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  1. Going off of WhoScored, Man City average the following per game: 2.89 goals 20.1 shots (7.6 on target) 10.9 dribbles 680.5 passes 89.5% passing 62.6% possession I've tested 4-1-4-1 vs. 4-1-2-2-1 and as far as I can tell, you lose 10-15% in possession, 1-5% passing accuracy and 100-200 total passes. Although I also like the spacing and movement off the ball of the ML/MR vs. the AML/AMR, I simply can't get close the numbers above unless I go with the latter. Regarding roles, I am not happy with the amount of dribbling into defenders any role with a "Dribble Often" PI displays - even on lower mentalities. Therefore, I prefer the Raumdeuter over the W or IF. It would be nice to have a role in the AML / AMR strata that wasn't a playmaker or a target man, didn't have the "Dribble Often" PI and could play with either the "Stay Wider" or "Sit Narrower" PI. I'm finding "Get Further Forward" PI key to simulating the forward runs of the AML / AMR. But is the "Pass into Space" TI needed if my CMs both have the "Take More Risks" and "More Direct Passes" PI? I'm thinking it isn't needed. For Width, it seems like "Wide" is ideal for creating enough horizontal space between positions in order to increase time on the ball without risking passing accuracy. For Tempo, I'm still unsure whether "Slightly Lower" is useful against the more defensive teams or not. Finally, a question to the group about options for pressing: Some of you may recall the fine write-up on Pep's Barcelona over at Passion4FM a few years ago. This was the first time I remember seeing the following recommended opposition instructions associated with Pep's style of pressing, which I have played around with over the few years but haven't concluded if it really helps to better reflect his style or not. Any opinions about this?
  2. That video highlights a key point for me that I'm still trying to work to replicate - the mentality of each player in terms of risk taking. Notice the moments when the Ws/IFs and CMs pass back? There are patterns to when they feel pressure or don't see an obvious option in front of them. When Playing on Positive or even Balance Mentality, I am seeing a bit too aggressive play in these types of situations. Right now I'm leaning towards balanced / counter (depending on how aggressive the opponent is pressing) and I'm trying to determine which players to give the "Take More Risks" PI with the two CMs being the likely candidates. I really feel like positive results in a lot of overly aggressive play although it also is more likely to produce those nice through balls and aggressive moment off the ball. What do others think about this aspect?
  3. What happened to GK Personal Instructions regarding distribution (CBs, FBs, Playmaker, etc.) and corresponding option for type of distribution? I don't see it on the GK PI screen and can't find it anywhere else.
  4. @Cleon This is one of my favorite threads of yours of all time BTW.
  5. Most TIs affect all players' ability in one or more areas while a corresponding Pi affects each player's ability in the same area. For example, the "Work ball in the box" TI in the Attack area of team settings decreases all/most player's likelihood to choose to shoot while the "Shooting" Pi of "Shoot Less Often" also effects a given player's likelihood to shoot. Another example: setting the TI "Passing Directness" to "Short" increases the likelihood that each player will prefer to pass to a nearby player while setting the PI "Passing Directness" to a shorter value than default has the same effect. This is why sometimes you can't increase or decrease the "Passing Directness" PI when the "Passing Directness" TI + Mentality and Shape has already reduced / increased a player to their min/max. One thing I have never been clear on is whether the "Tackling" TI with a setting of "Get Stuck In" or "Stay on Feet" and the "Tackling" Pi with its settings of "Tackle Harder" and "Ease off Tackles" affects the same behavior for a given player. What makes this confusing is the wording and lack of visual indicator in the UI. The TI setting of "Stay on Feet' implies to me that the player will try to tackle without going to ground regardless of how frequently they try to tackle while the PI of "Ease off Tackles" implies the player will only tackle when they think they have a high likelihood of winning the tackle regardless of whether they tackle while going to ground vs. staying on their feet. Does anyone know about this? I.E if I set the Ti to "Stay on Feet" and the PI to "Ease of Tackles", am I modifying the same behavior of the player or two separately behaviors?
  6. This is a really interesting point. I don't think this long passes on the ground is something we can easily replicate. I remember a long long time ago (in FM08 or so?), you could instruct players to play the ball to the feet (as opposed to the head) of a target man...
  7. @Rashidi I really enjoyed the analysis in the following video: I'm not sure I entirely agree with all the aspects of the FM tactic interpretation portion of the video but there are a few things that jump out at me: The prevalence of through-balls The prevalence of counter attacking Getting the balance of how often (and in what phase of the game) to play risky passes forwards vs. play it safe and play back and/or sideways Keeping the ball low / on the ground on crosses Playing with horizontal width to stretch the space between defenders and open passing lanes The importance of tuning such as... IWB vs. FB Defend vs. Support vs. Attack for the FB/IWB positions Adjusting the Defensive Line The suggestion of using Raumdeuters instead of Wingers is an interesting question. I admit that I find the winger's play when the player's dominant foot is the same as the side of the field they are on (example: Sterling playing AMR) to be a bit too predictable and one-dimensional. I think that's mainly down to their dribble wide PI and it results in dribbling into the defense too often and dribbling to the corner too often. I like the movement off the ball by the Raudeuter. However, their mentality is a bit too high for me and it causes them to be too far up the field during build-up play. In order to address these points, I'm currently trying out the IF Support roles with the following PIs: Shoot Less Often Tackle Harder Roam from Position Stay Wider Close Down Much More This analysis (together with @Rashidi's original video) led me to this: I'll report back what I take away but I'm curious if anyone has any takeaways on this alternative to using Wingers.
  8. In my opinion (FWIW), I think @Rashidi has gotten as close as anyone WRT to shape, roles, team instructions, and player instructions. Watching City the past two games (Man Utd and Swansea), I've started to wonder if maybe the MEZ should be on attack rather than support but other than that it seems spot on. Lastly, I still believe that the opposition instructions covered in this article are as close as one can get to replicating the way they press and clog the passing lanes.
  9. Here's how I've been lining up: I've gone back and forth as to whether I like the CD as ST or CO. Because you have a back three, you may be able to be a bit more adventurous in midfield. Try an Attack and Support duty. Likewise, try mixing an AP with some other role rather than two APs as they may be occupying the same space too often. You can analyze this if you look at their average positions and heat maps. Lastly, you may not want to play an aggressive possession as I'm playing so your your team instructions may need to be different. Are you trying to soak up pressure before counter attacking? If so, you may not want to look for overlap because you are trying to win quickly in 2v1 or 1v1 situations rather and you may not want to hold up the ball until your WBs arrive. If you are playing on a counter mentality, try passing into space and hitting early crosses and see what that does for you. Finally, you may want to consider switching to 1 AM and 2 Forwards if you want to player deeper. This will give you an option to let one of your Forwards drift out wide or you AP to collect deeper and feed to the two CFs. Try something like a DLF-S and an AF-A?
  10. I believe they have already explained why they had to take out the classic 2d view and why it won't be coming back.
  11. Zoom helps a lot. If there are any opportunities to optimize what portion of the stadium you render based on zoom, I suspect you can free up resources for those of us who zoom all the way in like this screeenshot. I still believe it would be useful to remove / freeze the sign boards in this view. Thanks for the quick turn around on the feedback!
  12. Good to hear. Another suggestion: Allow disabling of the moving signboards. Either allow a config option to stop them from scrolling / moving or allow an option to remove them entirely. I don't find they add a lot in the 2d view and they become distracting as they move around.
  13. It appears camera height and camera zoom is disabled in the 2D view. It would great to be able to zoom in such that I can maximize the pitch size when pinning widgets. Also note that pinning affects the view between match highlights. I'm not sure you need that.
  14. I'm really missing 2D classic and am finding the remaining 2d option not viable. I'll have to give the data analyst camera view a try.
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