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


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Nothing wrong with 3 AP's (I've used 4 before!) but I think in your case you'd need to watch very carefully the movement of the midfield 2. All players can probably play the role (AP isn't actually particularly demanding and so long as the player is smart they'll play it well) but, for me, the midfield 2 should be holding (preferably deep) in nature and I don't think AP provides this. 2 DLP's with Cazorla as an AP sounds good and is functionally very similar though. Just a thought.

I just played a game with Coquelin as DLP and Arteta as AP, but on the heat map, they're still both on the same line.

Why is that?

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I just played a game with Coquelin as DLP and Arteta as AP, but on the heat map, they're still both on the same line.

Why is that?

Probably because Arteta has the PPM "comes deep to get ball"

This affects his runs from deep setting, and makes him stay deep.

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Probably because Arteta has the PPM "comes deep to get ball"

This affects his runs from deep setting, and makes him stay deep.

True, didn't notice. Thanks!

Another problem I have -

at first I was playing with two IF, but then I read that usually the center gets too crowded that way. So now I play Walcott as IF and Podolski as a winger. The problem is, Podolski can't cross (6 succesful crosses out of 53), and since he's staying close to the line most of the time with this role - he's not very effective. What can I do to make a better use of him?

And if I already mentioned the crosses - nobody in the team has above 25% of succesful crosses.

Is this normal?

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True, didn't notice. Thanks!

Another problem I have -

at first I was playing with two IF, but then I read that usually the center gets too crowded that way. So now I play Walcott as IF and Podolski as a winger. The problem is, Podolski can't cross (6 succesful crosses out of 53), and since he's staying close to the line most of the time with this role - he's not very effective. What can I do to make a better use of him?

And if I already mentioned the crosses - nobody in the team has above 25% of succesful crosses.

Is this normal?

Crosses are generally low percentage balls, they depend upon both the quality of the cross and the aerial dominance of the receiver.

Podolski also has a low crossing attribute (if I remember correctly) so it's not that surprising that he doesn't make very many successful crosses. I would personally swap their roles around, making Walcott the winger and Podolski the inside forward. Walcott can use his pace to beat his man, get to the byline and whip in a cross, whereas using Podolski as an inside forward will allow him to take advantage of his high finishing and long shot attributes :)

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Crosses are generally low percentage balls, they depend upon both the quality of the cross and the aerial dominance of the receiver.

Podolski also has a low crossing attribute (if I remember correctly) so it's not that surprising that he doesn't make very many successful crosses. I would personally swap their roles around, making Walcott the winger and Podolski the inside forward. Walcott can use his pace to beat his man, get to the byline and whip in a cross, whereas using Podolski as an inside forward will allow him to take advantage of his high finishing and long shot attributes :)

Hm. Makes sense.

Thank you, I will try that :)

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I have a question about players performances, when they don't play in their natural position. Is it really a big difference between "natural" and second level of position familiarity (i don't know how it's called in english - i have polish language in my game ;) ). If i have for example Mario Gotze, and i set him as AMR will he not reach his full ability (his natural position is AMC)? I'm asking about it in context of match engine mechanism, numbers and all this "mathematical" stuff.

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I often wonder how and whether I should react to the part of the scout report where it says where the assists the opponent conceeds come from.

Let's say the right flank is the area the most goals come from.

If I am the stronger team - should I focus my attack on this side, or just play my usual game because I'm better anyway?

If I am the weaker team - how do I take advantage of this weakness? Just focus the passes down this flank?

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I have a question about players performances, when they don't play in their natural position. Is it really a big difference between "natural" and second level of position familiarity (i don't know how it's called in english - i have polish language in my game ;) ). If i have for example Mario Gotze, and i set him as AMR will he not reach his full ability (his natural position is AMC)? I'm asking about it in context of match engine mechanism, numbers and all this "mathematical" stuff.

No, there is a minimal difference.

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I have a "stupid" question...actually a few of them:)

Say I use a 4-2-3-1 formation where my back 4+2MCs are always used with the same roles and instructions. But then the roles of the AMR, AMC and AML are changed pretty much every game, depending on the players used in those positions. How much would that affect the level of my tactic familiarity and impact performance overall?

Before anyone asks or says, there are more than 3 variants of role combinations I can use for these 3 positions based on my team roster. Therefore, loading 3 different variants of the same tactic with different combos wont be enough to cover all of them.

I can use players pretty much in every role+duty, except for Trequartista (don't want to) at AMC and DW(s)/(a) at AMR/L.

Or perhaps my other "stupid" questions are, is there a role and duty (or set of individual instructions) that would simply allow players to play differently and up to their strengths, based on their attributes values and PPMs?

For example: I have two wingers, both AML - Player1 has PPMs "hugs line" and "runs with ball often", is left-footed and has low off the ball attribute (12 and I play in the EPL), Player2 has PPMs "cuts inside", "places shots", "gets into opposition area", is right-footed and has high finishing + off the ball attributes (15 and 15). Clearly, Player1 is a Winger on support duty, while Player2 is an Inside Forward on attack duty. Do I have to change the role each time I play one of them, or can I just use one role for both and let them do their thing? If I change the role to suit each one, how much does a thing like that affect my tactic familiarity and performance? I also have a Player3 who is AMLC, his attributes scream Advanced Playmaker-attack, he is right-footed and his PPMs are "tries through balls often" and "plays one-twos". So, Player1=Winger(support), Player2=IF(attack) and Player3=AP(attack).

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Or perhaps my other "stupid" questions are, is there a role and duty (or set of individual instructions) that would simply allow players to play differently and up to their strengths, based on their attributes values and PPMs?

Winger support is incredibly generic and is my new favourite AML+AMR role :)

Mixed forward runs

Runs with ball often

Cross ball often

Through balls often

Wideplay is set to normal

Roaming is on

This means that PPMs and attributes will largely dictate how different players play the role. Having run with ball, crossing and try through balls all on often means that they will always look to make something happen, they will be accelerators of your game, but they won't favour one over the other so their choices and style of play will largely depend upon the player used.

For example, your player with the PPMs "cuts inside," "places shots," and "gets into opposition" area will probably play like an inside forward.

Your other player, the one with "hugs line" and "runs with ball often" will play like a traditional winger getting chalk on his boots :)

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Or perhaps my other "stupid" questions are, is there a role and duty (or set of individual instructions) that would simply allow players to play differently and up to their strengths, based on their attributes values and PPMs?

Very generally speaking upping creative freedom does this and with high CF the roles and duties become less important (this is highly contentious) because players are free to think on their feet more. Whilst they are free to think this will always be constrained (or unleashed) by their attributes. Thus, 2 players, such as Gareth Barry and Juan Mata, will play very different games even if they are both set as AdvPM's. With good mental attributes players will play to their strengths more often so if you have smart, creative players then upping the CF will allow them to play differently and to their strengths.

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Winger support is incredibly generic and is my new favourite AML+AMR role :)

Mixed forward runs

Runs with ball often

Cross ball often

Through balls often

Wideplay is set to normal

Roaming is on

This means that PPMs and attributes will largely dictate how different players play the role. Having run with ball, crossing and try through balls all on often means that they will always look to make something happen, they will be accelerators of your game, but they won't favour one over the other so their choices and style of play will largely depend upon the player used.

For example, your player with the PPMs "cuts inside," "places shots," and "gets into opposition" area will probably play like an inside forward.

Your other player, the one with "hugs line" and "runs with ball often" will play like a traditional winger getting chalk on his boots :)

Yeah, I thought about Winger-support as perhaps the most generic role, but my problem with it is the fact that it has Crosses on Often. Wouldn't that prevent someone from cutting inside? The IF-attack role has Crosses set to Mixed and the IF-support even has them on Rarely.

Very generally speaking upping creative freedom does this and with high CF the roles and duties become less important (this is highly contentious) because players are free to think on their feet more. Whilst they are free to think this will always be constrained (or unleashed) by their attributes. Thus, 2 players, such as Gareth Barry and Juan Mata, will play very different games even if they are both set as AdvPM's. With good mental attributes players will play to their strengths more often so if you have smart, creative players then upping the CF will allow them to play differently and to their strengths.

By upping Creative Freedom, do you mean manually for the player or selecting "More Expressive" on team instructions?

I've been aware of the fact that higher CF helps players express themselves better on the field and unleashes their PPMs better, but wouldn't certain instructions through roles conflict with their PPMs? For example, a role that has Crosses on Often and Hugs Touchline wide play (Winger-attack) and player with "cuts inside" PPM.

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Is there any guide here for a counter attack tactic?

I'm never sure if it's possible to play short passes or if long passes are needed - because I want the team to play short passes and only when there's an option for a counter, then long passes.

Same about tempo - I want it to be generally slow, but quick when countering.

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Is there any guide here for a counter attack tactic?

I'm never sure if it's possible to play short passes or if long passes are needed - because I want the team to play short passes and only when there's an option for a counter, then long passes.

Same about tempo - I want it to be generally slow, but quick when countering.

The very simple answer is that this is what the counter-attack checkbox will do if you check it - i.e. when the team are in 'counter-mode' they'll hit it longer and attack far more quickly and directly.

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The very simple answer is that this is what the counter-attack checkbox will do if you check it - i.e. when the team are in 'counter-mode' they'll hit it longer and attack far more quickly and directly.

So there's no problem with slow tempo and shorts passes? These are the instructions only for when there's no counter possible?

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So there's no problem with slow tempo and shorts passes? These are the instructions only for when there's no counter possible?

No problem at all. With the counter box checked they'll launch quick, long balls into space, so long as that space exists and there is a runner to run into it (this will depend on smarts, particularly decisions).

If you want a real 'counter-style' tactic ala Mourinho (where their usual attacks are often 'counter-like') then it won't do it but your team will counter quickly (against your normal instructions) when a counter is on.

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I've been havin a lot of success with my 4231 (wide) with arsenal. But i have a problem playing teams that use a defensive midfielder to counter my AMC. What is the best way to play a team doing this? (typically my problems are against 41221 formations.) Cheers for any help.

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I've been havin a lot of success with my 4231 (wide) with arsenal. But i have a problem playing teams that use a defensive midfielder to counter my AMC. What is the best way to play a team doing this? (typically my problems are against 41221 formations.) Cheers for any help.

Depends on how you attack, if you attack through the middle of a 41221 then you're always going to have trouble because that is where it is really strong.

If you know your AMC is going to have a hard time then just attack elsewhere and use him as either a distraction or in a slightly different role. If you AMC is usually a creative force behind your FC you might want to consider changing your FC to be more creative and have your AMC bomb forward and act as a 2nd striker rather than as part of a triangular midfield.

You probably also want one or both of your wide chaps to cut in and attack between DC and FB. The 41221 often allows FBs to get forward so you could attack hard on the counter when they are caught upfield.

Of course, you could always target their DM and see how good he is, if you reckon your AM is going to get the best of him then just continue to attack through there and give him a hard time (the sledgehammer approach).

Lots of movement normally helps to break down the rigid formational strength of a 41221 so employing lots of movement and swamping that central area can also be successful but, again, this is a fire-against-fire fight so you'll have to weigh up carefully whether its the way to go.

I tend to put loads of pressure on the DM when playing a 41221 and try to 'break him' (mentally rather than physically I mean but either is good). Close down often, tackle hard and anything else I can do to ruin his day. Often without the DM playing well the AI struggles to use it's plan B or to adapt. Mind you, that isnt an AI problem as it's hard for us to do as well.

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The other day I found a post in a thread which spoke about philosophies, I'm sure it was something to do with Cleon because part of the post I'm looking for quoted from his 'Understanding Your Tactic' thread. It was something along the lines of:

Very Rigid: 5 designated players

Rigid:3-4 designated players

Balanced: 3-2 designated players

Fluid: 2 designated players

Very Fluid: 1 designated players

It then copied another list saying what roles were thought of as 'designated players'.

Anyone have any idea?

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The other day I found a post in a thread which spoke about philosophies, I'm sure it was something to do with Cleon because part of the post I'm looking for quoted from his 'Understanding Your Tactic' thread. It was something along the lines of:

Very Rigid: 5 designated players

Rigid:3-4 designated players

Balanced: 3-2 designated players

Fluid: 2 designated players

Very Fluid: 1 designated players

It then copied another list saying what roles were thought of as 'designated players'.

Anyone have any idea?

From wwfan;

I consider the following to be specialist:

Target Man

Poacher

Trequartista

Advanced Playmaker

Box to Box Midfielder

Deep Lying Playmaker

Ball Winning Midfielder

Anchor Man

Libero

These four roles can fit in either camp, depending on your interpretation.

Complete Forward

Defensive Forward

Defensive Winger

Ball Playing Defender

Generic roles:

Advanced Forward

Deep Lying Forward

Attacking Midfielder

Central Midfielder

Defensive Midfielder

Inside Forward

Winger

Wide Midfielder

Wing Back

Full Back

Central Defender

Sweeper

I don't include keepers.

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Since its implementation Im struggling against opps instructions. It is not that I dont get them at all, but always had doubts about them.

* I dont see the difference between mark tight and closing down certain player, it is more or less the same, which is the difference the game does?

* Another one, this is about interpretation (so if you tell me what the game understands I will be very happy =P)...if I face a tall striker with good aerial power but poor speed is it wise to mark him tight? (I mean to challenge him for the ball) or should I leave him be because he cant create danger when he has the ball on his feet?

* Would you mark tight or close down the players you dont want to deliver crosses?

I tell you Ive read many guides about tactics and all that, it is not that Im asking for being lazy.

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Is there any thread about players preferred moves? Some kind of guide like these about shouts or specific formations. In previous versions i didn't care much about PPMs, but now they're pretty important and I'm looking for some basic informations about them.

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* I dont see the difference between mark tight and closing down certain player, it is more or less the same, which is the difference the game does?

Very generally a player has a zone that he marks (in FM man-marking works somewhat like this too), when an opponent enters this zone the defender will move to mark the chap and how tightly he marks is dependent on the instruction. With _mark tight_ he'll do so as soon as the chap enters his zone, with _closing down_ he'll do so when the guy receives the ball.

Closing down is easiest to see if you set an oppo instruction to close down often a DC and you play a lone striker formation, you'll actively see that striker (or sometimes an AM or MC where it is even more obvious) aggressively move to close down and pressure the DC when he receives the ball.

Zonal and man-marking instructions modify the behaviour but put simply think of it in terms of with or without the ball - tight marking affects without the ball, closing down with the ball.

* Another one, this is about interpretation (so if you tell me what the game understands I will be very happy =P)...if I face a tall striker with good aerial power but poor speed is it wise to mark him tight? (I mean to challenge him for the ball) or should I leave him be because he cant create danger when he has the ball on his feet?

Depends a lot on your defenders but I'd probably push up and not specifically mark tight. I'd be happy to leave space in behind because he can't hurt me (if my defenders are quick - also, other players might be able to punish you in there) and I'd want him far away from goal where his heading ability won't score a goal. When the play does get close to my own goal my defenders should be tucking in tight on him and hopefully winning aerial challenges anyway (although I'd want to limit crosses coming in in that instance anyway).

Conversely I'm very careful when aggressively closing down fast strikers, although I may still man-mark them if my defender is at least fairly quick (less chance of being outrun if you start running at the same time, but if you have to change direction and then follow then it is harder and the attacker stands more chance of getting in behind).

* Would you mark tight or close down the players you dont want to deliver crosses?

I'd almost certainly close them down and possibly tight mark too (although I don't like to tight mark out wide). Almost certainly close down although very tricky wingers will enjoy this and just step past you. Also show on to weaker foot as I'd likely prefer them stepping inside to where I'm strong than getting wide to the byline and delivering.

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If my team is rated the worst passing team in league should i play direct style then?

Yep I reckon you want to be lumping it long and fighting it out (hopefully if your team lacks technique then you have physicality).

The main worry is giving the ball away in dangerous areas when under little pressure due to poor technique.

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I have a few quick questions on Influence if I may?

I've recently noticed in my first team no one has influnce higher than 13 (we're a prem team) in my first team squad. Theres no positions I want to strengthen at the moment so dont really want to buy someone, although I have funds if I need to following on from the answers to these questions.

Firstly, how do I train Influence? Does it just come from experience in a captains role?

Secondly, am I hurting my team by not having a stand out leader on the pitch? and if so, how bad?

Cheers All

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I have a few quick questions on Influence if I may?

I've recently noticed in my first team no one has influnce higher than 13 (we're a prem team) in my first team squad. Theres no positions I want to strengthen at the moment so dont really want to buy someone, although I have funds if I need to following on from the answers to these questions.

Firstly, how do I train Influence? Does it just come from experience in a captains role?

Secondly, am I hurting my team by not having a stand out leader on the pitch? and if so, how bad?

Cheers All

I don't think you can train influence and I'm not even sure it changes much at all, logically, you'd assume it rises with experience but given that that is most likely long-term it probably doesnt help you out much. If it does rise I doubt it'd be by much.

I think that a leader, or a few, on the pitch can really help you out. A composed yet determined leader seems to spread their personality traits on to others in the team, and they don't necessarily have to be captain.

If you have a youngster in at DC, next to another youngster (or a selfish, or un-influential chap) then they can often struggle with things like pressure and making silly mistakes. When playing next to a solid influential DC, even if he isn't as good, the youngster will normally seem like a far more solid and reliable player, as if he is taking on board the influence from his teammate and therefore playing better.

It's largely a matter of preference though as I know plenty of guys who have had loads of success with youngsters and very few (or no) natural leaders in their team.

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Where do you set the pitch dimensions? In previous versions it would ask you before the season but I don't see that happening anymore. I figured it was removed, but I seen somebody post about setting their pitch size, so was wondering where it was moved to?

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Depends a lot on your defenders but I'd probably push up and not specifically mark tight. I'd be happy to leave space in behind because he can't hurt me (if my defenders are quick - also, other players might be able to punish you in there) and I'd want him far away from goal where his heading ability won't score a goal. When the play does get close to my own goal my defenders should be tucking in tight on him and hopefully winning aerial challenges anyway (although I'd want to limit crosses coming in in that instance anyway).

Conversely I'm very careful when aggressively closing down fast strikers, although I may still man-mark them if my defender is at least fairly quick (less chance of being outrun if you start running at the same time, but if you have to change direction and then follow then it is harder and the attacker stands more chance of getting in behind).

So what would you do when marking a fast-technique striker? (opposite situation to the one with the tower with aerial power). Should I always leave him space and maybe instruct my players to tackle easy so they dont end in the grass?

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So what would you do when marking a fast-technique striker? (opposite situation to the one with the tower with aerial power). Should I always leave him space and maybe instruct my players to tackle easy so they dont end in the grass?

I'd play a little deeper, probably not tight mark (technique may beat you) and definitely not close down often (normal is fine though). And I'd probably kick him up in the air if I could get away with it.

Of course, you could play fire with fire and tight man-mark him out of the game but this is risky and asks a lot of your defender.

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Training question regarding youth coaches. I'm managing in Russia and its a bit tough to find quality coaches who will take the Under 18 coach role. Plenty of coaches with high Working with Youngsters ratings but little else. I usually avoid those, and fire any such youth coaches I start with. But if I cannot replace them with someone who has both good coaching attributes and the Youngsters rating, will the Working with Youth skill make them work keeping at all? Or is better to have no one and spread the workload out amongst the few good ones I have and/or can hire?

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Do certain regens start with PPM's? If so, is this random or does the training facilities influence what PPM regens get?

The reason why I ask is that certain PPM's can only be learnt via tutoring......Curls ball, Stays back at all times, Dwells on ball,Tries to play way out of trouble, Gets into oppositions area,Arrives late in oppositions area, Argues with officials.....

Now if you are playing in a long term game, these PPM's would slowly die out if they do not constantly appear with a new regen unless the AI actively tutors younger players. This leads me to my second question. Does the AI in fact actively tutor younger players?

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Do certain regens start with PPM's? If so, is this random or does the training facilities influence what PPM regens get?

The reason why I ask is that certain PPM's can only be learnt via tutoring......Curls ball, Stays back at all times, Dwells on ball,Tries to play way out of trouble, Gets into oppositions area,Arrives late in oppositions area, Argues with officials.....

Now if you are playing in a long term game, these PPM's would slowly die out if they do not constantly appear with a new regen unless the AI actively tutors younger players. This leads me to my second question. Does the AI in fact actively tutor younger players?

They do yeah, some regens have PPM's when they are generated :)

I think the AI does tutor players but couldn't say 100%. From what I've seen and studied in my own games the bigger clubs do seem to pass on PPM's and see a big rise in determination which leads me to believe that they do tutor :)

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Is there any reason that my players stats dont increase whilst playing for my B-Team in spain. (This B-team is in the Second Division B2 & shares my Top Training & Youth Facilties). Im talking over a 4 month period not one stat raising. I did post a bug about it but was ignored. Does anyone else have this problem? Has anyone had a spanish B team stats raise?

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Hello guys. Cut inside is just a on the ball instruction right? If a winger cuts inside it's because of his roaming, creativity and available space? And i presume that playing him in the opposite side of his preferred foot also helps

Thank you

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If looking to have one of your backroom staff handle the Opposition Instructions on match day, which attributes are key for this?

Tactical Knowledge?

Any others provide secondary assistance in their advice being helpful?

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How come some older Key Players are not able to tutor Hot Prospects?

The case concerns Luke Shaw not showing up in Mario Melchiott's tutoring list. Loads of other players do, including other young players in the first team squad. The same goes for James Ward-Prowse not showing up for Jari Litmanen.

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How come some older Key Players are not able to tutor Hot Prospects?

The case concerns Luke Shaw not showing up in Mario Melchiott's tutoring list. Loads of other players do, including other young players in the first team squad. The same goes for James Ward-Prowse not showing up for Jari Litmanen.

The tutor must have a squad status that is greater than or equal to the young player who will be tutored, the tutor must also have a higher reputation. The problem is probably related to reputation.

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I have a few questions regarding ppms:

Plays one-twos: if I want player 1 to play a one-two with player 2, should I have both players learn the ppm, or does it only matter wether or not the initiator have it?

Moves into channels: Does it mean different things for central vs. wide players? That is, will a wide player seek to run between fullback and centerback to get into the area, wile a central player will seek to run through the same channel towards the corner flag?

Related to the one above, but more specific:

If I want a MC to make lateral runs behind the opposition defense, which one(s) do I want to teach him:

gets forward whenever possible, gets into opposition area, moves into channels, tries to beat the offside trap?

If I want a box-to-box kind of player, can create that by having a BWM/D with comes deep to get ball and arrives late in opposition area, provided of course he has the workrate, stamina and off the ball rating to match?

That'll do for now, I might have more questions later. :)

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The tutor must have a squad status that is greater than or equal to the young player who will be tutored, the tutor must also have a higher reputation. The problem is probably related to reputation.

Thank you for answering. That would probably it then, although I don't find it particularly satisfying that a former legend like Litmanen cannot tutor a young upstart like JWP.

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2 questions :)

Is height taken into account in the match engine? For example, if I have a very tall centre back with a poor jumping attribute can I reasonably expect him to be strong in the air due to his height?

Also, does the "heading" attribute affect the success rate of aerial duels? I'm confused as to whether it's an accuracy stat, similar to finishing, or if it's a stat that directly affects the likelihood of winning the ball in the air, similar to an aerial version of the tackling stat I guess.

Thanks!

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2 questions :)

Is height taken into account in the match engine? For example, if I have a very tall centre back with a poor jumping attribute can I reasonably expect him to be strong in the air due to his height?

Also, does the "heading" attribute affect the success rate of aerial duels? I'm confused as to whether it's an accuracy stat, similar to finishing, or if it's a stat that directly affects the likelihood of winning the ball in the air, similar to an aerial version of the tackling stat I guess.

Thanks!

The height is part of the algorithm to determine the players jumping attribute, but the jumping is basically "how high his head is when jumping", so a short fella with high jumping will reach higher than a tall player with short jumping. Hope that made sense.

Heading is accuracy, so not important for winning duels.

I imagine that strength and balance helps for winning duels though.

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Just the one question. Signed Cavani and although he's scoring goals for me on a regular basis, his stats have dropped by 1 or even 2 points in some cases. He's happy with his training schedule and is performing well. Can anyone explain to me why this is happening?

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