TommyToxic
ocarty said: "DECISIONS" on its own does not have any impact. I think that's a skill which is bound to other skills.

Well no player has decisions as their only skill, so how does that even matter.
WBs - Close down less, mark tigher, dribble more, stay wide
CMs - Take more risks, move into channels, dribble more tackle harder
DWs - Take more risks
AFs - Dribble more, tackle harder, mark tighter
343 asymetric formation to use Danjuma in his best position. Default set pieces.
CM(s) on stay wider, get forward
Godfrey as WCB because he he got great ratings consistently. Tried WCBx2 but conceded more with it.
A tactic I've been testing with Everton. Default set pieces. Not sure how it will work in FMarena because some instructions are there to take advantage of Beto+DCL who are both fast and tall (like having mixed crosses).

SS- Roam from position.
BWM - Hold position, take fewer risks.
WBs - More direct passing, stay wider
Default set pieces. Positive mentality and a few other minor changes from similar deep 442s.

Tested with Everton.
Tested with Luton. Set pieces and training left to the assistant.
Delicious said: But literally set pieces were making like 3-5 points average on FM23

Is the difference between optimized set pieces and default really that little, with CBs scoring 20+ goals?
Mix of over/underlap
1 IW wide, 1 IW narrow.
https://fm-arena.com/thread/5914-flat-442-step-up/

Removed Counter Press
Removed Step Up More
IW->DW
AF - No dribble more
https://fm-arena.com/thread/5914-flat-442-step-up/

Standard width
More Disciplined
Removed dribble more on AF
Removed direct passes from IW
https://fm-arena.com/thread/5914-flat-442-step-up/
Switched IW for DW
Added Underlap
Removed direct passing from wide players
Removed cross towards center
https://fm-arena.com/thread/5914-flat-442-step-up/

Removed focus on flanks, removed get further forward in IWs.
CMs with move into channels and more risk.
AF with dribble more.
Step up more because of no DM.
Zeyad said: This might start a war 😆

Updated it now based on some requests.

I think it's fairly obvious how much pace matters compared to other attributes. But some people who love FM will never acknowledge it unless it's tested in every possible scenario imaginable, even then I'm not sure.

I think what is hard to grasp for some (me also initially) is how important it is regardless of what tactic you use, and role you set on players.
Milakus said: Just use a common sense.

It works great when:

- Your Strikers are faster than the opposition Strikers
- Your Wingers are faster than the opposition Wingers
- Your Midfielders are faster than the opposition Midfielders
- Your Defenders are faster than the opposition Defenders

But as @Lapidus said there could be a significant difference in speed between the lines because for example, in the game an average Midfielder, usually, is much slower than an average Wingers.


Wouldn't common sense be than your strikers are faster than his defenders,
Your defenders faster than his strikers/wingers?
It's not like the strikers of two teams go against each other.
Zippo said: I can only provide you with a game save at the end of a test - Game Save







the bellow 2 the most OP formation for AI




But bear in mind, to be successful in real game the "Non Tactical" attributes of an AI manager should also be high but for a tactic testing league it isn't that important some we ignored many of them like, I'm talking about attributes like "Buying Players", "Negotiating", "Business" and some other.

 


How did you determine the best formations for AI?
Zippo said: Here's one more test.

This time the 11 attributes will be increased only by just "+1" point instead "+2" as it was done in the previous test:

The most important attributes from our test - ( https://fm-arena.com/table/18-attribute-testing/ )

- Acceleration
- Agility
- Balance
- Pace
- Strength
- Stamina
- Anticipation
- Concentration
- Work Rate
- Finishing
- Dribbling



433 toast rack






Structured Attack ( 4-2-3-1 Tweak )



As you can see the result has increased immensely from 50 to 70 points, no way, such increase can't be achieved by tweaking the current best 15-20 tactics.

So our tactic testing clearly demonstrates if your tactic is already good(not perfect), but for some reason you want to perfect it, then you can spend hundred hours on testing trying thousand different tactical setups and for your efforts you'll be rewarded with about 2-3% ( 2-3 points ) boost to the result.

Or you can increase 11 of 29 the most important attributes of your players just only by "1" point and you'll be rewarded with +40% ( 20 points ) boost to your result.

Or you can increase 11 of 29 the most important attributes of your player by "2" point and you'll be rewarded with +60% ( 30 points ) boost to your result.


I guess, now it should be obvious what is more important your tactic or the attributes of your players. Many people wrongly think that there's no difference when a player has "16" or "17" Acceleration but there's a huge difference in the performance between "16" and "17" Acceleration. Of course, that isn't true for every attribute and if you want to find out which attributes make the most different then you can check this table - https://fm-arena.com/table/18-attribute-testing/


Do you think you will ever do the attribute testing for individual positions?