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About flere-imsaho

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  1. http://community.sigames.com/showthread.php/364344-FM14-Difference-between-Regista-and-Deep-Lying-Playmaker?p=9096579&viewfull=1#post9096579
  2. Oh sure, release this while those of us in the U.S. are still at work. Jerks.
  3. Looks great, and I like the additions, especially having more control over training without having to go into the excruciating detail found in Full Fat. "Dodgy Lasange" is fine, but not my cup of tea. I'd prefer 100% realism, tbh. My two main requests remain: 1. Ability to use "Instant Result" at any point in a match, such as when I'm winning 5-0. 2. During game setup, having the ability (via a wizard is fine) to add custom players to the db. To define a use case: I'd like to add my sons to the game. I'd like the wizard to ask me their names & birthdates and desired ages upon game start, to ask what potential I want to give them (i.e. world-class), and if I want to customize any attributes, positions, etc... or if I want those randomized. And of course personal affinities (I am their father, after all). I'd pay $20 for this as an unlockable, easy. But good stuff, looking forward to it SI!
  4. This is my tried-and-true formation. My latest iteration is: AF-A DLF-S DLP-D CM-A AP-S DM-D FB-A CD-D CD-D FB-S I keep it on fluid and use Counter, Standard and Attacking depending on the opposition. I started out with CM-D and CM-S on either side of the CM-A, but felt they had too little "direction" if that makes sense, so gave them (and only them) some specialized roles. I use a DM-D because I want someone who's going to hold his position in that space just in front of the center backs, which is so crucial to stopping dangerous situations. I use FBs instead of WBs mainly because good WBs are hard to find at the lower levels (where I'm playing). The FB-A is on the left as the DLP-D does a good job covering for him when he goes forward. On the right side, the triangle of support roles does a good job patiently building up play. Getting the CM-A to score, to me, is less about instructions and more about the player himself. I've had good success with using a bigger, tougher guy in this role, as the speedy, smaller guys I've put into the role, who you would think would succeed by dribbling quickly into the danger zone, just get knocked off the ball. When my tough CM-A pushes up into the final third, the mayhem he causes definitely creates a lot of open looks. Plus, with decent heading he puts a good few crosses away.
  5. I'd be interested in knowing how one can tell, when playing defensively, if your team's lack of goals is due to just playing defensively, or is due to the attackers not playing well, or even the attacking part of the system not working. Playing defensive is no good if you keep going 0-0.
  6. Looking at that fixture list I'd suspect one of the reasons for the poor run of form is exhaustion, especially if you're not able to rotate the squad enough.
  7. Here's an answer I gave previously with which most seemed to agree: http://community.sigames.com/showthread.php/32160-Stupid-Questions-Thread-(Tactic-and-Training-Questions-Only)?p=9234693&viewfull=1#post9234693
  8. One thing that stands out is the counter mentality + work ball into box shout + play ball out of defence shout. The latter 2 are somewhat in conflict with the counter mentality, which is somewhat in conflict with the style you're trying to accomplish. So, you say: While counter as a mentality is slow-paced overall, the point of it is that it'll tick into fast when the counter is on, which can lead to some of the rushed shots and/or lack of opportunities you may be experiencing. In addition, if your team gets forward via the counter (i.e. fast), they'll slow right down again to "work the ball into the box". In addition, you're telling them to counter when possible, but also to play the ball slowly out of defence. So, I would recommend you shift your mentality to "Standard" and go ahead and keep those two shouts if you want. If you want to keep a little more defensive solidity (and slowness), add in "Retain Possession". I might also get rid of "get stuck in" as the results from this can sometimes speed up the game which is what you're trying to avoid. Otherwise, I'd agree with thizaum that you have an opportunity to add more creativity in central midfield. I might go with a DLP-S and AP-A combo, but you might want to experiment a bit. Don't worry so much if the attributes aren't ideal, though do try to get better players. The thing you're going for here is asking those two guys to create, whereas regular CMs might, or might not.
  9. This is pretty much the book on mentality. Nothing further needs to be written. Absolutely stunning job!
  10. From an attacking standpoint, I think the challenge you're having is that all five of your midfielders & forwards are going to end up in the same place. Specifically, if you count down from the top of the pitch in your tactics screenshot (count down by the different colored lines of grass), they're all going to end up in the center (horizontally) somewhere between the 5th & 10th line of the grass. This congestion and lack of creative movement is what's causing all those shots to be, essentially, snatched & off-target shots. Let's get specific. Each of those roles/duties has a description in the game, but let's talk about what they're actually doing (something you can hopefully see when you watch the game, especially if you watch most, if not all of it). F9: He's going to drop into space so as to let others drive into the space (up top) he's left, which is fine, but... IF(A): The Inside Forward with an Attack duty is looking to pick up the ball deep/wide and drive with it towards the goal. Both will be driving right through the space the F9 is sitting in as he drops deep, which is bad. AP(A): Also picks up the ball and drives through goal. Unlike the IF(A), who is primarily looking to shoot, the AP(A) is more looking to pass, but will also shoot. But he's also going to drive through that space with the F9. And when he gets just outside the box, will someone be there for his clever pass? No, because the IFs don't drive forward without the ball (though they may wander forward, which is less helpful). So, he'll just snatch at a shot, which will probably be off-target. BBM(S): Bombs forward when in attack. Which can be great, but he too is clogging space. So, ideas. I have to say I am not great with this particular formation, and there are a number of other great threads on this formation out there I'd suggest you read instead. But having said that I might do the following: Change the left IF(A) to IF(S). Change the right IF(A) to Winger(A). Change the AP(A) to CM(A). Change the BBM(S) to DLP(S). Change the left FB(S) to FB(A). Now, when you go forward your CM(A), W(A) and FB(A) will all bomb forward, relatively spaced out. The Support roles have runners to whom to pass the ball, and the Attack roles have support teammates to get the ball if they need to bail. The IF(S) and F9(S) will now have people ahead of them to take advantage of their creativity in the center, and the center itself is going to be less congested. Lastly, a lot of people question the utility of having wide men go forward in modern football, feeling that crossing as a tactic is somewhat played out. While that's a topic for a much more involved post, bear in mind that both the Winger(A) and FB(A) will also get them into attacking & shooting positions as well. It's not as if they will spend all their time out on the wing. Anyway, hope that helps!
  11. Thanks for the clarification, Lucas! SI's reasoning seems very sound in this case.
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