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Quickfire Questions and Answers Thread (Tactic and Training Questions Only)


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In that case then, no. Standard is neither attacking nor defensive. It is middle of the road. In a philosophical sense I suppose it is both, since it does both in equal measure, but the reality is that neither measure could be described as attacking or defensive. As Cleon said, the best way to emulate an attacking AND defensive tactic is through roles and duties, and perhaps philosophy as well.

Thanks Dr. Hook, the question was really about Mentality itself and if Standard could be, in FM terms, the mentality closer to the tiki-taka definition I quoted from wiki.

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Tiki-taka isn't anything about mentity thought it's the use of short passing and intelligent interchangeable movement and that can be achieved in any mentality. The key is the role selections and duties used not the mentality. You can attack and defend equally in any strategy that's

Why role selection is vital, you can't really isolate mentality and apply it to what you are asking imo

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Tiki Take isn't anything about mentity thought it's the use of short passing and intelligent interchangeable movement and that can be achieved in any mentality. The key is the role selections and duties used not the mentality imo

But there are few adjustments to make when it's tiki-taka in football and tiki-taka in FM, I guess. Or that way we could set Contain or Overload that it just wouldn't matter. :confused: If, by definition, tiki-taka is both defensive and offensive (imo it's more defensive in the sense that the team is suppose to defend with / having the ball) and if, by definition, Standard mentality in FM is both, I wondered that it would be appropriate using Standard. And then, with roles and duties, I can give the team a few inches more defensive or more offensive. Is this out of logic ?

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Got another question. Enner Valencia is doing great for me as a CF A. Scores plenty and has a great assist record. His greatest threat is when he runs down the right and whips over a cross where Sakho (as a DF S) has got many a goal but I would like him to do it more often. He has the PM runs down the right, but I added "run wide with ball" in an effort to get him doing it more but that didn't really work. Also there isn't an option to get him to cross more so any ideas how to increase him doing this?

Also I am a bit flummoxed as to why Sakho gets on the end of his crosses but when I play Carroll in the Sakho role he never gets on the end of any of Valencia's crosses which is a shame because Carroll obviously has the aerial attributes. Other attributes oddly enough aren't far off Sakhos bizarrely having 14 for pace with Sakho only on 15. Acceleration is lower and off the ball is slightly lower so without a stand out stat I can't see why he isn't getting in there unless fitness plays a part?

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But there are few adjustments to make when it's tiki-taka in football and tiki-taka in FM, I guess. Or that way we could set Contain or Overload that it just wouldn't matter. :confused: If, by definition, tiki-taka is both defensive and offensive (imo it's more defensive in the sense that the team is suppose to defend with / having the ball) and if, by definition, Standard mentality in FM is both, I wondered that it would be appropriate using Standard. And then, with roles and duties, I can give the team a few inches more defensive or more offensive. Is this out of logic ?

I think philosophy is more important than the mentality for what you are asking. You have to remember that in the TC, most instructions like runs, pass risk etc are defined by the player's role/duty combination, not the team mentality. Which means the roles and duties along with philosophy will determine if players are involved in both attacking and defending in equal measure and not mentality. You should read this thread;

http://community.sigames.com/showthread.php/382854-The-Mentality-Ladder-A-Practical-Framework-for-Understanding-Fluidity-and-Duty?p=9379528&viewfull=1#post9379528

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Got another question. Enner Valencia is doing great for me as a CF A. Scores plenty and has a great assist record. His greatest threat is when he runs down the right and whips over a cross where Sakho (as a DF S) has got many a goal but I would like him to do it more often. He has the PM runs down the right, but I added "run wide with ball" in an effort to get him doing it more but that didn't really work. Also there isn't an option to get him to cross more so any ideas how to increase him doing this?

Also I am a bit flummoxed as to why Sakho gets on the end of his crosses but when I play Carroll in the Sakho role he never gets on the end of any of Valencia's crosses which is a shame because Carroll obviously has the aerial attributes. Other attributes oddly enough aren't far off Sakhos bizarrely having 14 for pace with Sakho only on 15. Acceleration is lower and off the ball is slightly lower so without a stand out stat I can't see why he isn't getting in there unless fitness plays a part?

Maybe its Sakho's acceleration which plays the part here and he's able to move into the dangerous areas a lot faster? He has quite a bit more acceleration than Carroll does which is what's used over short distances and pace is used over long distance. Sakho also has the better agility so he can turn his body much quicker and change direction easier if needed, where as Carroll is poor for this due to his agility been in the single figures.

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Maybe its Sakho's acceleration which plays the part here and he's able to move into the dangerous areas a lot faster? He has quite a bit more acceleration than Carroll does which is what's used over short distances and pace is used over long distance. Sakho also has the better agility so he can turn his body much quicker and change direction easier if needed, where as Carroll is poor for this due to his agility been in the single figures.

You are probably right Cleon. Had him down for agility training for a while as it was low. May train preferred move as "penalty box player" as I am playing FMC,. Would that be your suggestion or another training option?

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You are probably right Cleon. Had him down for agility training for a while as it was low. May train preferred move as "penalty box player" as I am playing FMC,. Would that be your suggestion or another training option?

That PPM would probably limit the players' overall contribution in the long run, which might not be what you want? It isn't a PPM I have any experience of, but it just sounds like a means of converting another Role into a Poacher-esque Role.

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Hmm, well my theorycrafting led me to create this;

GK/D

DL: CWB/A

DC: CD/D

DC: CD/D

DR: FB/A

DM: Anchor/D

MC: B2B/S

MC: CM/A

MR: WM/S

AML: R/A

FC: F9/S

Maybe it needs more creator types, though I was trying to see if I could make something that uses roles I don't tend to use often in midfield and maybe rely less on out and out playmakers.

Interesting that in that set up only the F9 and WM need vision, though I would argue I would need a midfield team that is competent at seeing and creating the passes for the Raumdeuter... I'll get round to experimenting on it though.

Oh and the Team setup is;

Counter / Flexible

Shorter Passing,

Pass into Space,

Push higher up,

Close down less.

Push higher is to compensate for the DM pushing the line back, the rest is the style I'm aiming for, a short passing game based around containment as opposed to rapid pressing.

I like this idea a lot, lots of runners. I hope you keep us updated.

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I think philosophy is more important than the mentality for what you are asking. You have to remember that in the TC, most instructions like runs, pass risk etc are defined by the player's role/duty combination, not the team mentality. Which means the roles and duties along with philosophy will determine if players are involved in both attacking and defending in equal measure and not mentality. You should read this thread;

http://community.sigames.com/showthread.php/382854-The-Mentality-Ladder-A-Practical-Framework-for-Understanding-Fluidity-and-Duty?p=9379528&viewfull=1#post9379528

Philosophy as in the current Team Shape ? That might be it because as far I've been able to understand Team Shape sets Mentality "packages". I was able to look into that link you share and now I understand better what you meant, I guess there are always some role and duty that fits the football we want to introduce in our team, no matter the strategy. Thanks :applause:

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Philosophy as in the current Team Shape ? That might be it because as far I've been able to understand Team Shape sets Mentality "packages". I was able to look into that link you share and now I understand better what you meant, I guess there are always some role and duty that fits the football we want to introduce in our team, no matter the strategy. Thanks :applause:

Yes, it used to be called philosophy in pas versions and has been replaced by the term team shape. It is my hope down the line not too far that that whole construct will be ditched, and having a more or less fluid approach will be governed by roles, duties, TIs and PIs. Right now I see it as an unnecessary layer of complexity.

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I am using a 4-1-4-1 that has given me good results, although we can't seem to be a real threat to the top teams. We beat them occasionally but they beat us more than the opposite.

My setup revolves around shorter passing and ball possession. It goes like this:

Counter

Fluid

---

Shorter passing

Push higher up

Close down more

---

GK/D

WB/S

CB/D

CB/D

WB/S

DM/D

WM/A

DLP/S

AP/A

WM/A

DLF/S

My question is: sometimes we go entire halfs without a goal scoring chance. Would a 'pass into space' TI help us? From what I've read this shout increases through balls but also runs from deep. I want to keep a possession style, and this would offer players another option to attack the box. Does it make sense?

(my laptop is repairing so this is something I cannot test atm, but it's something I've been thinking about)

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Yes, it used to be called philosophy in pas versions and has been replaced by the term team shape. It is my hope down the line not too far that that whole construct will be ditched, and having a more or less fluid approach will be governed by roles, duties, TIs and PIs. Right now I see it as an unnecessary layer of complexity.

I'm with you. Reducing complexity means a more enjoyable FM.

Also a public :applause: to the Hand of God incredible work with the Mentality Ladder. :thup:

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That PPM would probably limit the players' overall contribution in the long run, which might not be what you want? It isn't a PPM I have any experience of, but it just sounds like a means of converting another Role into a Poacher-esque Role.

It's a FMC PPM. Just says "penalty box player" therefore I assumed he might get into the box more. Nothing to explain what it actually does. Carroll has PPM's of shoots with power, plays with back to goal, avoids weaker foot, avoids first time shots. There isn't really another PPM that could help like say a "attacks box from deep" option.

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It's a FMC PPM. Just says "penalty box player" therefore I assumed he might get into the box more. Nothing to explain what it actually does. Carroll has PPM's of shoots with power, plays with back to goal, avoids weaker foot, avoids first time shots. There isn't really another PPM that could help like say a "attacks box from deep" option.

It's a general PPM, also available in Simulation Mode. My understanding (from what limited scraps of info I can find) is that it isn't about getting in the box more, it is about staying in the box more. Less about how they get in the box, more about what they do when they're in there, if that makes sense?

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I am using a 4-1-4-1 that has given me good results, although we can't seem to be a real threat to the top teams. We beat them occasionally but they beat us more than the opposite.

My setup revolves around shorter passing and ball possession. It goes like this:

Counter

Fluid

---

Shorter passing

Push higher up

Close down more

---

GK/D

WB/S

CB/D

CB/D

WB/S

DM/D

WM/A

DLP/S

AP/A

WM/A

DLF/S

My question is: sometimes we go entire halfs without a goal scoring chance. Would a 'pass into space' TI help us? From what I've read this shout increases through balls but also runs from deep. I want to keep a possession style, and this would offer players another option to attack the box. Does it make sense?

(my laptop is repairing so this is something I cannot test atm, but it's something I've been thinking about)

I don't think you have too many players attacking the box. May want to consider giving your WMs PI cut inside/cross less often or learn the ppm 'move into channels' so that they play like an inside forward or Raumdeuter. The 2nd option is to change 1 of your CM to the B2B midfielder or CM(A).

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Does anyone have any tips on how to score from corners? I have played for three seasons now and I think I have scored from one, 1! corner. On the other hand I very rarely concede from corners, so at least there's balance to things.. :) But I'd like to score from a corner every now and then..

I don't remember my attacking corner setup, but I believe I have covered most of the attacking options in there. Someone is standing on the near post, someone challenges the keeper, two players attack the posts, several players are going forward etc.

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I don't think you have too many players attacking the box. May want to consider giving your WMs PI cut inside/cross less often or learn the ppm 'move into channels' so that they play like an inside forward or Raumdeuter. The 2nd option is to change 1 of your CM to the B2B midfielder or CM(A).
I rotate between a B2B and a DLP. The B2B attacks the box more often, the DLP likes to shoot from just outside the box. I'm fine with that.
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Does anyone have some useful tips on how to defend freekicks? It feels like the majority of the freekicks around the area end up in the goal. The shots either goes in directly through the hands of the keeper or the keeper gives a rebound straight out in front of the goal which the attacking players put in the back of the net.

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Does anyone have some useful tips on how to defend freekicks? It feels like the majority of the freekicks around the area end up in the goal. The shots either goes in directly through the hands of the keeper or the keeper gives a rebound straight out in front of the goal which the attacking players put in the back of the net.

The rebound issue is a bug, and one which should be improved in the final update.

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PPM advice........... Andy Carroll........... Carroll's biggest annoyance in games is when he receives the ball, runs with it a bit, seemingly tries to shield it gets tackled, promptly falls over and an opposition counter attack is launched. This is despite an easy out ball most of the time to a central midfielder or wing back behind him. It is bizarre that a bloke with strength of 18 and balance of 15 can suffer like this so how do I stop it from happening?

The PPM that half causes this is "plays with back to goal" but it should be easy enough to hold it and lay it back and yet Carroll seems to dawdle on the ball. It never happens to Sakho who I use in the same role as a DF S. So what is causing this with Carroll, is it that PPM of "plays with back to goal"? First thoughts were that maybe he was dribbling down blind alleys and for a bloke who can't dribble well I wondered if that was the cause so stop him dribbling. But if you stop him dribbling maybe that could cause more problems as that then doesn't give him an escape route. So how about another PPM either to do with passing or movement?

Your thoughts would be appreciated.

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The PPM could be a factor. Does the Role he is in enable you to encourage him to try some lower percentage passes? If you can get him to play more Direct Passes and / or More Risky Passes, he is likely to play a quicker ball. However, the wider issue may just be that the rest of the team isn't up in support of him when he has the ball, so he feels compelled to hold onto it. Is Sakho a more mobile player? Perhaps he is more confident in his own ability to carry the ball than Andy Carroll is.

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Hi guys.

It's not related to FM15 but would like to know your opinion about roles and duties distribution in this formation and if they're logical, please

Fluid, Counter mentality

DL (FB support)

DC (CD defend)

DR (FB defend)

MDC (DLP defend)

MCL ( CM attack)

CM (DLP support)

MCR (B2B)

AMC (AM attack)

STCL (CF support)

STCR (CF attack)

Really appreciate

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I've been trying to wrap my head around the game's mechanics and have a couple of burning questions.

Firstly, does mentality work the same way as on previous FM versions where the move from Standard to Attacking brings us more clicks to the right for Mentality/CF/Tempo/Width? If It does, I have it on Attacking with team instructions like Slower Tempo, will it decrease the Tempo clicks as per the old FM or are we dealing with extremes? E.g. Minimum Tempo.

Secondly, I'm confused as how individual instructions relate to team ones. I get that individual overrides team but does it work like above, in extremes or click behavior?

Lastly, is it dangerous to have my team play narrow and have tight marking on as well? I'm looking to play a high block defense but to keep the passing distance shorted in a 41211 with DM and AML/AMR.

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I have a question about tactic familiarity. When I for example play a high tempo game with short passes my Ass Man might say that *one of my players* is used to play a more direct game, or at a lower tempo. This will happen even if the team is fluid in the tactic. Is this something that will change over time? And is it something that affects the game in any way? Should I mind and maybe switch to another player?

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I've been trying to wrap my head around the game's mechanics and have a couple of burning questions.

Firstly, does mentality work the same way as on previous FM versions where the move from Standard to Attacking brings us more clicks to the right for Mentality/CF/Tempo/Width? If It does, I have it on Attacking with team instructions like Slower Tempo, will it decrease the Tempo clicks as per the old FM or are we dealing with extremes? E.g. Minimum Tempo.

Secondly, I'm confused as how individual instructions relate to team ones. I get that individual overrides team but does it work like above, in extremes or click behavior?

Lastly, is it dangerous to have my team play narrow and have tight marking on as well? I'm looking to play a high block defense but to keep the passing distance shorted in a 41211 with DM and AML/AMR.

It doesn't use extremes to my knowledge.

Same goes for player instructions, depending on what you choose and in what context. So like.. "close down more" in "attacking" might be getting pretty close to a max setting. But I'm sure it's still based on clicks.

I would say playing narrow is fine with tight marking but it depends on the context. IF you team is pushing higher up the pitch and defending aggressively there is no point in tight marking. If anything you're probably going to be too exposed. You'd ideally want to tight mark when your team is trying to sit more compact and deny space for the other team to attack into.

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I have a question about tactic familiarity. When I for example play a high tempo game with short passes my Ass Man might say that *one of my players* is used to play a more direct game, or at a lower tempo. This will happen even if the team is fluid in the tactic. Is this something that will change over time? And is it something that affects the game in any way? Should I mind and maybe switch to another player?

I don't think it makes much or any difference. If you react by putting the player on more direct, the assman will just find another to say needs to play more direct, whatever the assman's ability. Having said that, I always go through his report at half time and if I'm not doing as well as I like, I will tweak player instrucs to follow his advice. I think it's just a placebo though!

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Thank you for your reply.

Do'nt you think that may be too risky since i play with only 3 defenders?

Yes, but playing with three defenders like that is risky to start with :D You will get exposed down the wing and with a single defender you will probably have massive problems, but then again, with only one defender central, I think you will anyway. What I like to do when testing strange or unorthodox or just risky tactics is use a test save where I select a good team and play through friendlies and see what happens. You can create a new game and then have a save point where you can always start the save before the first friendly and test this stuff out. It's a good exercise if you have a little time to spend with it.

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Dr Hook thank your for your reply.

Well i must say i just use this tactic because i have a team full of creative, intelligent and fast players (especially in defense), otherwise i think it would be a disaster :D

What about the rest of the formation? Do you think the roles and duties make sense?

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I don't think it makes much or any difference. If you react by putting the player on more direct, the assman will just find another to say needs to play more direct, whatever the assman's ability. Having said that, I always go through his report at half time and if I'm not doing as well as I like, I will tweak player instrucs to follow his advice. I think it's just a placebo though!

Thanks!

I usually don't listen to tactical advice from my Ass man, he's often more spot on regarding team talks though.

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The PPM could be a factor. Does the Role he is in enable you to encourage him to try some lower percentage passes? If you can get him to play more Direct Passes and / or More Risky Passes, he is likely to play a quicker ball. However, the wider issue may just be that the rest of the team isn't up in support of him when he has the ball, so he feels compelled to hold onto it. Is Sakho a more mobile player? Perhaps he is more confident in his own ability to carry the ball than Andy Carroll is.

Sakho is more mobile and agile and Carroll has plenty of options when he loses it. Not sure if there is a "play simple passes" PPM I will look later, would that work better than play more direct risky passes?

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Dr Hook thank your for your reply.

Well i must say i just use this tactic because i have a team full of creative, intelligent and fast players (especially in defense), otherwise i think it would be a disaster :D

What about the rest of the formation? Do you think the roles and duties make sense?

In theory your roles and duties look well distributed outside of Vasili's point about wide play. Unless you are just head and shoulders above your opponents, I can foresee a team just jamming up the middle on you. I'd be interested to see you how you get on with this, though. Maybe do a small thread on it, even.

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Thank you Dr. Hook.

I'll try both FB on support, i think attacking will be really suicidal (even more than already is :D).

I could do a little thread about it, but i wont for 2 reasons. First one i'm not doing this for FM15, but for FM12, and the other reason being that i dont have any skill like many of you do to make some brilliant threads hheheeh

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How much cover would 2 Regista's give me infront of a back 4 with attack wing/full backs? Are the more likely to roam forward into midfield than a DLP?

Not a great deal of cover. They will advance more than a DLP, but less than a Roaming Playmaker from that position. If you have players who are defensively sound in that Role, then they could do a job, but it's down to you to decide whether you want cover or a mobile, creative player the most.

Ordinarily, I'd advise against using two players in the same Role / Duty side by side - what's the point?

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Am I asking my players to cross the ball more often when using Low Crosses(?) Ti? I have been using for "if you absolutely have to cross the ball, make it a low cross" but I have been

wondering if I am actually encouraging crossing (which is not what I want).

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Is it possible to recover a player after long term injury?

I'm so ****** off because two of my players are injured for 7 to 8 months with damaged cruciate ligaments :(

It depends on the player. I just had a winger come back from a 7 month broken leg, and he hasn't lost a step. It helps that he is only 23. The older the player gets, and the lower the natural fitness rating, that is where I have seen the majority of problems with long-term injuries and players not being the same. Most younger players seem to bounce back fine in my experience.

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Am I asking my players to cross the ball more often when using Low Crosses(?) Ti? I have been using for "if you absolutely have to cross the ball, make it a low cross" but I have been

wondering if I am actually encouraging crossing (which is not what I want).

If you are telling them to cross more often, then that is what they will do. What you want is just to leave the TI at "low crosses" but not touch the PI. If you want to cut down on the number of crosses made, select "cross less often" in the PI.

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What are some ways to determine "WHY" your tactic is working. I have quite a strange tactic and i was wondering how i could find out what its strengths are so i can sign the relevant players :) Cheers

Probably the most basic of things you can do it evaluate the sort of space you are creating with your attack, when and where, and evaluate where you have your defensive coverage. This will be based on mentality, formation, roles/duties etc. Knowing the roles you have selected is important so go into your tactic and then look at the default PI's that are attached to each role. It would be more helpful to create a thread and posting your tactic up and describe what you are trying to achieve. You could get a lot more specific help.

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Probably the most basic of things you can do it evaluate the sort of space you are creating with your attack, when and where, and evaluate where you have your defensive coverage. This will be based on mentality, formation, roles/duties etc. Knowing the roles you have selected is important so go into your tactic and then look at the default PI's that are attached to each role. It would be more helpful to create a thread and posting your tactic up and describe what you are trying to achieve. You could get a lot more specific help.

How do you do that in FM14? Cheers will attempt to do something once the seasons over

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How do you do that in FM14? Cheers will attempt to do something once the seasons over
<br><br>In the tactics screen you go to player, then edit, and you'll see the list of instructions and when you hover over the ones that are greyed out it will tell you whether that instruction is active for the role and duty or if it is unavailable for that role or duty. So for example, if you have an advanced forward attack, when you go into the PI's for that position and leave your mouse cursor over "dribble more" it tells you that it is already active for the position. I wish it was a bit easier to see at a glance, but for now that is how I tell.
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In the tactics screen you go to player, then edit, and you'll see the list of instructions and when you hover over the ones that are greyed out it will tell you whether that instruction is active for the role and duty or not. So for example, if you have an advanced forward attack, when you go into the PI's for that position and leave your mouse cursor over "dribble more" it tells you that it is already active for the position. I wish it was a bit easier to see at a glance, but for now that is how I tell.

Thanks Dr. Hook

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It depends on the player. I just had a winger come back from a 7 month broken leg, and he hasn't lost a step. It helps that he is only 23. The older the player gets, and the lower the natural fitness rating, that is where I have seen the majority of problems with long-term injuries and players not being the same. Most younger players seem to bounce back fine in my experience.

Appreciate your reply Dr. Hook.

Well one have 25 and the other 20, but the younger with only 9 for natural fitness, the other 16. Let's see what happens!

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What determines if a plays is able to learn a PPM or not? I have some talented players who fail to learn their PPM(some even two PPMs)an I just cant figure out why. My coaches are good, my facilities too, my player has the right attributes and my coach does not complain when I ask him to teach that PPM.

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