Roles values

by crizeKOS, Dec 21, 2022

Delicious said: Yes and no, but i guess the point is that,at least for who test tactics is all around it, i do enjoy more assembling pieces then play the game it self,it's not just about 1-2 points or the time,it's even to find if there are any others roles that can impact on some kind of system.
I personally  just miss the tool to do that.. Imho if something could be provided even something older but "attendible" would be great in order to make test and stuff.

It could create "meta" builds and maybe we could achieve something more then a "gegen-press".
Main point is if you don't get "high" score(means first),people won't even check those tactics and maybe we missing even a golden tactic that could be easy fixed because of it.

At least if people just like to enjoy when tactics are "ready" and do their tweaks,the poor "baka" that spend 300 hours in order to achieve it will feel less "baka".

I do understand your point of view,but i do believe that creating content = tactics is the most valuable thing around this game,it just miss a real leader, at the moment it feels like everything is under totaly "secret",even for create a simple league there are not even that much guides, immagine in order to make a league that could give "fast loading" it required me 10 days xD, but if i can't tune it to this league it's just useless.


I made this beta save with Vitoria Setuball, had a 433 with vertical tika taka and focused on scouting pacy guys. In 4 seasons I was on UCL playoffs. Idk whats fun about it XDDDDDD
Microtesting stuff to get 1-2 points higher is the real fun HAHA

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one thing I can't understand with tier 1 roles is this

it's almost the way everyone uses AFs + close down, which in theory should be even greater, but...

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opq said: it's almost the way everyone uses AFs + close down, which in theory should be even greater, but...

PIs modify the values set by TIs and if the values are already set at the maximum level by TIs then adding PIs that further increase the values won't have any effect because the values are already at the maximum level.

Also, adding some PIs have the same effect as adding some TIs so adding both won't have any effect.

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Zippo said: PIs modify the values set by TIs and if the values are already set at the maximum level by TIs then adding PIs that further increase the values won't have any effect because the values are already at the maximum level.

Also, adding some PIs have the same effect as adding some TIs so adding both won't have any effect.


Was it tested?

So Tis set across all positions like that: Work ball into box = shoot less, get stuck = tackle harder, run at D = dribble more, and Be more expressive = roam?
Then it gives simple explanation, why so much PIs are messed up, and yeah it gives understanding of non-working PF, as almost every tactic is already with max press on on Tis

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opq said: Was it tested?
That's how official SI representatives explain the mechanics behind the TIs and PIs on the official forum.


opq said: So Tis set across all positions like that: Work ball into box = shoot less, get stuck = tackle harder, run at D = dribble more, and Be more expressive = roam?
In general, it works more or less as you described it.

But we can only guess what the TIs do, there's no information from an official source about it.

For example, 'Work Ball Into Box' TI might has the same effect as 'Shot Less' PI but it also might add 'Cross Less' affect, we really can't know it for sure because it's under the hood. Also, the TIs might work differently in different FM versions and even different patches.


opq said: Then it gives simple explanation, why so much PIs are messed up, and yeah it gives understanding of non-working PF, as almost every tactic is already with max press on on Tis
Not only PIs determine how a role plays, some roles have an unique playing style that just can't be recreated in other roles by simply adding similar PIs to them.

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Here's an another example, it could be that the only what "Overlap" or "Underlap" TIs do is setting "Attack" duty for the full backs or adding "Get Further Forward" to them.

So if your full backs already have "Attack" duty and "Get Further Forward" PI then adding "Overlap" or "Underlap" TIs won't have any effect.

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Zippo said: Here's an another example, it could be that the only what "Overlap" or "Underlap" TIs do is setting "Attack" duty for the full backs or adding "Get Further Forward" to them.

So if your full backs already have "Attack" duty and "Get Further Forward" PI then adding "Overlap" or "Underlap" TIs won't have any effect.


yeah, and that might cause, that sometimes with already attacking FBs it's ok to be w/o any approach play

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For me this year u have only 2 choices at CDM it's
1.DM(D) and VOL(S), DM(S) is ok but in 2 CDM setup VOL is waaay better.

But still waiting for test where somebody will find best role for fullbacks.

+ can't wait for new set pieces routines

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