Jump to content

Rashidi

Moderators
  • Posts

    8,633
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by Rashidi

  1. Not happening anytime soon, laptops will always run hot playing games unless they are specifically high end gaming laptops. I had one of those a few years back and it ran hot eventually. It’s just how laptops are designed to dissipate heat.
  2. Yeah then it would take slightly longer. The goal was to make sure that people understood the impact of their own tactics on different teams. Balanced is just your average league, and the 3 other leagues are the litmus test
  3. All modern video cards now have the option to record gameplay, nvidia has shadowplay and Radeon too allows u to record gameplay. You can also record gameplay with an external app like OBS. The game removed the option to record gameplay so you need another program to do it and there are plenty of alternatives.
  4. Can’t remember if it was in the game, you can focus play down the flank where there is a yellow card.
  5. In a nutshell there is no stat in the game that will correlate directly to a player instruction. All player instructions are meant to be a tendency to do something. So if one were to extrapolate that certain actions are more likely to happen with some player instructions, stats would only give us a vague indication. To make things even more challenging for something like that to work consistently the fact that players have traits and different teams use different tactics just makes the whole exercise of looking for a direct correlation moot. You might see a player with more risks have a lower pass completion number against a defensive 532 if you were playing an attacking 433 in one game and in another he could be giving you better open play key passes. A player with great dribbling and first touch may also use the “take more risks” instruction and if played on higher mentality get fouled a lot more. So while it’s possible to use stats in game, one would need a fundamental working knowledge of those stats and what to look for under different conditions. These also include your team/player instructions and roles/duties selected.
  6. There is no quantification or objective message that appears telling u ur players have benefitted from aggressive preseason training. What you might notice is no one gets jaded in winter and very few players need extended periods of rest towards the tail end of the season. It bears repeating that if you play someone sporadically that player too could have poor match conditioning. He might be physically ready but he will usually have the “FIT” icon above his head. Play him a bit more regularly and he should be fine. I have noticed when I have a light preseason I tend to have to rest more players. When I don’t I am usually drilling through the season with my preferred eleven barring injury and rotational needs.
  7. I would push the duty of the CM(S) to (A) duty. Since you are using an IWB on attack, I would recommend a more aggressive winger - the defensive winger is a fantastic pressing winger. You can give him player instructions to add bite to the right flank: “get further forward, cross from byeline”. He will do a good job of protecting the right flank, whilst giving u a solid attacking option. I would also remove the trap outside, since it will see the wide players just easing out of the way, instead go for “stop cross” to encourage the wider players to help you defend. If you add “work ball into box”, you will get some nice synergy down the flanks. If a wide player is obstructed from making the cross they will play the pass inside and someone could pop one over the top. Finally to take advantage of that add the player instruction “take more risks” on the AF, this should encourage him to drive at defenses all the time looking to run in behind taking advantage of the team instructions you have used. A DLF(s) is a decent role but my favourite by far in this kind of setup is the CF. He can synergise with the CM(A) as he drops deep enough to link up. Your creators will be the IWB, CF and if the DM has the eye for the pass, so will he.
  8. Basically it’s best to keep it simple. If a player is good enough to play leave him in the first team squad, but if you only plan to play him occasionally, then (right click) choose the option to make him available for U18 games. I never play them in full matches unless they are 19 and older. They might play a handful of matches when they are 18 as I rotate them off/on making sure to optimise their playtime while still affording them room to train. A player’s time is finite so I try to be very careful how I use my high value youth players.
  9. My videos are meant to be a safer approach, most people panic when they see me stream. I do heavy preseason training all weeks except the final week when they play their first competitive game. I doubt anyone can remember a single player being seriously injured. Small knocks and a week out don’t count.
  10. That’s not what was written, they’ve considered it is all that’s mentioned and further into the blog I got the distinct impression it’s not something they are looking at for FM25. Subscription to access is already part of the game with Gamepass and Apple Arcade. The limitation for these is that the licenses expire once a new version appears, hence the new feature to carry over a save from 23-24 and then 24-25. If I wanted to wear my doubters hat, then I would consider that Steam charges developers quite a premium. So if one were to take a long term view, having the option to focus as “games as a service” makes sense. Still too early to make a judgement, I am just glad to be around for the next big change to the game. I do expect a lot of changes in 25, mod makers need to use C#, Licenses are going to be interesting, better newgen faces, machine learning. With greater computational flexibility I doubt anything earlier than Win10 will be able to cope. The fact that SI games are backwards compatible to Windows 8 is just insane. The current minimum requirements to play FM23 won’t be enough I expect. People could play with fewer leagues and still have a decent experience, and those using top end gear could be happier.
  11. I for one am very excited about the Unity engine. It will be a new programming language, allowing for more computational complexity. What I really like is the potential for machine learning. It’s an engine that can be coded to learn and adapt to human decisions.
  12. You don’t have to understand it, one just needs to respect another persons point of view or decision. There are plenty of people who are looking forward to it, and there are also plenty of people who find some existing features disengaging, but that doesn’t mean the vision of the developer is wrong. They have a vision they want realised, and it won’t make everyone happy, nothing ever does. All we can ask for is that it’s the best work they can put out. FM23 had some great features and some very forgettable misses, each year they try and improve and get better. And that’s all I can really ask for.
  13. If you have any familiarity with the Unity engine you will realise that with the greater computational advantage coupled with the possibilities with the new user interface, it’s a great step forward.
  14. Not to try? The AF is a good role for any system that seeks to find an early focal point for attacks and the AF is the best role for it. Plus you can PI it to dribble more and take more risks so that he can break offside traps earlier. Only do that if he has the attributes for it.
  15. I created a near perfect replication of Liverpools current system. I am in London atm when I get back I will post it. I used a 3 man midfield with Andy Robertson as a WCB on attack VVD as BPD and Konate as WCB on defend. One tier in front and on the right I had TAA as IWB on attack. Since Klopp gets the two centre mids to support the flanks in every transition both defensive and offensive, I played them as Mezzalas(I think). I had Mo playing as a Winger and because he has cuts inside this means that he can go wide or come inside this stretches the pitch and allows TAA more space to dictate the game. Cody can be played as a CF on support, it was that role or F9, TQ, but I thought CF was best. I will try and post more details when I leave London later.
  16. While I do think the game would be infinitely more interesting if tactical creation became fluid, the reality of this task is somewhat daunting. Each team needs to be thoroughly researched, the researchers have a different template they use that sets up how the AI will interpret their systems. How well they do this translation depends ultimately on the data entered. That’s just the first point of failure from a data perspective. Next whatever tactical systems they set up need to have various alternates depending on the tactical versatility of the AI manager. The current system may not be perfect but it’s easier to manage. Then we have the tactical inventiveness of some managers who do things others having Conte with his pendulum central defenders, Zerbi with his pivots and there have been some managers with a rotating 3 man pivot in midfield. Some of these innovations happen once a season, sometimes they happen very often. For a fluid match engine much like what people expect we would need the developers to be coding new stuff the moment it happens. The complexity of this is already mind boggling. I much rather they focus on giving us a new set piece creator or a better more accurate UI. Guardiolas use of Stones could very well see a new role being added to the game, maybe not for FM24, though I can remain hopeful. I think SI could tweak some of the roles and perhaps adjust how the defensive line works right now. Having two tactics one for defending and one for attacking equals four tactics for most AI teams maybe even six. I am not saying it’s a bad idea but if people feel strongly about it, pop it up in the new features thread. SI still have bad memories of how the Ai was eviscerated with WIMBO or those with ball and without ball formation setups of the past. Even then the veteran players were quick to point out the game was waiting to be broken. It broke in beta never to find its legs again.
  17. When playing a 442, for me I like aggressive, hardworking mids. This gives me the option of using a double pivot CM-S, which is my preferred pivot because it requires one to consider a players attributes and traits for the role. I know quite a few people who have found success playing a dual support pivot. Ultimately it all rests on the choice of roles and duties and other team instructions you might use.
  18. My side can press like mad dogs after a bone. I am fairly certain I know why your side doesn’t press well. There are some roles I don’t agree with but before I explain further what are attributes for your AP, BWM, AM and the two strikers?
  19. I can't speak for others but this is what I do. 1. I prefer to use the same formation and play to my strengths. I know that my system can deploy the trap inside very effectively with a solid combination of opposition instructions that close down passing angles. If I face the 442 for example, my wingbacks go on attack duty, I deploy the trap inside and focus play through the middle to hit the 442 as it surges forward. It usually destroys the 442. Against other formations, I might opt to change the duties of my players, or I opt to use hold shape instead of counter on every opportunity, electing instead to counter only on AI generated counters. Understanding what your own formation is capable of doing allows you to stick to one formation instead of playing different tactics against different teams. All I do against different sides is tweak the team instructions and have a solid substitution strategy, which is usually the gamewinner in most cases. In a recent stream I got a win finally against a side that has had the better of me for a few seasons my using trap inside and OIs and completely destroyed them. 2. To minimize space and time for attackers, I need to know my own team well. I tend to sign players with high aggression. stamina and work rate. These are the basic attributes for gegen pressing or any kind of system that requires your team to work hard. Even a low block system needs players who are willing to go in when needed, and aggression is an attribute I have for EVERY player on the team, or try. When strikers have high aggression they are like a dog after a bone, once they get close to the player, they don't let go. Same applies in defensive midfield or central midfield. If my centre mids have low aggression they are sold, because at least one always needs high aggression. Choosing the right players allows you to develop strategies such as compact pressing. This is done via team instructions like LOE and DL. If the two are close together ie. a higher defensive line and a midblock, what you end up seeing is a pack of players closing a player down. Depending on how you set it up, its either 2 or 3. The trigger press team instruction, is not an instruction that tells your players to close down more, it tells players to react to a trigger more often when its on max, its a common mistake people make. To create an effective pressing zone, if you are playing gegen pressing or any kind of aggressive compact press, you need to remember that your width settings are very important. If your team is attacking on very wide settings they are further apart from each other. This produces gaps and players zonal marking areas will not overlap. An opposition player could go from one zone to another without being picked up by two players, until he is well inside the defensive third. To play gegen pressing or a compact block very well, we need the covering distance to be shorter, so I normally play on narrower widths when I am attacking so that my team doesn't have far to track when more than 1 player is expected to close down the opposition. In these kind of set ups there is no need to make any mentality or duty change. A winger on attack duty on positive mentality will track someone all the way back and help you defend, if he has aggression and you are playing with the right team instructions. 3. To transition quickly you generally want your attacking players attacking space. If you are defending deep, then having those players ready to bolt off is important, you can also set things up well with the right roles and duties. For example, an AF is good for mid, low block systems because he is a focal point of attacks. Add the PI "take more risks" and "dribble more" and you have a role that is likely to look to break offside traps more often. The take more risks PI instructs a player to take more chances with movement and passing. Having players with a good range of passing and vision is also good, and they don't always need to be playmakers. I have on countless occasions used BWMs with good passing range and Segundo Volantes with great traits unlocking sides with fantastic passing. Even a combo or Mez/IFs can be a very effective creative fulcrum on the flanks to unlock deep diagonal attacks. The team instruction pass into space is one I use liberally when I want to hit teams in those kind of spaces. You can transition quickly from defense to attack if you have the right roles, duties and if you have players attacking the space. This can easily be done on mentalities like Balanced. 4. The most common mistakes I have seen people make: a. Having no aggressive players in the compact zone where they are trying to win the ball b. Poor linkups to allow for transitions in the midfield phase. Too often from the saves i have received, the common problem rests in the midfield transition. Most people fail to get good attacking transitions happening because their tactical struction, ie roles and duties is often wrong. c. Using TIs and PIs without considering the overall impact
  20. Looking at your tactic, while fullbacks are a safe role, the distance they need to cover is far. Most likely these roles will play inside passes to get the ball up. They will pass, move and then receive again. Their only realistic passing option are the DMs. With the front roles all on attack duty, balls might get hoofed simply because they aren't enough passing options. My suggestion is to play the AM as an AP on support, that way he might drop a bit deeper and present himself as a passing option. I am also more inclined to use Complete wingbacks because they roam, which encourages them to come inside sometimes or go wide. If defensive cohesion is your issue, then consider the use of wingbacks on defend duty, they too are an underrated option. These roles do go down the flanks and attack them against sides who opt to sit and defend.8
×
×
  • Create New...