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Found 8 results

  1. Hello and good morning to Sports Interactive and to the rest of the forums. During my time of playing Football Manager and Championship Manager, and I've played since CM Italy back in 1993. If one would look at my steam library, they would find all the versions of Football Manager, and probably be shocked at exactly how many hours I've put into these games. - but I simply love these games, don't you? In the past, there have been so many helpful people around these forums that could help eachother, even in cases, Sports Interactive employees / administrators step in to clear something up. - and I hope this time, to END the many assumptions about HOW two-footedness works in Football Manager. Now, Football Manager has certainly come a LONG way since they first started out, and each iteration brings more and more reality to the 'game' and we simply cannot get enough! But there are aspects to the game, which easily gets misunderstood, even for people that have played the game for years on end, or even for people that also have an amateur, semi-pro or even pro football career in the real world. One of such bandits is the "Two-Footedness" I personally see a player being able to drible, tackle, pass and shoot successfully with both feet as someone that is somewhat rare and should potentially be able to suit more 'roles' and be a generally better player than someone who isnt adept with both feet. But within the game itself, this just doesnt seem like the case? I know a two-footed striker should have more options in front of goal, but how do be know? Becuase its logical, or because SI tell us so? - The answer is, because its logical! And then when you also factor in, that how good a player is with both feet, also limits his total potential attributewise, then surely, two-footedness MUST be good. But Sports Interactive as far as I can tell on the forums, has never, EVER been here to tell us this. So all we can do, is guess - but is that fair? Considering how much the 'Current Ability pricetag' that comes with two-footedness ability? I've tried to create my own personal tests over the years, but I can never come to any real conclusion, because there are so many factors to consider. Lets consider for posterity, that you have two strikers. Striker A, has poor two-footedness, but he has superb finishing (finishing, composure, decisions and technique) with his good foot - he rarely misses the target. Striker B, can use either foot, but he has average finishing (finishing, composure, decisions and technique) he doesnt always get the shot on target, but he can use both feet. I don't see the Match Engine giving the two-footed player any benefits in front of goal, in my tests (yes personal experience) Striker A always scores alot more than Striker B. Here are some questions for Sports Interactive, and anyone else that wants to comment on it. But please, we are all humans, and NO one outside Sports Interactive, knows the inner workings of the match engine. 1) - What are the 'direct' benefits to a player having good ability with both feet, to one not having good ability with both feet, considering how expensive two-footedness is. - And please, no 'logical' answers that you think is the correct answer. 2) - Does a player with 15+ ability on both feet have some invisible boost to his visible attributes, since they are generally lower than someone with poor two-footedness? 3) - Why can a left wing inside forward, with only good right foot ability, still cross as well as a left-footed winger on the left wing when he gets the chance? I am really hoping for some clarification into these questions from Sports Interactive, not direct answers as to how it works in the match engine - some secrets are best left alone. But at least some understanding for us average joes out there, that just dont understand the logic behind some of the things in this greatgame. Thank you.
  2. Hi, I have the fm 2017 editor. Since I think Youri Tielemans should have a higher score for he's long shots in increased it. Next month he started to decrease for all other abilities. From what I understand from the other topics this is due to a difference between current ability and recommended current ability(which i cannot change in the game). What do I need to do if I want to increase some stats of my players without freezing their abilities (I just want to give them u jump in progress). PLease help!
  3. Hi Was just wondering if I edit a player's attributes without editing his CA, would that mean that the edited attributes would (fast/slowly?) decrease to fit the CA? Because, afaik, the CA "overrides" the attributes, am I right? And if I edit a players CA (raising it) without editing the attributes, would that lead to a (fast/slow?) increase in the attributes, and if so, which ones? All? Those fit for his positions/roles?
  4. I have a request regarding the potential ability of players in FM. For those who aren't aware, currently a player's PA can be one value (eg 175), or it can be a range between 30 (eg 150-180). I believe that the PA range of a player should be completely customisable. This could be most effective when used judging the PA of raw prospects between the ages of 16-18. As such players are largely unknown, it is very hard to judge the potential of them realistically. Every year, many young players especially at top academies burst onto the scene, who were mostly unheard of previously. For this example, let's assume that a young player at a top academy has a PA of -8, (130-160). This would most likely make them a mid-level premier league player. Surely it would be more realistic to have a larger PA range, such as 130-180. This would mean that the players potential is more variable between different saves, increasing the 'unknown factor'. Along with many other members of the community, I prefer nurturing and developing newgens to real players. This is because it is impossible to develop them to a high level when they have such low/small PA ranges. This idea would mean you can never know for sure how good your youth players at the beginning of the game can become, and are forced to at least give them a shot and keep an eye on them, rather than discarding them on first viewing. Now, an example for slightly older players. If Phillipe Coutinho has a CA of 158, and a PA of 175, this is the same in every save. However, no one knows for sure whether he will reach this potential, or even exceed it, therefore I think a range is more realistic in this case. Saying this, surely a PA range of 30 is too much? Perhaps Coutinho could have a smaller range of 165-183, or something similar to that. This could also be useful for older players too. Robert Lewandowski is 27, can we be sure he has reached his peak yet? I believe his CA and PA in the current database is 178. This means that the game thinks Lewandowski will 100% not improve any further at all. There is surely a chance that he will improve, even if it is very slightly. This would mean his PA could be 178-184 or even 178-182. These are perhaps not the best examples, however I hope you have a good understanding of this idea. This may not make a huge difference on an individual basis, however if this is implemented correctly I believe it could help the game become far more realistic. Would love to hear your thoughts.
  5. I've got Thomas Lemar, whose primary position in the game is that of left-winger, and I'm wondering about getting him to develop his weaker foot so that he'll can be more effective as a central attacking midfielder (his right foot is current 8/20) Anyone know how many current ability points each point of improvement in his weaker foot might cost? Thanks
  6. Hello, I was trying to find the CA cost of attributes for Football Manager 2017 but I haven't seem to be able to find it. Can anyone post the new values for me please? Also, what do you think about improving the weak foot on a striker? It took a quite bit of CA and I am not sure if it worths it.
  7. I've found a good coach with CA-116 and PA-151. He is 49y old. Till what age should i expect his CA to improve? Is there an age limit?
  8. Hi, I want to know that how much Current ability can you edit above 200 without declining or crash in Football manager 2016 with any type of editor? What if i make my team to 255 CA and then freeze their CA/PA and How?? Thanks in Advance
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