I had a quick look at this, but I've got much further to go. Here's what I've learned so far.
The Match Focus training slot provides no attribute training. It gives a +1 bump to cohesion and match sharpness, and a +2 bump to tactical familiarity. For comparison, Match Practice gives a +2 bump to all of those things. It has no condition, fatigue or injury cost and makes no difference to player happiness (Match Practice is +3 for happiness).
To explain what each tactical/set piece focus does, I need to briefly explain how attributes work during a match (and it's brief because I've not finished investigating this yet).
About half of the attributes are represented in game as random numbers between 0 and their actual value (some attributes are -1 or +2 to the upper limit and some have modifiers I've not tracked down yet which increase the ceiling by as high as 6). Every 15 match seconds, the values of each attribute are re-rolled to be somewhere in this range.
With that out of the way, here's what the match focus does:
- In possession: Off the Ball is rolled twice every 15 seconds (instead of just once) when your team has the ball and the higher of the two values is used. - In Transition: Teamwork is re-rolled after possession change and the higher of the two values is kept. - Out of Possession: Marking is rolled twice while the opponent has the ball and the higher of the two values is used. - Attacking corners: Anticipation is rolled twice when you have a corner and the higher result is used - Defending corners: same as above except when the opponent gets a corner - Attacking free kicks: same as above - Defending free kicks: same as above - Throw-ins: Re-rolls anticipation or gives a +1 bonus to the original value if it was already better - Penalties: a flat +1 bonus when taking a penalty
And by the way, I think that to get these bonuses, a player's current Concentration roll has to be >11, which means players with a low concentration attribute never see these buffs.
AI controlled teams randomly decide on these focuses before a match.
(No, before someone asks, this doesn't mean I've managed to dig in to the code and find where it says "Pace is worth 100, Acceleration is with 98, Stamina is worth blah". My investigation has been brief so far but it looks like the web of interconnectedness between attributes is massive. It might just be a hilarious coincidence that physicals render most of it unnecessary.)
EDIT: I looked in to this because @Dezhy asked the question in another thread and I never got back to him. Sorry mate.
EDIT 2: I might as well list what the 27 randomised attributes are:
- Teamwork - Technique - Work rate - Vision - Concentration - Anticipation - Decisions - Off the Ball - Marking - Flair - Positioning - Composure - Dribbling - First Touch - Pace - Acceleration - Heading - Balance - Agility - Strength - Reflexes - Command of Area - Aggression - Eccentricity - Bravery - One on Ones - Tackling
I had a quick look at this, but I've got much further to go. Here's what I've learned so far.
The Match Focus training slot provides no attribute training. It gives a +1 bump to cohesion and match sharpness, and a +2 bump to tactical familiarity. For comparison, Match Practice gives a +2 bump to all of those things. It has no condition, fatigue or injury cost and makes no difference to player happiness (Match Practice is +3 for happiness).
To explain what each tactical/set piece focus does, I need to briefly explain how attributes work during a match (and it's brief because I've not finished investigating this yet).
About half of the attributes are represented in game as random numbers between 0 and their actual value (some attributes are -1 or +2 to the upper limit and some have modifiers I've not tracked down yet which increase the ceiling by as high as 6). Every 15 match seconds, the values of each attribute are re-rolled to be somewhere in this range.
With that out of the way, here's what the match focus does:
- In possession: Off the Ball is rolled twice every 15 seconds (instead of just once) when your team has the ball and the higher of the two values is used.
- In Transition: Teamwork is re-rolled after possession change and the higher of the two values is kept.
- Out of Possession: Marking is rolled twice while the opponent has the ball and the higher of the two values is used.
- Attacking corners: Anticipation is rolled twice when you have a corner and the higher result is used
- Defending corners: same as above except when the opponent gets a corner
- Attacking free kicks: same as above
- Defending free kicks: same as above
- Throw-ins: Re-rolls anticipation or gives a +1 bonus to the original value if it was already better
- Penalties: a flat +1 bonus when taking a penalty
And by the way, I think that to get these bonuses, a player's current Concentration roll has to be >11, which means players with a low concentration attribute never see these buffs.
AI controlled teams randomly decide on these focuses before a match.
(No, before someone asks, this doesn't mean I've managed to dig in to the code and find where it says "Pace is worth 100, Acceleration is with 98, Stamina is worth blah". My investigation has been brief so far but it looks like the web of interconnectedness between attributes is massive. It might just be a hilarious coincidence that physicals render most of it unnecessary.)
EDIT: I looked in to this because @Dezhy asked the question in another thread and I never got back to him. Sorry mate.
EDIT 2: I might as well list what the 27 randomised attributes are:
- Teamwork
- Technique
- Work rate
- Vision
- Concentration
- Anticipation
- Decisions
- Off the Ball
- Marking
- Flair
- Positioning
- Composure
- Dribbling
- First Touch
- Pace
- Acceleration
- Heading
- Balance
- Agility
- Strength
- Reflexes
- Command of Area
- Aggression
- Eccentricity
- Bravery
- One on Ones
- Tackling
@LightningFlik, great findings!
It deserves its own thread for more visibility.