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Etebaer

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Posts posted by Etebaer

  1. vor 11 Stunden schrieb Litmanen 10:

    Am I doing something wrong in the game as even with the increased realism files I hardly get any injuries in the game?

    When looking at real life teams, they tend to have at least 5 players constantly out due to injuries. With Betis we have had a massive amount of fixtures and I've also been training most of the more experienced players with double intensity and I've only had two minor injuries during two months. 

    I use them realism files too and have also double intensity training for the fittest players enabled and i have had between zero and 6 injuries at the same time having more injuries usualy later in each leg of the season and the injuries do range from 1 week to 9 months but mostly in the 3 to 8 week range.

    Maybe you have good luck, exceptionaly good medicinal staff, or many of your players simply have injury preventing treats...

  2. For this moment in time i found that the ability to win headers is paramount in the defense at least for my team!

    As most of the time when my team loses tight games its mostly headers, penaltys and "impossible" shots the make my team lose, as long the quality delta is not way to big in favour of the oposing team.

    Mental stats seem to have quite a say in this too, probably more than in every other FM so far.

  3. Am 5.2.2024 um 00:25 schrieb g1nh0:

    This, and allow different tactical approaches to actually work. Super high lines and gegenpressing is getting extremely boring and stupidly overpowered this year. You're forced to play this style, especially when online against other users only using this approach.

    I played FM Online and a high intensity attacking approach was the way to go bcs ultra defensive would not make you lose but also not win and a win is 3 times the success to a draw.

     

    The thing then is that football is the game of paradoxons:

    The better you are defensively the more you can attack and the better you attack the more defensive you can play!

    And the oposite:

    The weaker your attack is the less you must attack and the weaker you defense is the less you must defend!

  4. Intensity is not sin!

    Most of the things i do tactically are meant to increase the activity of my team and increase the intensity and still it is only around 70% or so while playing offensive and gegenpress.

    Some of the things i do tactically are meant to minimize the errors that can occur or at least let the team make the errors in a region of the field were an error is still defensible afterward.

    Everything else is about the playstyle which i want a quick passing attacking playstyle where runs only occur in the final third if passing is not an option bcs a good pass allways outruns/outplays an oposing player with my team setup 3 to 4 rows of payers vertically and a spread of 4 to 5 players horizontally interleaved for good passing and versatile attacking options as well a defensive depth and width.

    Yet in principle my tactic has not changed since FM13 but the ME of the latest FMs makes me have more and more possession and this year for the fist time i have close to 65% and 70% possession even if the teams are quite stronger yet what changes against strong teams is the ability of my players to score which makes i.e. games with 60% possession but 0.3 vs 2.7 xg against such a stronger team occur.

    Sometimes you win 3-0 but more often you lose 1-2 up to 1-6 bcs the inability to make possession count albeit i am not a fan of possession anyway as to me quality of chances and shots on target are more decisive!

  5. vor 3 Stunden schrieb shifthappens:

    keepers still play some of the most outrageous passes that lead to first time shots from strikers even though they're under 0 pressure.

    I found in my saves that GKs do make less errors when quick distribution is disabled/not chosen.

     

    But for real...this ME is critically sensible and you often dont know what the key issue is like bad distribution can anything GK unrelated but a team setup issue that makes them bad for receiving GK passes, throws etc.

    Changing the role of 1 player leads to completey different tactical interpetations of the ME like chaning a midcenter AP to DLP will completey change you game.

    And this is the first ME where i currently have a HB working well...

  6. The last time i used the Editor it was a mess of mixing languages and data totally up - but that is some years ago and i never used it again.

    Modders often state it has serious issues hard on workhours to overcome so it may be that it only works in a certain configuration but not in others...

  7. Ah, this game, i love it so i hate it.

    Hours upon hours you spend time fiddling with a tactic that is entirely sound but your player (or the ME) make it so you see nothing of it.

    Running into the opposing player and not the space, passing when should running, running when should passing, cuddling 2 or 3 players on the very same spot leaving vast spaces to exploit for the opponents, not shooting on the biggest chances and defending like it is a sin and goalkeeping a curse.

    And you sit there and wonder what and why and fiddle and fiddle and fiddle wasting seasons bcs sometimes it runs well until it doesnt.

    And FINALLY it makes click and there is 1 or 2 changes that make all the pieces of the puzzle fall into their place and football occurs and that is when you love this game!

     

    PS: Btw, i have -23 CCC (the opponents have almost 2 ccc for every 1 ccc of mine) yet overachieve and have 30+ goals on my GD stat.

  8. vor 23 Stunden schrieb KingCanary:

    Wonderful to see the game saved the cherry on the top of this particular run for last (these were my final 6 games of the season).

    image.png.2eba5b7196b2c857495cdaa3a869b76c.png

    So by final count my opposition managed 15 goals from an xG of about 5.5, my team managed 6 from an xG of 13.68.

    I don't buy into the conspiracies that some do about the game being rigged etc etc but it is tough not to get frustrated when  things like this happen. I'm assuming it is a morale issue where some key players had a bad game or two and spiralled but it is extra frustrating as this morale/form collapse has come at a time when morale should be highest- literally the first game of this weird run was the game that won us the league! 

    I see this screenshot but as non native speaker i have a hard time to comprehend where you get the numbers from that you mention i the text below it.

    What the screenshot tells me is that the left side numbers team had probably many low xg chances and the right side numbers team had probably a few high xg chances.

    That makes the result completely legit as simply adding up xg chances imho does not paint an accurate picture on top of xg being a potentially misleading stat for a lack of individual "per player involved modifiers" and the possession numbers make me deem the right team had more counterattacks than the left team which adds to the danger of their attacks.

    Also the performance of GKs is in its critical role for good results not to understate as they singlehandedly make you lose games sometimes if they show a bad performance and i honestly dont believe the AI GKs work the same way than human team GKs bcs of the number of horribly bad GKs the AI hires while still having success to a degree that can only be called miraculous.

    But maybe the AI tactics used have tactic modificators that tone down GK involvment and make it more a cohesion and familiarity + morale issue how they perform.

    Whatsoever, the more dominant you become the less effective your team scores is the general rule of FM and it reflects well on real world football.

     

  9. FM13 was the FM that hooked me for a long time after playing the late FM Online and a little FM11 until i started over with FM16 for other reasons than the ME (CaC it was what i liked).

    Since then i have played every FM each following year and i feel FM13 still holds up itself (not visually but as whole game) while FM24 is the most entertaining 3D game and the ME we can only judge after the last patches and maybe the whole game with the realism mod form Daveincid that i also use.

    If i had to go back to a specific FM version that would not be FM24 it would be FM13 for sure!

  10. Wasnt happy with the Unity announcement anyway as i deem it not a peformant engine that will run efficiently but then this engine is often used by Indy-Studios so it may be a lack if optimization.

    Yet after that pricing stunt my trust in the decisionmaking of that Unity company is nil.

     

    One thing i like FM for is that it really puts no burden on the system and i can have it run in the background doing its things while i do other stuff and have not to care for building up heat in the PC, screaming Cooler-Fans or a soaring elctricity bill.

     

  11. vor 11 Stunden schrieb phd_angel:

    Good question. I always have scouts on cheap contracts but am not sure they make a huge difference in such lower leagues.

    More impactful is the package you choose. The total number of searchable players increases dramatically with broader packages…

    I use that too but only in the transfer windows for 1 month - problem with that is it becomes way to expensive to keep it going and you will lose all data of it over time if you switch it off.

    Scouts seem to keep their knowledge better as long they are with you and are way cheaper than a package.

    So the package is a temporary thing in the lower leagues and scouts are permanently increasing their knowledge over time - so make the best of both of it!

  12. Reduce your paid staff to the minimum.

    Hire u19 staff as they are cheaper (look for u19 staff that works for ~100 Euro per week and after agreeing to a contract change it to first team staff while they are still pondering over it).

    Give staff a secondary job.

    Do never do language courses!

    Get rid of all youth players that can not play in the first team!

    Do not spend any money on youth improvements!

    Stop the paid scouting package outside the transfer windows (set it to zero and probably only pay for that in the first transferwindow month of each summer!

    You can have a few cheap scouts (30 to 50 Euro per week) or some of the age 50+ Football Directors (that will do the scout role for 100 to 150 Euro per week).

  13. Am 5.1.2024 um 17:15 schrieb RiverReveal666:

    100% this. If attributes don't matter then I don't see the point playing. 

    Attributes DO matter but they are one detail in the formula for success and at times this means the better players do lose games in unexplainable ways that sometimes feel like FM mocks upon us players. ;)

     

    PS: Started a new FM24 save to incorporate Daveincids latest FM24 realism patch.

  14. Via contract negotiations - you need to do that when hiring or negotiating a contract extension.

    You offer a normal primary job contract until the other side agrees but still needs a few days to see if better offers come by - it will not work when they agree immediately.

    After exiting the talks you go into the negotiation again and add the secondary job and in 90% they will agree (as long they do not see that as downgrading the offer or are adamant against a certain role).

    You can most times even shift primary and secondary job in that way.

    If they disagree they still are willing to honor the intialy agreed upon offer but do not click to fast as it seems the game engine lags a little.

    Usualy staff that is looking for a u19 job is the cheapest and most willing but there are others that are cheap and willing too but so hard to find - offer all new hirings allways a u19 job if possible when they are willing to accept one and change the job later after they agreed on the contract - that will keep them on the less expensive side as the agreed upon wage is the base for future negotiations (most of the time) even they no longer accept a u19 job.

     

    Hope it works for you!

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