap of overcomplicating it.
  20. Brilliant work I loved the scouting section! I find that its possible to send a scout with good adaptability to multiple Asian nations. I have one to Australia, South Korea, Japan and China.
  21. Without a doubt more can be done to improve this facet of the game.
  22. I've had a libero do very well in a 3 man backline. You can have a DLP in front of him in a 2 man midfield too. Personally I prefer using a L(S) and a DLP(S), though there are times when I want the Lib to be the big star and play without playmakers. Your tempo should be normal to allow smoother buildups. Finally dont be afraid of using playmakers as Liberos. They are a lot of fun, but tactics with liberos need to be played slightly higher and you need players who can keep the ball and use it otherwise the libero gets swallowed and pulled out of position.
  23. IWB/IW dynamics depend a lot on available space. If the IWB is played on the flank of his preferred foot and you have overlap on then the two roles tend to converge in the same areas, which isn't ideal. Plus you have the Mezzala. On their own the IWB and Mezz are fine, I have used that many times before and they work, you just need to understand their dynamics because between the two of them they can release attacking duties on the other flank with one of those KDB passes. Now since the IW does nearly the same thing, you then have issues. What you can do is to play IWB/Mez and Winger and you should be fine. Its only during the buildup phase that you will see this convergence. You could just change the IWB on defend maintain your same roles problem disappears. The issue is these 3 roles converge in roughly the same areas during buildup, so you need to change a duty or a role.
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