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Rashidi

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Everything posted by Rashidi

  1. 78" Its pretty strange, Freekick taken by Stulac, the ball gets floated, wall rises, keeper retreats, goal scored. I dont know if this can be replicated but the movement of the keeper warrants some closer attention, Genoa v Palermo Buggy Goalkeeper.pkm
  2. Then step back play without any TIs. Keep thing simple. My Saachi system has very few team instructions it’s only a flat 442, but in order for me to have come up with that I actually went back and created a tactic without any team instructions. When I understood and saw the impact of one then I slowly added another. Step away, decompress and start with less. You might find what you are looking for.
  3. Stop spouting your mindless drivel on the forums, if you don't know how something works then stop pretending like you know tactics. The drop off more button encourages teams to take a safety first approach. Your backline retreats, players close enough to the ball carrier may apply pressure, but it depends on your pressing intensity and any OIs you have set. If your defensive line is too low, then the Drop Off More instruction may create issues as you vacate the area in front of the backline creating space for the opposition to work in. I have used the drop off more instruction well with high pressing systems and I am very careful when using them with low block setups where the defensive line is a low one. Sometimes I want a Saachi kind of system where we play in a compressed zone so I set a high line of engagement and a high defensive line with a 442 but I opt to play with a drop off more instruction because I want the whole block to move. Sometimes I want to camp and work ball into box, with a faster team then I choose step up more because my defenders are intelligent enough to use the instruction. Its not the car. It’s the driver.
  4. Your recent history of posts have shown that you are more inclined to throw your lollies out of the pram than trying any serious attempt at understanding the game. This isn't FM22 its FM23, Its a new game with a new match engine that requires a new approach. Its not asking you to relearn everything, a logical sound balanced tactic still works. A low block is possible, a mid block is possible. I have played now numerous matches with a low block and a high block and they work. Yes you are expected to notice things happen in a game. You are expected to notice when your players are getting jaded and need to be taken off. If they are playing in key positions, even the assistant manager tells you to take them off when they are dangerously close to being run over. This is a game about football management, not a game where you stick in one tactic, sign the best players and then pretend you are the digital equivalent of Guardiola. SI isn't forcing you specifically into a tactical style, your biases are the preventing you from trying something new or learning something new. You are making a lot of assumptions about how the AI plays and are assuming it uses a preset that is high pressing, when in reality it has other tactics to choose from. And some of those tactics are low block, very structured, defensive mentality tactics that are hitting you sideways. If you don't understand what you are doing wrong, then it doesn't come from a lack of information from the game, but from a lack of understanding of the tools that are available in the game. If it is deflating you, then perhaps take a step back and try and learn how the game plays? Or take your tactic to the training and tactics forum for help could be the way forward for you. You could also start from ground zero and learn what the instructions are about. If you can't afford the time nor the patience to learn, my advice to you - stop trolling the forum with your nonsense.
  5. I stopped watching when he started comparing average positions. GIGO
  6. I’ve found the opposite. I can set up a tactic on very defensive mentality and still produce good attacking football if I’ve set the right team instructions and chosen the right roles and duties. On FM22 I would see more hoof the ball from the back and sideways passes but on FM23 my attacking duties bust a gut to get up the pitch. If I am playing with max width I can also see quick diagonals if I have Attack duties on either side.
  7. For example now on FM23 I can have players playing longer passes on very defensive mentality too, if I chose the right roles and duties but created low risk passing options for them. In that case I have seen 3 pass moves from defense to attack to score goals. In fact sometimes central defenders can make some terrible passing options on higher mentalities as opposed to lower ones because they are willing to try riskier options. I will be doing a video on this soon, things have changed between FM22 and FM23. People need to try the game out on different mentalities with different role and duty options.
  8. Basically when you change mentality you are increasing or decreasing risk. Depending on the role and duty a player could play it short or long depending on the mentality and the team passing slider. A wingback on high mentality and on attack duty could try a cross field diagonal on higher mentalities and lower mentalities, but he may try riskier ones on higher mentalities. Mentality changes the behaviour of players by affording them the luxury or lack of choice depending on the mentality you have chosen.
  9. The game is just telling you that on that mentality with the current team instructions and roles and duties the players will be thrown forward to look for goals. When you are playing on very high tempo like that and on that mentality they are likely just to try a low % pass or shot, this could easily lead to turnovers because your shot quality is low. Playing on very high mentality does not guarantee better chances. Studying your tactic to see what you can do better will. This includes things like creating overloads, moving a team around patiently creating space. Or dropping your lines of engagement to draw them out and hitting early crosses and pass into space. I never go very attacking to score goals, I have even dropped down to balanced, gone wide and slowed my tempo to move the opposition around making them tired before switching to high tempo to take advantage of a tired team that has been chasing me around trying to win the ball.
  10. Its an interesting situation. There are going to be people who encounter bugs and others who don't. It doesn't meant that there are no bugs. Each user case could be different. Someone may have a player with a specific trait that is causing a specific chain of events to happen when that trait could be kicking in. Or perhaps a player could have accidentally left a man marking instruction on and continued without realising it was embedded in their tactic. Or it could be the confluence of factors that arise from the design of a specific tactic. There could be a 100 reasons why someone may see one bug and another might not, and its always a best idea to give a detailed pkm. And this is where things get challenging - keeping emotions out of the bug report, eg, doing a simple one like "look at the goal with a laughing emoji". All it takes to help sometimes is more than a pkm. I know they say stick in a pkm, but a pkm is sometimes not enough. Its a good idea to attach your tactic or your save. And while I do understand the frustrations many have, consider the fact that those pouring through bug reports have been doing it for months. After a while anyone can get jaded. And yes the impact of attributes and player conditioning seems to be quite a factor this season.
  11. I dont think that is necessary let me explain why. I have a rig that can run 200k players easily and I don't even bother going that far most times. Adding extra players does not make the game more realistic, it just bloats the db so you can search for players the AI won't be using all the time. These players won't be in competitive teams producing competitive results, they will just be sitting there. If your rig can handle the processing then make every league playable, set detail level to maximum and you get yourself a very immersive world. It will be close to 200k and you will enjoy yourself. Players from africa and asia will still be in the game, these are the players that come with the large db. Your leagues are competitive, youth development in playable leagues is always better in non playable leagues and well the world will be more immersive. 400k to be honest is overkill, but its your rig and your game. Don't let others dictate how you should play.
  12. In a nutshell, how do you want to defend? Thats the decision you need to make with those defensive line instructions. For me its intuitive. Most times I look at my players see how we are doing on the ball. Are we getting a lot of final third passes but not creating a lot of good chances, then I lower the tempo, while keeping my eye out on how they defend. If I notice my players sometimes finding it a bit challenging to defend because the opposition players are usually putting them under pressure, then I consider using drop deep. If I am playing against a defensive formation and I want to apply pressure I might gegen press at the start play higher up the pitch with step up more and if my defense can handle it keep the pressure up till we score the goal. Then I drop tempo and start playing drop off more. For me its all about using those instructions. Deciding on your formation is the first step, I want to play to my strengths all the time. So i come up with a goal scoring strategy and a contain strategy. I dont change the roles and duties in my tactic ever. All I do is change one or two team instructions and mentality. Most people are either making mistakes with team instructions or they have a poor bench strategy. Do either wrongly on FM23 and you are likely to struggle if you have an average squad. With a good squad its biz as usual
  13. I have never liked simply adding players. These added players only appear in national squads and because you haven’t loaded their leagues, you basically have a bunch of players just sitting there. Personally I would load whatever leagues I can make playable without adding a load of players who are from nations that are unplayable.
  14. Asia doesnt count :-) It will most likely be released around midnight UK time
  15. Yes two different roles with the same instructions won’t play the same all the time. The player instructions will tell you what to expect but some will be hard coded to behave in a certain way. For example the F9 vs the DLF on support or the IWB and the WB.
  16. Have you just tried making a simple tactic with minimal TIs and just taking it on a spin on Balanced mentality? Then start playing around with the out of possession instructions only. Once you’re comfortable drop mentality to see how your side plays out? Or just go out have fun away from the game? This year a one tactic approach may not work without some small changes. And the only change I see people having to make is how to close out games. It can be frustrating to see others breeze through different editions of the game, but don’t take it hard. Just step away and do a reset. Just know that you will get there in the end. Letting your frustration get the better of you is just a clue to step back, chill. You can always ask here for more help.
  17. I would try the demo out myself. I stream as well and while I have criticised the game for lacking headline features I have been very happy with the match engine. If there are specific challenges people are facing and issues they are having with certain styles of play I am more than happy to help. To be fair sometimes people put too much faith in content creators assuming they know the game inside out when there are others out there who are silently playing the game and having fun. My advice to most people during the beta is always the same. Don’t import a tactic, start from ground zero.
  18. So basically this is how I see it. Your formations style comes from your out of possession instruction. This tells your team how to behave when they do not have the ball. In essence it sets your shape. Along with the line of engagement, this defines your zone of compression. In other words it tells your team where you want to the opposition to play the game. Your defensive line instructions like Step Up More and Drop Deeper tells your block how to behave ie move. Your choice of formation and roles and duties dictate how attacking and defensive your team will play. A bottom heavy system will be more defensive naturally so players need to attack specific zones and play certain roles and duties to attack certain spaces. So if you have a wingback and say a striker on attack duty, their focus is to step up and attack first chance they get. And this is where mentality comes in. When your team is playing on defensive or lower mentalities your attacking and support duties are affected. When you need to defend, attacking duties will try and get back and help you defend.( based on your zone of compression -space between DL and LOE). The more you raise your mentality the more you affect their risk appetite to bust forward. On higher mentalities those same attacking duties may not get back. Mentality on the lower ranges are producing distinct patterns of play where they obey the zone strictly. Naturally as the game progresses players who carrying yellows or have poor condition may not get back in time. Are lower mentalities and low blocks the only way to play. No gegenpressing systems are still way too strong and I hope SI raise the injury rate or make conditioning a serious problem for sides that play gegen pressing a whole season.
  19. Use a combination of Opposition instructions and the trap inside or outside instruction to play an effective press
  20. Thats been possible since FM21. There is a way to set training intensity automatically for all your players from the Rest part of training, unless you are referring to something else.
  21. You have 3 players set to zonal, they wont move regardless of whether there are opp players or not. There are 3 attacking players there one of them is not covered by your zones. You have told 2 players to go back, without telling them specifically what to do. Your edge of area is marking someone, so its fairly obvious to me that you need to assign two players to man marking. Its fairly obvious to me that your players are following your instructions. If you want them to pick up a man why aren't you telling them to man mark? I see a lot of people complaining about this set piece, but every person who has been having an issue NEVER sets players to mixed marking and is hoping for some miracle that tells the players to read the managers mind. Tell them what to do, I have yet to concede a goal from an indirect free kick. Your indirect free kick defending set piece is probably the default one. SI don't give people perfect set piece routines. Its up to you to define them.
  22. Very attacking duty defending.mp4 On lower mentalities, attacking duties will try and get back if you've set the right lines of engagement and defensive line. Here you can see Edwards playing as an Inverted Winger coming back quickly to take the ball off a player and we initiate a counter attack. So far the only time my defenders have been stupid and I've always pointed this out on my livestreams, is when I make a stupid tactic. I think i set up a 3 man defence yesterday or the day before and played a defensive winger in midfield, then picked the wrong central defender. Started the game, we fell behind 3-1, things were looking bad. I pointed out why, changed my tactic slightly, brought on a better central defender and we pulled it back. incidentally I am not employing specific man marking. All I am using are pressing angles and triggers, in this deep 4231 low block. played on very defensive mentality. I won't go into details but SI did say on their blog that very defensive and attacking mentalities have been reworked.
  23. I agree wholeheartedly. I have been pretty hard on the squad planner. I have tried repeatedly using it, but it’s not helpful in it’s current state. It requires me having a photographic memory of my players attributes to compare them against each other. A small (i) would make the world of difference. The ability to see preferred data analytics for the specific player would be a godsend. Not having to redo everything in case you unforgivably ask the assistant manager for help would make this a tool I could use. However it’s making me take 2 steps backward for every step forward I want. Right click add any player from anywhere. Add a small (I) and for heavens sake allow us to customise the views. Currently there are 3 titled views via a drop down that show exactly the same stats. I know people are struggling with the defensive side of the game or having issues creating one touch passing football, I don’t. For me personally the match engine is the best I’ve ever played. Defensively I feel that my players are following my instructions down to a “T” in spite of what other people are saying and I think that SI should do an official post explaining how mentality is different in 23. I can understand the changes but feel like I am a lonely ship heading off on some glorious journey while the rest of the armada behind me is still navigating out of a storm.
  24. Not sure which version of the game you are on. On earlier versions of FM prior to FM21 we had some explosive growth patterns in youth players. A lot has changed since FM22. Now the growth rates are better though there are definitely still some issues, that I hope will eventually be addressed. When talking about training we need to understand CA/PA in context of a whole team first. Most teams in the game have a ratio of 90%, which means that if you took the whole CA of a team and compared it to their PA it should be 0.91. This means that all the team needs is a 10% growth to hit full PA. So a team can reach full potential if you can aim for a year on year growth rate of around 1%. In 10 years the squad you have at your disposal should have reached full PA. That excludes events and factors that can accelerate or decelerate development. These include, staff, facilities, performances etc. I've run quite a lot of simulations of different training schedules and continue to do so and I have noticed the same pattern 1-2% growth in a 3 year window is pretty decent. Some players may grow very fast, players with great personalities and high potential could see accelerated development and some older players may see slower growth, but all players have a chance to grow so long as they haven't capped their CA. When playing the game now, I have noticed good steady strong development in most attributes. There are some that grow very slowly and sometimes stay stagnant in spite of your best efforts. Some of these attributes are weighted, like crossing and finishing. On FM23beta since the patch I have been able to improve crossing and finishing for my squad. So the fix Andrew and the boys in the match engine team put in work, though some of you may find it slow. Teamwork and workrate are tougher to go up because you need to use sessions that specifically target them and these are inefficient for a balanced training program since you need to use more than one. My advice is to maintain a balanced training schedule that works on physical, attacking and defensive sessions. The challenge is that the first season on FM can be brutal because of the world cup. How do you get past this? Avoid overplaying your team, make sure the training schedule is not too heavy and definitely not too light. I would definitely only use additional focus on players who are not playing 2 games a week. Rotate your team and try and avoid jadedness. I still think injury levels on FM23 are way too low, but with proper rotation you should see decent growth rates, fullbacks do improve crossing and strikers do improve finishing. So i would experiment a bit more or wait for a few days. I am sure some training schedules will emerge. For now I am still running a lot of simulations with training.
  25. I’ve seen Salah in this game cut inside and twist in and beat 2 players with near control dribbling, so excuse me for saying this . Driver not the car.
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