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ive decided to star a new save(bayern) and my tactic has only a DL as a wing(david alaba).what role would you recommend as a lone winger for him?

How is your team set up? What is your style of play?

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ive decided to star a new save(bayern) and my tactic has only a DL as a wing(david alaba).what role would you recommend as a lone winger for him?

It's impossible to answer this because it has no context whatsoever. What are you expecting him to do within the context of the team as a whole? What is the overall system?

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If a player reaches his full potential (his CA = PA) and if he is still on a, for example, Individual Role training for Inside Forward on Heavy, does it mean - as I am guessing from observing the game - he will try to improve his highlighted attributes on the expense of the others?

My guess is that happens and what I'd really like is for him to stay exactly as he is, can't go up, don't change anything, do not lose any other attributes so others can improve.

What do?

Jordan_Henderson_Development_Training.jpg

Typical example of the situation I do not understand.

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Jordan_Henderson_Development_Training.jpg

Typical example of the situation I do not understand.

Fluctuations in the attributes is normal. What you are seeing is just slight gains and drops. If the attribute moves even a 1/10th of a percent you will get an arrow indicating the trend. It surely doesn't mean the player is getting worse in and of itself. Look at the line graphs for the attributes in question and you will see what I mean.

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Jordan_Henderson_Development_Training.jpg

Typical example of the situation I do not understand.

Dr. Hook is spot on.

However if a player has reached his potential like in your example then if he gets gains in any attribute then the CA for these improvements have to come from somewhere, so it's taken off the other attributes. The visual of 20 we see isn't the real value those and under the hood so to speak its based on 200 rather than the 20 we see. So the CA will be redistributed accordingly to off set the gains he got because no player can ever exceed his PA.

The training you select for a player and the attributes highlighted for it, means the focus will be greater on those attributes compared to the rest. This doesn't mean it's at the expense of the others though, just that the focus is much greater than normal on the highlighted ones.

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Hello all. Can you please answe me this 2 questions:

1 - I play with a back 4 and one of my CD is really good with the ball, however if i put the GK ball distribution to him, most of the times he hoofs the ball because that CD is marked. I guess the ball distribution to a CD works much better in a system with 3 CD, right?

2- Does this role distribution make sense or should i switch the midfielders (CM strata) roles? AP(S) behind a Treq/CF(S) and BBM behind an AF?

Thanks!

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1 - I play with a back 4 and one of my CD is really good with the ball, however if i put the GK ball distribution to him, most of the times he hoofs the ball because that CD is marked. I guess the ball distribution to a CD works much better in a system with 3 CD, right?

Yes, generally speaking. A back three (a true back three - with either no DL/R or with WBL/R) will fan out wide, making it easier for the keeper to pick one of them out.

2- Does this role distribution make sense or should i switch the midfielders (CM strata) roles? AP(S) behind a Treq/CF(S) and BBM behind an AF?

Hard to say without knowing the formation or players involved. My personal preference is to not have playmaking Roles one behind the other.

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Hi

My Players have problems with swapping positions. In my tactic every player has his own player instructions (I don´t use "Any Player in this Position"-Instructions, Example: When Player A plays in left Midfiel he´s allowed to dribble more, close down less etc. When Player B plays in left Midfiel he´s allowed to Close Down more, roam from Position etc.) But in Player Instructions i cannot give the order to swap position with player xy. I only can give the order to swap in "Any player in this Position"-Instructions. Unfortunately they don´t swap position. I read that the personal Player Instructions are "higher" than the "Any Player in this Position"- Instructions. Is that the reason that they don´t swap?

I tried an attempt. I deleted the personal Player Instructions and my players (Left Midfielder and Right Midfielder) played with the "Any Player in this Position"-Instruction. I´ve only instruct them to swap their position. And they swap their position. But when i played with their personla player instructions they don´t swap.

Do you know what i want to say?

My second question:

Is it possible that my save has an winguarantee? Like i can instruct my players a huge number of tactical instructions but the computer don´t use them and win alone because the save is broken and want that i win everything?

Excuse my english. I tried my best!

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RTHerringbone thank you for your reply.

About the formation, it is a 4-3-1-2 with the midfielf and attack like this:

MCL- AP(S)

MC - DP(D)

MCR - BBM

AMC - AM(S)

STCL - CF(S)

STCR - AF

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RTHerringbone thank you for your reply.

About the formation, it is a 4-3-1-2 with the midfielf and attack like this:

MCL- AP(S)

MC - DP(D)

MCR - BBM

AMC - AM(S)

STCL - CF(S)

STCR - AF

It looks OK, though perhaps I'd want the AP (S) to be closing down aggressively as I guess your DL has an Attack Duty? All you need to keep an eye on is the relationship between the AP (S) and the CF (S) just to make sure they don't often occupy the same spaces.

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It's impossible to answer this because it has no context whatsoever. What are you expecting him to do within the context of the team as a whole? What is the overall system?

i play dr-dc-dc-dl-dm-mr-mc-mc-amc-st with control,very fluid system possesion football.alaba is alone at left and i want him to be careful,barely joins attacks but because he is my only player i want him to come to midfield for good defensive coverage

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i play dr-dc-dc-dl-dm-mr-mc-mc-amc-st with control,very fluid system possesion football.alaba is alone at left and i want him to be careful,barely joins attacks but because he is my only player i want him to come to midfield for good defensive coverage

If he's the only person on that flank, he's the only person who can cause a threat down that side of the field, so if you can get your DM covering nicely, then give him the license to attack. If you want him to defend and stay back then look at using an MC to drift out wide.

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Is a player's preferred side actually important? What tangible difference is there when I play a centre back who prefers the left side on the right side for example? Would it affect his decisions attribute, like when a player is played out of position?

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It looks OK, though perhaps I'd want the AP (S) to be closing down aggressively as I guess your DL has an Attack Duty? All you need to keep an eye on is the relationship between the AP (S) and the CF (S) just to make sure they don't often occupy the same spaces.

Thanks!

Yes, both fullbacks on attack duty to provide width. Ok i will see that. My other concern is that if i should change the AMC to (A) instead of (S) to have more presence in the box, but i think (S) will be fine.

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When I'm playing the full version of FM I tend to set team training intensity to low and individual training intensity to high so that the player focuses on whichever attribute or role I've set them to. However, I'm currently playing FMC and there is no option to control intensity for individual training, so I can't set it to high. In light of this, if I set team training to low will the game automatically set individual truing to high? Or will my players receive an inadequate amount of training?

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The wide-playmaker with support duty has a PI roam from position automaticaly active, but the PI Stick to Position is available. Is this correct ? And if correct, how does these two PI interact with each other ?

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The wide-playmaker with support duty has a PI roam from position automaticaly active, but the PI Stick to Position is available. Is this correct ? And if correct, how does these two PI interact with each other ?

My understanding is the "Get Further Forward" and "Hold Position" modify forward run instructions, more like "Make offensive runs" and "don't make offensive runs". Once you think of them like that I think you will understand the difference.

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My understanding is the "Get Further Forward" and "Hold Position" modify forward run instructions, more like "Make offensive runs" and "don't make offensive runs". Once you think of them like that I think you will understand the difference.

:confused:Say again, I missed that, never mentioned Forward Runs but just roam from position active and stick to position available and, if this one selected by me, how can a player Roam and Stick at the same time ? :confused:

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:confused:Say again, I missed that, never mentioned Forward Runs but just roam from position active and stick to position available and, if this one selected by me, how can a player Roam and Stick at the same time ? :confused:

I mentioned Forward Runs because I think that's the difference, Get Further Forward and Hold Position modify the forward runs instruction whilst Roam From Position doesn't.

In old slider terms forward runs had 3 levels: "Rarely -> Sometimes -> Often" if a roles default is "Sometimes" then you can tell them to Hold Position to make it Rarely. If its Rarely then you can't go lower so the instruction is disabled.

Roam From Position gives the player permission to move in any direction from there position. Where ever they end up roaming they will then follow there instructions (creative freedom dependent).

Edit:

This is just my theory though, some websites list those instructions as mentality modifiers but i'm not sure, positional maps as proof won't help. I can't see there being no instructions to modify forward runs so it has to be those two?!?

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I mentioned Forward Runs because I think that's the difference, Get Further Forward and Hold Position modify the forward runs instruction whilst Roam From Position doesn't.

In old slider terms forward runs had 3 levels: "Rarely -> Sometimes -> Often" if a roles default is "Sometimes" then you can tell them to Hold Position to make it Rarely. If its Rarely then you can't go lower so the instruction is disabled.

Roam From Position gives the player permission to move in any direction from there position. Where ever they end up roaming they will then follow there instructions (creative freedom dependent).

Ok, that is just fine, but not the point here. The Roam from Position PI is coded, automatically activated, but the Stick to Position is available, so it's not the point if the player roams or not, or neither if goes forward or inside. The point is that if I select Stick to Position and since the Roam from Position is activated, how can the player stick to his position and roam from his position at the same time ? Some new law of physics, maybe ?

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Stick to Position = Make less forward runs.

Nothing to do with Roam From Position.

Confusing labels IMO.

So in your example your actually saying "make less forward runs but roam from position".

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Stick to Position = Make less forward runs.

Nothing to do with Roam From Position.

Confusing labels IMO.

Ohhhhhh, ok, damn, it was difficult to deal with what you are trying to explain :) thanks. Yes, sure, terrible label, hope they'll fix this.

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Yeah, trying to give to much detail and confusing the simple point.

Just checked Lines and Diamonds, the first place I go to check things and it agrees with me rather than what some other websites say the instructions do.

Get Further Forward encourages mobility by setting the forward runs instruction to the maximum setting.

Hold Position encourages the player to stay deep and be ready to consolidate quickly by setting the forward runs instruction to the minimum setting.

Roam from Position encourages mobility by allowing the player much greater freedom of movement across the pitch.

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Do you have the link to the article that clarifies the player instructions ? Lines and Diamonds is a very helpful source, did not noticed a PI article. Thanks, once again :)

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How do you watch your matches?

Is "extended" good enough to understand and make tactical decisions? Or is anything less than "comprehensive" useless?

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How do you watch your matches?

Is "extended" good enough to understand and make tactical decisions? Or is anything less than "comprehensive" useless?

They are all useful depending. I watch mine in full for a the first few games with a new tactic just to make sure I am seeing what I need to see. After that, I watch about the first 15-20 mins of each game, then move to comprehensive. I never use less than that, though if you have a match well in hand and a tactic bedded in, extended would probably work. I'm always afraid I'll miss something important, though :)

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They are all useful depending. I watch mine in full for a the first few games with a new tactic just to make sure I am seeing what I need to see. After that, I watch about the first 15-20 mins of each game, then move to comprehensive. I never use less than that, though if you have a match well in hand and a tactic bedded in, extended would probably work. I'm always afraid I'll miss something important, though :)

Does it apply to all kind of matches? Even those where the win is in your pocket at halftime, for example?

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Does it apply to all kind of matches? Even those where the win is in your pocket at halftime, for example?

Well, that is just my personal preference- you should do whatever you feel comfortable with. If I have a game in the pocket at the half, I still use comprehensive because I have an unreasonable fear of the 3 or 4 goal collapse :D. You might feel good about extended or even less. All I would ever firmly recommend is the first part- watching full matches until I get a tactic worked out, and then the first 15-20 of a match to see if I need to make any adjustments.

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How do you watch your matches?

Is "extended" good enough to understand and make tactical decisions? Or is anything less than "comprehensive" useless?

It's not if extended is good enough etc it's if your understanding of the system you use is good enough. You can just watch key but it all depends on how well you understand what you use.

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If I play with 2 defensive midfielders in the DM slot how would a half back work? E.g. does he still drop between the two CB.

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Question about my striker Enner Valencia. Has been brilliant for me and scored plenty of goals as a CF A but he has this annoying tendency of shooting from distance which probably stops him bagging another 5-10 goals a season at least. The quandary is that some of them go in so what do you do?! Live with it, get him to unlearn his PPM of "shoots from distance" or focus his attention in training on composure, long shots or another attribute ? On FMC so haven't had too much success with training.

I did think of getting him to dribble more as this is the annoyance of his long shots. Most of them are in a race with the defender and he clearly has the pace to go on into the penalty area but instead he shoots before the area which is very frustrating, but "dribble more" is already a PI of the role. TI of "work ball into box" is over kill and I did try "shoot less" as a PI but that sends him too far the other way. "Shoot less" is actually brilliant on CM's as it helps them pass the ball more but on a striker it really is overkill.

So it's the balance I am looking for. I want him to continue to be prolific but at the same time reduce the occasions he gets a rush of blood!! Thoughts appreciated?

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If I play with 2 defensive midfielders in the DM slot how would a half back work? E.g. does he still drop between the two CB.

He will still do that.

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What does the 'mistakes' bit mean under the 'movement' section of the 'analysis' tab? Is it just general mistakes (Bad pass, poorly timed closing down, bad tackles, etc) or does it mean something more specific?

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How to play Short Passing from the back with 4-3-1-2 formation?

If goalkeeper distributes to centre backs. They hoof it long. And if he distributes to Full Backs, yeah thats right they also hoof it long. Is it because my players just dont have enough skill.

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How to play Short Passing from the back with 4-3-1-2 formation?

If goalkeeper distributes to centre backs. They hoof it long. And if he distributes to Full Backs, yeah thats right they also hoof it long. Is it because my players just dont have enough skill.

Try the TI play out of defence. If it's doesn't work to your liking, consider using 1 of your CM as DLP(D). The DLP will drop deep to collect the ball.

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I'd be interested to see an Analysis Tab breakdown of your goalkeepers' passing when you have Distribute To Full Backs set for the whole game. It's a very effective way of retaining possession from the back.

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Yes indeed it is a effective way. Until the full back gets the ball and smashes it straight to the opposition.

Then the issue probably lies with your Mentality or the passing options up field. In order to get held, we'd need to know all details of your system - Roles, Duties, Mentality, Team Shape and precisely what the 4-3-1-2 is - just a flat 4, a flat 3 in the MC line, an AM and two STs?

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tactic.jpg

Mentality Defensive

Team Shape Balanced

Shorter passing, play out of defence

No player instructions except goalkeeper (Pass shorter, distribute to full backs, roll it out, slow pace down.)

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Your issue is probably the Mentality. Defensive sees defenders play safe - which basically means low risk, direct passing. Play Out Of Defence will drop tempo and shorten passing length but won't affect the risk taking element. Your players are afraid of playing a short pass if they perceive it to be risky and so they will tend lump it.

I'd probably think about why you use that Mentality, and ways in which you can replicate the bits you like of that Mentality via another Mentality to avoid this.

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If I set someone to train as a Shadow Striker, "Dribbling" is not one of the attributes highlighted to train. Likewise, if I look at a player's profile and "Highlight key attibutes for role > Shadow Striker", Dribbling is also not highlighted.

However, looking at the PIs for a Shadow Striker, "Dribble More" is selected by default and can't be changed. I guess as the PI controls the player behaviour on the pitch, thus increasing his dribbling in a match, there is some sort of oversight in the player profile / training? So Dribbling should be a recommended attribute for a Shadow Striker?

Edit - Trequartista is the same. Any others? Seems kinda strange that we have at least (?) 2 roles where attributes are not trained / considered "relevant" yet they are included in default PI settings.

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Sorry if this isn't the place for this sort of question but I didn't feel like it warrants it's own thread just yet:

Has anyone taken a real concerted shot at replicating Jupp Heynckes approach in his 2012-13 treble-winning season with Bayern? I've searched this forum (and various others) and all the previous threads on the subject that I can find just sort of tail off before the discussion really gets going. If other people are interested in the idea we could start a new thread and get the discussion going anew.

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Hi.

I have two questions:

1 - How important is rushing out attribute for a SK in a team who plays with high line?

2 - Is concentration vital for a central defender?

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Hi.

I have two questions:

1 - How important is rushing out attribute for a SK in a team who plays with high line?

2 - Is concentration vital for a central defender?

1- should be, but I am not convinced by the attribute, really. The keeper also has pace and acceleration stats, so I don't know which is more important in that regard. You'll see a rushing out of 15 and then a pace and acc of 6/6.

2- Very, especially as the game wears on. If you ship more late goals than you ought, this could be part of the problem; it was for me at one stage.

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Thanks Dr. Hook.

In my save, the goalkeepers o find with good rushing out attributes, normally have poor attributes everywhere else, and the overall good ones, have bad rushing out.

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Question about my striker Enner Valencia. Has been brilliant for me and scored plenty of goals as a CF A but he has this annoying tendency of shooting from distance which probably stops him bagging another 5-10 goals a season at least. The quandary is that some of them go in so what do you do?! Live with it, get him to unlearn his PPM of "shoots from distance" or focus his attention in training on composure, long shots or another attribute ? On FMC so haven't had too much success with training.

I did think of getting him to dribble more as this is the annoyance of his long shots. Most of them are in a race with the defender and he clearly has the pace to go on into the penalty area but instead he shoots before the area which is very frustrating, but "dribble more" is already a PI of the role. TI of "work ball into box" is over kill and I did try "shoot less" as a PI but that sends him too far the other way. "Shoot less" is actually brilliant on CM's as it helps them pass the ball more but on a striker it really is overkill.

So it's the balance I am looking for. I want him to continue to be prolific but at the same time reduce the occasions he gets a rush of blood!! Thoughts appreciated?

Anyone?!

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Anyone?!

I would try to unlearn the PPM if you can, but it might not work. The PPM is going to override anything else and he will still tend to do it. Alternatively you can try and balance it out with the PPM Runs with ball often. In that case I would think the decision stat and position with regards to defender would dictate which option he does. I don't know how well it would work, but it could do.

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