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BiggusD

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Everything posted by BiggusD

  1. It works every time your game reaches April 1st while the real-life date is also April 1st.
  2. I would like to expand on the Attacking transition and Attacking phases. The way I see it there are three attacking phases; * The initial attack (i.e when a player makes the decision to move the ball forward from a deeper position - that is, not retaining possession) - the intial movements of forwards and advanced midfielders are carried out in this phase, and the initial attack is then carried out until its end. * That end is divided into two possibilities - a finish, or a decision to not finish. In the latter case, the ball carrier waits for support from attacking defenders or support midfielders or forwards, and therefore pass the ball either backwards or sideways in a bid to continue the attack. This "secondary attack phase" also end in two possibilities; a finish, or the decision not to finish. * In the latter case, all forward movement has stopped and the opposition is organized and in their defensive positions. This does not mean that the attack is over, though. It is now time for all your players that have finished their runs to attempt finding space, often by backtracking a bit, to drag defenders out of position. This is the "tertiary attack phase". You more or less start again, often by passing to your central defenders or a holding midfielder, and the normal procedure is basically to pass back and forth, left and right in a "Handball" fashion - in an attempt to pry open the parked bus. As it is now, we recreate all these by the use of defensive-minded Strategies aided by team instructions such as Retain Possession, Pass Shorter and Work Ball into Box. However, this should not be necessary! If there are no viable passing options because the forwards have been marked out of the game, so that your Attack-duty Winger on an Attacking Team Mentality is wondering what to do, trying to cross, shoot or dribble anyways should be a bad decision (only made by players with low Decisions and Team Work)! You should not have to instruct Retain Possession and all the other patience-inducing team instructions to make him correctly choose a pass backwards or sideways. If you truly were so desperate to create chances that you want him to make that cross, dribble or shot regardless of how low-percentage those choices are, you should rather have to add team instructions such as "Route One", "Much Higher Tempo" and "Take More Risks" etc. Those team instructions should be reserved for special cases. I feel that the OP addresses the unintuitiveness of the Team Mentality UI quite nicely, but I would like to be able to make sure that the team gets to the "tertiary attacking phase" without me specifically ordering them to skip the secondary one (which is what Retain Possession does). Maybe this could be achieved by reversing the decision-making priorities of all players to be more on the safe side rather than the (in my opinion) stressed-out side that I perceive the FM15 ME to be.
  3. I seem to have found a tactic that works for me now. It's a defensive 424
  4. I do the exact same things you do. One question, though; will attack-duty players look to pass mainly forward even on Defensive? Is Close Down Much More increasing mentality? The problem is not that I do not defend compactly, and I do really do everything in my power to make the team play patiently when a counter-attack is not on. The problem is that no matter what I do my players will still look to finish the attacks too early. They are taking pot-shots and hopeful crosses against a packed defense, before my attacking wing backs even enter the final third! My BBM still finds himself well outside the area when my wingers or striker finishes, which explains why I am not managing to stretch their defense to create holes. And yes I have short passing, work ball into box, play out of defense and Play Slower all ticked. When I tick Retain Possession, chance creation stops entirely. I guess setting most of the players to Support and Defend will fix this, but then there will be no movement and I will always play against a packed defense because apparently I have to tell them to do either one; be patient OR furiously desperate to score a goal - I cannot tell them to be patient when a quick attack is not on, but go for a quick attack when the opposition is out of balance (not counting actual Counter-attacks, where every player on my team gets max attacking mentality and rushes forward; they are there but usually too chaotic to result in anything good). In either case I am ending up playing football management's version of Starcraft, stacking orders for them to do anything sensible. I'm more the Gratuitous Space Battles player...
  5. Except that there is very little to gain from incrasing team mentality and pushing up higher/closing down more. I started using a Defensive wide 433 and the first three matches were very good. Created lots of chances, scored goals and kept them from creating anything. Then I stopped creating a lot of chances and eventually stopped playing well. Why? Well, perhaps they were just more defensive than me?
  6. Well, basically, More Direct and Higher Tempo increases the speed with which your team wants to finish the attacks. When your strikers get the ball they do not wait for the midfielders and defenders to join them, but are looking to finish while their initial movement is still on. Work Ball into Box sets crossing and long shots down a notch or three. That doesn't actually help much. It makes the wingers go for the dribble or shot/pass rather than the cross. The efforts are tame because they are made regardless of whether they have found space for themselves to shoot in or not. If you want better shots and bigger chances, you are probably better off playing slowly enough to let your full backs and midfielders that are set to Attack/support join the attacks before your forwards decide to shoot.
  7. I haven't managed to find a stable tactic yet. Big ups and big downs isn't good enough. I'm tired of it now, so I'll try some more.
  8. I have had excellent long-term games with Las Palmas, Oviedo and Benfica on my own. With friends we have had excellent games with Barcelona/Real Madrid, and many many different sides in Italy. For some reason we usually end up playing long-term games in Italy. I think this is because in previous versions success eventually generated a lot of money for any club there (and in England), while the Bundesliga and La Liga have both had some sort of "glass roof" when it comes to money and reputation. It just took too long to become a rich club outside of England and Italy. Have anyone played in Spain with a small club long enough to rival the money and reputation of Real and Barca? It took me 10 years with Oviedo in FM14, and even then I could still not attract every worldwide superstar from the other big clubs.
  9. Both my right-back and my friend's right-back have ratings in the high 7s and many many MOM awards. They are hailed as world-class full-backs. Judging by their attributes, they are nowhere near world-class and I can't spot anything obvious that makes their ratings so high. Their attributes are both very balanced - from 13-15 in most attributes, both defensive and attacking ones. They don't have particularly many assists and no goals. A ball-winning DM may get very high ratings because he will be involved in so many challenges. A DM meant to provide cover for the midfield going forward and a passing outlet from the attacking third, however, will likely not get high ratings. This particular case could be fixed by identifying how many passes and runs the opposition could NOT make because he was in the way. We could divide Interceptions into Active and Passive interceptions. This would also be a statistic that would help us and the assistant pinpoint the reason that we're not creating anything - a team that is standing off will simply block the space and the opposition players will begin racking up Passive Interceptions.
  10. Something that hasn't been mentioned yet is the timing of runs vs tempo. A wide 4231 is a tactic with four players in the Forward (striker + attacking midfielders) area, and is therefore not very different from a 424 in that respect. The difference is that you have a player sitting between the midfield and the striker who is meant to connect them. As someone mentioned, he is usually a playmaker type, and he wants movement in front of him so that he can do his playmaking thing. The thing is that when he gets the ball from the midfielders against an organized defense, the three guys in front of him are usually already being marked. If the two midfielders behind him aren't moving forward any time soon, and the full backs are set to support so that they'll wait a little bit before making those forward runs as well, then there is absolutely nothing for him to do except trying to dribble or pass backwards (depending on team mentality). Against a disorganized defense (you win possession of the ball on your own half or in the midfield area), he has plenty of options, though, but those situations are probably going to be rare against a defensive side - and in FM15 most AI opponents are rather careful. Therefore, such a 4231 tactic is probably best served as a high possession, short passing tactic where you patiently probe for openings and the AMC is the one who is supposed to pick those passes from around 20-25 meters. One defensive midfielder is enough to provide cover when you do these long-winded attacks, along with the two central defenders. The other central midfielder should be set to a support role. A Poacher or an Advanced Forward will try to get into the box asap, and while that is nice enough, he won't be a big part of your passing game alone up there. A pass to such a player must come quite early to let him be a regular threat, something which is normally prevented by a slow passing game. This is why you are adviced to use a striker who comes deep (support). A DLF-A, however, will both look to run onto through balls and drop deep to hold up early passes for the rest of the team to move up into attacking positions - so that is a possible solution (he won't do the latter as efficiently as a DLF-S). Full backs on Attack run forward into attacking positions quite early, which is nice, but they are also more attack-minded and you may find them taking too high risks and also try early crosses into the box while there are only 1-3 men in there. They will primarily look for passing options in front of them, even though the opposition defense is organized and the players they can see are all marked out of the game. That is incidentally also what -everybody- looks to do when you have set their mentalities to Control or Attack. Even at Standard they are not looking too much backwards for a safe pass. Another negative consequence of using attacking full backs is that they leave their defensive positions early to join the attack, and thus the defenders could be left with the long punt as the only viable option if you build up from the back... especially when you're using limited defenders. In short, WHEN runs happen and WHEN passes happen must coincide If I were you, I would make a very basic version of the tactic with few (1-2 max) Attack duties and pretty basic roles, no team or player instructions (perhaps except the keeper to roll it out) set to Standard... and see what happens. Then change based on the specific needs of that game.
  11. It entirely depends on how much trouble he caused you without it. The defender man-marking him will follow him around, causing gaps in your defense which can be abused.
  12. I think the description in the game said it did this. In addition I could see the behaviour on the pitch. The basic principle of football tactics is to make sure that the players choose the best option available to them at all times. If they do, they are going to play well (although not necessarily win). To me, trying to dribble through 4-5 defenders or low-percentage shots are -never- the best option, so I want to make sure that he will turn around to pass back when he is isolated up front (or that he isn't). Standard does this most of the time, except when he's got space to run in (the opponent is not parking the bus). Attack more or less instructs them to choose the worst option in those circumstances, and even though it is possible to tweak that behaviour a little with team instructions, I am generally against ticking off more than a few of them at a time because each one reduces the number of options available to your players.
  13. But one of the best tactics in the download section, a 4-4-1-1, uses Contain. My friend uses it and he is hardly giving any points away to the AI. The AI looks completely lost as to how to play against him. They just stand there with the ball until they are tackled and then he does attack quickly and in numbers. To me, those are telltale signs that it is exploiting some tactical aspects of the AI's toolbox. Contain, short passing, retain possession, work ball into box, pass into space, play out of defence and play very slowly selected (I think). Also push up and close down more iirc.
  14. Yes I think that by the description given in the game and by the advisors in here, Attack is a strategy that should only be used when you are behind and have nothing to lose, or when finesse somehow fails and you have to resort to The Bigger Hammer Theorem. Plan A should be Contain, Defensive, Counter or Standard. Control for when you need to risk more but don't want to risk too much, while Attack and Overload are two different kinds of "desperate". I'm not saying "don't play Control or Attack", but I am pretty sure that their all-purpose nature we were familiar with in earlier versions is now more or less gone. The AI is pretty capable of defending against those kinds of tactics in FM15, at least some of them are - I have had a lot of success with Control/Attack and formations like 343 and 433, but then I get smashed and it is difficult to figure out what exactly the ones who beat me did that the helpless victims did not. Over a length of time I would not recommend hammer-wielding as a starting strategy.
  15. Well, to begin with, 4 shots on target out of 18 is 22%. That is extremely poor. It should be around 50% or better. Out of those shots on goal, I feel that 33% should become goals before I am happy with the way the team played. In order to get good shots on goal, you need to have enough players in the final third that the opposition has to leave their position to close the ball carrier down. If you play Attacking and don't add team instructions that slow down the play, the crosses, through balls and shots are likely aimed at 1-4 players in or around the box, which is probably about half the amount of people defending that area. They are looking to finish the attack before the support comes running from the midfield and defense.
  16. I think that the names of the strategies may be a little bit misleading. Attack is a strategy where the players take lots of risks (dribbling, low-percentage shooting etc), mostly look for players in front of them (and if they cannot find anyone they are reluctant to pass backwards or sidewards), they push more up and hesitate quite a bit before making the return runs, play wider, quicker and start their forward runs at an earlier point. Contain is a strategy where the players take little or no risks, are keen to look for passes backwards and sideways, are very keen to make the return runs and start their forward runs rather late. The team is playing more narrowly, slowly and drop deeper when defending. So in other words, against a 4141 - one of the most defensive formations in the game - set to defend or contain, there is no space to run forwards into, quick passing is more likely to be intercepted, crosses blocked or cleared away and dribbling is less likely to succeed. You just try to smash a hole through a parked bus with a sledge hammer. Sometimes it works, sometimes you need an even bigger hammer - but often this strategy will fail. Some of the most popular tactics in the download sections here and on other sites are set to Contain, but they still score a lot of goals. I play a wide 424 at Standard, and I am always ready to press the Retain Possession button in case my quartet up front become isolated because the attacks are being finished too early (the team becomes "stretched out") or I can't get hold of the ball. You may think that 424 is a very attacking tactic, but at Standard without any team instructions it is actually not. In my interpretation there are three attacking phases; 1) The initial quick attack phase, 2) The secondary movement phase and 3) The rebuild phase. In 1) I only attack with four players, in 2) one of the four guys up front passes sideways or backwards to the onrushing support-role midfielders and defenders because the three other forwards have already been picked up/stopped their runs, and in 3) the forwards start their second forward runs after retracking a little bit, and the full backs have arrived in an attacking position. The thing is that the first phase is mostly useless against parked buses, and in order to keep the ball long enough for the secondary movement to initiate, I need to Retain Possession or even Play Slower. The tactic needs to be set up to patiently pass the ball around in the attacking third in order to create space. You need to drag the defenders left and right so that your strikers can lose their marker. This is very difficult to achieve with Attacking and even Control. As for Work Ball into Box - it sets both crossing and shooting to happen more rarely. In general, if you are having too many shots, adding Work Ball into Box will stop that from happening but it may come at the cost of not creating any real chances at all. If so, you should consider it a band-aid on a torn-off foot since the approach as a whole is unsuitable to the situation.
  17. How do you know that Mancini uses him as a Ball-Winning Midfielder - that is, that role as it is interpreted by SI and its researchers? Do you think that Mancini called SI Towers to make sure that the role he gave Medel was called Ball-Winning Midfielder before he gave it a go? In FM, that is a role that gets a yellow card every other match even when the player who fills it is a Jonny-nice-guy. Just ignore what the role is called and FM's own judgement of what the player would be most suitable as - make your own judgement; will Gary Medel win the ball in the midfield efficiently enough as a MC-D, without getting all those cards? If yes, then use him as a MC-D. If no, then continue to get a yellow or two every match, I don't really care.
  18. Yeah but 6-2 is eight goals - a high-scoring game. I don't always lose when I concede early or win when I score early, but sometimes the team that scored early get fired up while at the same time the conceding team just shuts down. That's when big wins like those in the screenshots above occur. Other instances of high-scoring games occur when both teams go attacking.
  19. In all three matches, the first goal was scored in the first 10 minutes of the game. I have been on both sides of that, and quite often it leads to high-scoring games like this. When I have been on the receiving end, the performances of the whole team become truly dreadful while the other team shrugs off any poor morale or lack of faith and become supreme overlords of football. It might be that the morale swing caused by early goals is too extreme in some cases
  20. This will be helpful because user-related injuries (usually muscle and tendons) would then show up when the user is straining his players too much. Broken bones are then bad luck and not a random chance after a green injury and 80% condition. This is the kind of in-game feedback we're talking about. In addition it would be noticed by the head physio and relayed to you in staff meetings. This, and a regularly scheduled update from the assistant about who have been training well and who shows signs of, for instance, fatigue (jadedness) or even hints about a new hidden stat; mental readiness, would go a long way of both improving gameplay and realism.
  21. Obviously he won't get a new contract because of a tiny run of good form over half a year prior. It was a silly demand in the first place, and it became even more nonsensical for each week that passed where he either didn't play because of injury or played ordinarily/badly. Nobody gets a new contract for any other reason than that it is expiring in a year and I want them to stay/not leave for free. They can come knocking all they want, ranting like sulky children, but it will have absolutely no effect. If they actually want to stay at the club, then, they better learn to suck it up and carry on. Getting a seasoned professional hammering at my office door every time an inferior club emails me a lowball offer is not in any way representing reality. Their agents, yes - that is to be expected, but then having his client throwing an automatic hissy fit that I can't respond to in Classic is just adding an insult to injury.
  22. Actually he said he lost three matches, but have won only one in eight. Will the players ever "forgive me" if they have an issue? There was this player who played well in 3-4 matches in a row in December and subsequently wanted a new contract. Then he got injured for a couple of months. When he came back from that injury, he almost instantly complained about how badly I had treated him and got a couple of buddies with him on it. When I sold him in July he was still demanding that new contract due to good form... 7 months earlier. I like these efforts to make it harder to keep your in-form players, that players are on the move for something better, but when these "interactions" (there is no interaction in Classic, yet they are still there messing things up!) have so far-reaching consequences they need to make sense all the way. Right now there is much to be desired in this part of the game.
  23. They do, but the more common choice is to put them straight into the starting eleven once they are fit. The more important the player, the less likely he is to play reserve matches to regain match fitness. Are you seriously suggesting that what every manager on earth does with all his players is to, after an injury for instance, field them in the reserve team for 2-4 matches before they -dare- to use them in competitive matches at all?
  24. Actually, I see plenty of AI injuries in my games. After all, they -do- go Attack and heavily closing down too, often late in the game with tired players. They don't rotate as much as I do and therefore regularly start players with condition in the seventies or lower. I don't suffer (much) from injuries and average at 1-2 at any time, with peaks up to 4-5 in some periods. There is one player in my squad who is injury prone and if anybody is stretchered off it is usually him. That's season three with Bradford, though. Season one with Lazio was dreadful! Those Romans are brittle! In any case, me or you not having problems is a non-issue. Just thinking about it, I play two friendlies every week of the pre-season and never start players who lack match fitness - instead I let them play for the reserves until they are fully ready. The latter of those two is an adaptation to FM15. None of them are realistic, though - these things do not happen in the real world. I go in and change the setup that is already there (in Classic) to accomodate the needs for fitness in this ME, but isn't it reasonable to assume that the assistant does it right and that 5-6 friendlies are enough to give the whole squad match fitness so that they are ready for the season? It doesn't appear so - I took training out of the hands of the assistant and set it to Balanced and Average, yielding a Medium overall workload, and that's where it has been for three seasons. Nowhere in FM does it say that the players benefit from fitness training in pre-season, yet presumably it is a good idea. Does the assistant do that automatically? Is it a good idea to do so? Nobody knows, but I only do things that yields a verifiable, positive output with the goal to win FM... I'm not roleplaying.
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