Just an experiment. The idea is to make wingers work like wide midfielders, and mark the opponent wingers, allowing fullbacks to be an extra layer of defense.
harvestgreen22 said: They are exactly the same in combat effectiveness. Because only this "3 Pace" is valid. the "20" is "useless". Of course, this is an ideal assumption, and the value of "23-3=20" will also have a small effect. Expand
I think the mistake is to think the other seventeen attributes of the table are useless, and only three are important at all. If you pick the attributes isolated, then you are probably right. By the table, pace, acceleration, jumping reach, and dribbling, are by far the most important. However, each of those other attributes have some small influence, and when combined they seem to make quite a difference. Dribbling alone increases expected points by almost 10, while balance, concentration, and anticipation increases almost 5 expected points each. Then you have all other attributes that increase by 1 or 3, and it is important to remember that those tests are not definitive, and only considered 2.4k matches each.
What I mean is you are focusing on the three attributes that are possibly responsible for 50%-60% of the performance of players, and ignoring the other seventeen that might just form the remaining 40-50%. It would be awesome if you were creating players with 20 in pace, acceleration, jumping, and dribbling, to then complete training for their other attributes, but by the table you showed, most the players were barely 17 in each. That is nothing impressive, and you can easily achieve that by hiring some quick youngsters with 13 or 14 starting pace and acceleration, without the need to sacrifice dribbling and other skills.
Again, you can win all championships with players at 70% of maximum performance, since most players in the game might be using only 50%-60% (because of low speed). However, you can do even better with players at 80%-100% of performance.
Still losing away matches playing against big teams away. Im playing Arsenal with Haaland and spending over 500 Mil pounds still unable to win CL got knocked out two continuous seasons in quarter final. I really doubt if this is the best tactic on FM.
Even with high morale, team cohesion unable to win matches against big teams, have 10 shots on target still losing matches even with opponents having 2 shots against me. Also, leaking goals too much. This game has become really frustrating Expand
If you are losing with the best tactic and the best players, then your problem is probably management. I mean, you can try loading the tactic on your team and going in vacation for the whole season, and you will probably grab most trophies. With a player managing the team, performance should be higher, not lower. Try to keep morale high, fatigue low, condition in top shape, use proper team talk and shouts, avoid injuries, recover players from bad spells, and so on. Also, remember even the best tactic will have losses, sometimes five or ten matches in a row without winning, but on average it will still be doing well.
harvestgreen22 said: This is an actual game I made to test the effect, (At the bottom of the list are four players who have only been with the team for one season) They all started with about 60-70 CA , 200PA, 16 Professionalism , The initial attribute is 14 Pace, 14 Acceleration, 14 Jumping reach , and the picture now is Just finished the second season Now they can play very well in the top England Premier League. Won most the games, even though they only have 90-100CA now , as I have a higher Pace than my opponents
in the picture above I'm using this
What I originally meant in post was that you can find the mechanics of the game in the table: the game didn't get it right, and that's the responsibility of the game maker , not gamer . I'm actually disappointed with the current gaming system
( I am a new player and had just started playing 100-200 hours, more than half of which I spent testing the game mechanics )
And the four schedules I gave To get their benefits you have to suffer some drawbacks , you can do whatever you want, According to actual requirements Expand
If your goal is to create fast young players, why not add this just to youth teams instead, and bring them up to main team when they are fast enough? Then they can have a normal training schedule to boost other attributes on main team.
Other than that, it is absurd to assume you will have a bunch of 200 PA players with high professionalism, even for people that play with hidden attributes visible. If it took two years with players like that, it will take double of that in a realistic setting.
Footballenjoyer said: No I mean, the natural position of the players as they were "born" into the game. For example, since the game favor ST and AMR/L for the fastest players in the game for regens. You just grab those players and put them in the reserve with the same training schedule but only play them lets say LB, even if they become natural at LB - Would the game still count them as ST and give them ST-level growth rather than LB growth? Expand
Training players in multiple positions will increase the weight of their attributes, making them reach PA at a lower lever of performance. I don't know the details, but it probably gets the highest weight of all proficient positions, scaled by their proficiency in that position. You can easily verify that on Editor, just add 20 to another position like Winger or Striker, and CA usually goes up. That is why I only train players in the opposite side of same position, like AML - AMR and DR - DL.
animatron said: Maybe we should choose something like L5 group to get best of both worlds, thoughts? Expand
Fine for players with more playtime. However, young players benefit more from training, and are often less used in matches since they have lower attributes (the older the player, the more they benefit from match time instead of training, and vice versa).
1. You might grow those three attributes at the same speed, but you are hindered everywhere else. That means your players will be subpar for years, in the hope of achieving higher performance after several years. That is especially true for players with less minutes of play. Remember, focusing just in those attributes would only make a difference if the character reaches PA, which will never happen with that schedule.
2. Because your players will grow CA slower, that means you will profit less from transfers. Having more income increases your budget, which allows you to hire more players with high physical attributes, ready for instant impact.
Sane said: Can you explain why match tactics training, which is quite useless for attributes, appeared? Attacking and defending also trained important skills, such as dribbling and more. Expand
Max from EBFM made a table showing what each session trains, and it is clear that Match Tactics trains way more than it says in the game. It has the fourth largest growth of any session, only behind Match Practice, Defending, and Attacking, even though it was used only three times a week (instead of seven like Attacking or Defending). Also, unlike Attacking and Defending, it also trains physical attributes, and speed is everything in FM24.
qingxiyu said: have you tried double intensity? I've only conducted a limited number of experiments but it seems to me that double intensity will make individual focus much more effective. So I used it together with speed additional focus for everyone except GK, as the importance of these two attributes are much greater than their weights in CA Expand
I tested that. It increases injuries and growth, as expected, but the end result is worse since you need lighter intensity sessions for it to be viable. Injured players have no growth.
I have updated the training routine to reduce intensity. In my experiments, it has less injuries, and a slightly higher growth in attributes than before.
KnapFanBoy said: This tactic is great going forward but boy the defence is really leakish. I often win games 4-2 4-3 or draw games 2-2 3-3. Not a tactic for the weak-hearted! Expand
You can set mentality to balanced when you want to hold a score, or change to a more defensive tactic after you are winning. It is also a good idea to change to a lower intensity version when you have a good lead (balanced, stay on feet, ease tackles, and slow pace down, for example). You should not stay in the same tactic for the entire match, every single match.
Sapphire PF, but with one of the PFs changed to AM, instructed to hold position and hold the ball. The goal is to create a solid triangle with the DMs and move the ball more around the middle of the field.
Super rest should be in the first day after every match. If you have to travel during that day, then have normal training, and transfer super rest to two days after the match. Travel + Rest + Rest do not work.
Antal said: At the start of the season, do you use your training schedule? Or do you use the pre-season game schedules? How many friendly games a week do you play at the start of the season? Expand
Same training schedule for the whole season. One friendly per week.
Middleweight165 said: @ZaZ If you're travelling and set the superrest for Matchday + 2, would you have trainings on the Matchday +1? My thinking is using your rest setup, only the guys who havent played or played minimally anyway and it would give them a chance to get extra training or would you have 2 days of rest with the 2nd being the superrest day? Expand
It is like you said. Players who participated in the match will have two days of rest, and the others will train, then rest. Keep in mind it is better if tired players don't train, so they avoid injury. That allows you to have heavier training sessions to increase more attributes overall.
If your league has too many weeks with two matches a day, you cannot expect much from training anyway.
animatron said: Most leagues have 25 players max for registration,
Considering you have a backup on each position, would you say remaining 3 should be winger,fullback and striker? I find those 3 roles to be most injury prone because of their roles/workload Expand
Some leagues allow young players to play without registration, so you can use the youth team as backup in case of injuries.
Usually I play with a symmetric 424, with my fullbacks and wingers trained to the opposite side. That way, each player can cover two positions. My squad is usually something like this: GK x3 DC x5 DL/DR x5 DM x5 AML/AMR x5 ST x5
If I am allowed only 25 players, for some cup or league, then I would use the remaining three as DL/DR, AML/AMR, and DM, as those are the positions that use the most energy during matches, which can lead to injuries.
Turbulents said: Hi, Zaz! Started using your schedule with super rest, but my injuries went up about 3 times, making me the worst in the league. The growth is good though, how's it been for you in the long term? Expand
Unfortunately, attribute growth and minimizing injuries are two conflicting goals from training, and I prefer to manage injuries with a broader squad to be able to reap rewards of better growth. I often rely on a squad of ~30 players, and that allows my players to have higher performance than they would if I used a weaker training with a smaller squad.
In short, we are talking about 1 or 2 extra pace and acceleration per season for the entire team, which is massive as you can see in the attribute table. Not only that, but growing players faster also allow you to profit more with transfers, which can lead to stronger squads (or in the very least, money to sustain two or three extra players to cover for the injuries). The third benefit of having faster growth is to allow you to rotate more the squad without losing much quality, which helps reducing injuries.
If you feel like you cannot handle the injuries, you can change the schedule to have at most one Physical or Match Practice sessions a day, and substitute anything over that for Attacking and Defending sessions. That would reduce intensity and cut at least half of the injuries, at the cost of redirecting growth from physical to technical and mental attributes. Keep in mind that might "fill" the CA with less useful attributes, leading to lower quality players when they reach full PA.
keithb said: I use a similar schedule. I don't have as many physical, which is probably a mistake and don't use match practice and physical on the same day. It's basically physical, defence and attack every day with two march practices a week and 3x rest the day after a game. It's your schedule from 22 or 23 with the rest that yourself and max came up with.
I also only play on Wednesday and Saturday so I can set training at the start of every season, change it once the European draw is done and then for extra games in cups and Europe. Also stops my assistant ruining my training every week. As you can't stop them doing that Expand
That one is also good, it is just that I am risking a bit more injuries for a bit more of growth. Problems with multiple objectives also have multiple optimal solutions. But make sure to add super rest after matches, that will help a lot keeping players fit during the season, and reduce injuries in training.
Yarema said: Quick question, does travel work the same as rest? What I mean is the day after an away match one of those rest slots will be filled with travel. Do players still get a super rest? Expand
Unfortunately, travel gets in the way of super rest. In that case, it might be wiser to set rest for the next day after travel.
Of course, this is an ideal assumption, and the value of "23-3=20" will also have a small effect.
I think the mistake is to think the other seventeen attributes of the table are useless, and only three are important at all. If you pick the attributes isolated, then you are probably right. By the table, pace, acceleration, jumping reach, and dribbling, are by far the most important. However, each of those other attributes have some small influence, and when combined they seem to make quite a difference. Dribbling alone increases expected points by almost 10, while balance, concentration, and anticipation increases almost 5 expected points each. Then you have all other attributes that increase by 1 or 3, and it is important to remember that those tests are not definitive, and only considered 2.4k matches each.
What I mean is you are focusing on the three attributes that are possibly responsible for 50%-60% of the performance of players, and ignoring the other seventeen that might just form the remaining 40-50%. It would be awesome if you were creating players with 20 in pace, acceleration, jumping, and dribbling, to then complete training for their other attributes, but by the table you showed, most the players were barely 17 in each. That is nothing impressive, and you can easily achieve that by hiring some quick youngsters with 13 or 14 starting pace and acceleration, without the need to sacrifice dribbling and other skills.
Again, you can win all championships with players at 70% of maximum performance, since most players in the game might be using only 50%-60% (because of low speed). However, you can do even better with players at 80%-100% of performance.
Still losing away matches playing against big teams away. Im playing Arsenal with Haaland and spending over 500 Mil pounds still unable to win CL got knocked out two continuous seasons in quarter final. I really doubt if this is the best tactic on FM.
Even with high morale, team cohesion unable to win matches against big teams, have 10 shots on target still losing matches even with opponents having 2 shots against me. Also, leaking goals too much. This game has become really frustrating
If you are losing with the best tactic and the best players, then your problem is probably management. I mean, you can try loading the tactic on your team and going in vacation for the whole season, and you will probably grab most trophies. With a player managing the team, performance should be higher, not lower. Try to keep morale high, fatigue low, condition in top shape, use proper team talk and shouts, avoid injuries, recover players from bad spells, and so on. Also, remember even the best tactic will have losses, sometimes five or ten matches in a row without winning, but on average it will still be doing well.
This is an actual game I made to test the effect, (At the bottom of the list are four players who have only been with the team for one season)
They all started with about 60-70 CA , 200PA, 16 Professionalism ,
The initial attribute is 14 Pace, 14 Acceleration, 14 Jumping reach , and the picture now is Just finished the second season
Now they can play very well in the top England Premier League. Won most the games, even though they only have 90-100CA now , as I have a higher Pace than my opponents
in the picture above I'm using this
What I originally meant in post was that you can find the mechanics of the game in the table: the game didn't get it right, and that's the responsibility of the game maker , not gamer . I'm actually disappointed with the current gaming system
( I am a new player and had just started playing 100-200 hours, more than half of which I spent testing the game mechanics )
And the four schedules I gave To get their benefits you have to suffer some drawbacks , you can do whatever you want, According to actual requirements
If your goal is to create fast young players, why not add this just to youth teams instead, and bring them up to main team when they are fast enough? Then they can have a normal training schedule to boost other attributes on main team.
Other than that, it is absurd to assume you will have a bunch of 200 PA players with high professionalism, even for people that play with hidden attributes visible. If it took two years with players like that, it will take double of that in a realistic setting.
Footballenjoyer said: No I mean, the natural position of the players as they were "born" into the game. For example, since the game favor ST and AMR/L for the fastest players in the game for regens. You just grab those players and put them in the reserve with the same training schedule but only play them lets say LB, even if they become natural at LB - Would the game still count them as ST and give them ST-level growth rather than LB growth?
Training players in multiple positions will increase the weight of their attributes, making them reach PA at a lower lever of performance. I don't know the details, but it probably gets the highest weight of all proficient positions, scaled by their proficiency in that position. You can easily verify that on Editor, just add 20 to another position like Winger or Striker, and CA usually goes up. That is why I only train players in the opposite side of same position, like AML - AMR and DR - DL.
Fine for players with more playtime. However, young players benefit more from training, and are often less used in matches since they have lower attributes (the older the player, the more they benefit from match time instead of training, and vice versa).
1. You might grow those three attributes at the same speed, but you are hindered everywhere else. That means your players will be subpar for years, in the hope of achieving higher performance after several years. That is especially true for players with less minutes of play. Remember, focusing just in those attributes would only make a difference if the character reaches PA, which will never happen with that schedule.
2. Because your players will grow CA slower, that means you will profit less from transfers. Having more income increases your budget, which allows you to hire more players with high physical attributes, ready for instant impact.
Sorry, I do not have one this year.
Max from EBFM made a table showing what each session trains, and it is clear that Match Tactics trains way more than it says in the game. It has the fourth largest growth of any session, only behind Match Practice, Defending, and Attacking, even though it was used only three times a week (instead of seven like Attacking or Defending). Also, unlike Attacking and Defending, it also trains physical attributes, and speed is everything in FM24.
I tested that. It increases injuries and growth, as expected, but the end result is worse since you need lighter intensity sessions for it to be viable. Injured players have no growth.
You can set mentality to balanced when you want to hold a score, or change to a more defensive tactic after you are winning. It is also a good idea to change to a lower intensity version when you have a good lead (balanced, stay on feet, ease tackles, and slow pace down, for example). You should not stay in the same tactic for the entire match, every single match.
How many friendly games a week do you play at the start of the season?
Same training schedule for the whole season. One friendly per week.
It is like you said. Players who participated in the match will have two days of rest, and the others will train, then rest. Keep in mind it is better if tired players don't train, so they avoid injury. That allows you to have heavier training sessions to increase more attributes overall.
If your league has too many weeks with two matches a day, you cannot expect much from training anyway.
Considering you have a backup on each position, would you say remaining 3 should be winger,fullback and striker? I find those 3 roles to be most injury prone because of their roles/workload
Some leagues allow young players to play without registration, so you can use the youth team as backup in case of injuries.
Usually I play with a symmetric 424, with my fullbacks and wingers trained to the opposite side. That way, each player can cover two positions. My squad is usually something like this:
GK x3
DC x5
DL/DR x5
DM x5
AML/AMR x5
ST x5
If I am allowed only 25 players, for some cup or league, then I would use the remaining three as DL/DR, AML/AMR, and DM, as those are the positions that use the most energy during matches, which can lead to injuries.
Unfortunately, attribute growth and minimizing injuries are two conflicting goals from training, and I prefer to manage injuries with a broader squad to be able to reap rewards of better growth. I often rely on a squad of ~30 players, and that allows my players to have higher performance than they would if I used a weaker training with a smaller squad.
In short, we are talking about 1 or 2 extra pace and acceleration per season for the entire team, which is massive as you can see in the attribute table. Not only that, but growing players faster also allow you to profit more with transfers, which can lead to stronger squads (or in the very least, money to sustain two or three extra players to cover for the injuries). The third benefit of having faster growth is to allow you to rotate more the squad without losing much quality, which helps reducing injuries.
If you feel like you cannot handle the injuries, you can change the schedule to have at most one Physical or Match Practice sessions a day, and substitute anything over that for Attacking and Defending sessions. That would reduce intensity and cut at least half of the injuries, at the cost of redirecting growth from physical to technical and mental attributes. Keep in mind that might "fill" the CA with less useful attributes, leading to lower quality players when they reach full PA.
I also only play on Wednesday and Saturday so I can set training at the start of every season, change it once the European draw is done and then for extra games in cups and Europe. Also stops my assistant ruining my training every week. As you can't stop them doing that
That one is also good, it is just that I am risking a bit more injuries for a bit more of growth. Problems with multiple objectives also have multiple optimal solutions. But make sure to add super rest after matches, that will help a lot keeping players fit during the season, and reduce injuries in training.
Unfortunately, travel gets in the way of super rest. In that case, it might be wiser to set rest for the next day after travel.