I have atleast 4 different tactics with this formation which i tested from my end and it just sucks. If you look at this formation https://fm-arena.com/thread/6609-433-triple-threat/ which got a score of 53 and all i did was move the AF -> SS or AM and the score drops very significantly. Didnt even bother releasing that in FM-Arena. I gave up on this one, curious if other are up for the challenge.
@Chris : if possible, please add what got changed to the OP, is it based on your previous tactic and all you changed was double vol or did you base it on another tactic in this platform and if so some changelog will be helpful. the only way to know how this is better than the 424 black ice (previous top scorer for 424) is to download the tactic.
dzek said: The purpose of doing more runs on the tactics is to see how well they hold up in the long run.
I don't think they will run all the tactics for 4.000 matches. They run the first tactics on the table to show the most balanced/"best" for ME. When a tactic stays first and after the 4.000 runs then, I think, they won't move on to other runs in other tactics. Expand
Oh, I thought they run 4k test on tactics above a particular threshold score (like 57 or 58), but again, I don't remember.
Anticipation, Balance and funny enuf determination. In my rating system, I don't look at jumping reach for defenders and they are getting more than 7 rating without issues. But again, I am playing in Romania as a part of journeyman save, so it may be different in EPL.
Fundamentally, the ykykyky rating was based on positions. FM Arena is based on the average across the outfield team. In the words of Roy Slaven, make of that what you will. Expand
keithb said: I think yk is outdated. Jumping reach is considerably undervalued, along with other attributes being overvalued. I think we can also assume that although the testing on here is for every position, it's fairly simple to work out which positions need what attributes. Although there will be some mistakes im sure Expand
I want to address all three comments here and share my opinion, I want to make a case that Jumping reach is not important for a defender. Yes, player with high jumping reach will score a lot of goals and hence would have high match rating but that has nothing to do with his ability to defend.
Okay, I am sure, the attribute testing in FM-Arena found that Jumping reach is the 3rd impactful attribute, hence one would assume its important for Defender but lets look at it a little closer right. By increasing the Jumping reach by +5, goals scored increase by 23% (62->76) but goals against decrease by only -2% (48->47). So ya, you can have a striker with jumping reach of 15+ and he will do just fine with goal scoring and you don't need a defender with high jumping reach, I would prioritize pace and acceleration for a defender like Mark had in his rating, so that you can catch up to the pacey strikers.
keithb said: Thanks for the detailed reply and screenshot. The problem I have with assistant manager is the same as billy bean in moneyball haha. He doesn't play the players I've bought!!! Expand
unfortunately, immaterial of what the python code tells you, you need to buy players among that python list with what the assistant manager things is the best options (like look at the star rating he assign to the player).
Again, if you want to go with this adventure, you might need your code to be less skewed (don't assign some crazy weight to pace and acceleration), keep it less skewed so that the star rating align with player recruitment suggestion from Python.
keithb said: Yes this is a good point. I am already thinking how to make the game more challenging. This could include my own tactics, though its hard to forget what works well in the match engine, and as you have pointed out scouted only players. My starting scouts had 2 or 3 i think for judging ability and potential, although obviously this doesnt matter when using phython. I think this is far superior to genie scout which I find difficult to weight.
I just thought I would give this new method a go, but champions league first season with Truo is probably a bit too much!! Expand
That's what happens when we use meta tactics and good recruitment. So once you get comfortable with scouted only player based recruitment (trust me its very difficult when compared to player willing to join your club specially if you play with large database), you can bump up the difficulty by playing as DOF and let your assistant manager come with tactics. Lets be real right, their tactics suck but not by a lot specifically if you go with some one who does pressing based tactics, if you look at the preset tactic testing in FM-Arena they score around 43 (Gegenpress based preset tactics - https://fm-arena.com/thread/7499-fm24-preset-4231-gegenpress/) that's more than enuf to win the game. I have attached a screen shot of the criteria I use to identify good assistant manger. Hope this helps! This is a unique way to play the game, but it's very fun one you understand the game mechanics very well to keep up the difficulty. Combine this with Journeyman, you got yourself long term fun
Moved the DLP -> CM
Literally won everything, if not for the 10 points deduction.
Didn't see this formation in FM-Arena, I believe it's a good one with no DM's.
- the top tactic gets 4,000 matches
- all tactics in Hall Of Fame get 2,400 matches
- all other tactics get 1,200 matches
Thanks @Zippo that answered my question.
I don't think they will run all the tactics for 4.000 matches. They run the first tactics on the table to show the most balanced/"best" for ME. When a tactic stays first and after the 4.000 runs then, I think, they won't move on to other runs in other tactics.
Oh, I thought they run 4k test on tactics above a particular threshold score (like 57 or 58), but again, I don't remember.
Ya it could just be statistical noise, hence I believe there is no impact on defence by increasing jumping reach.
Mark said: I am not sure I have the time to address all the questions raised on this subject. There is plenty to read on this thread.
Best Attributes for Each Position
Fundamentally, the ykykyky rating was based on positions. FM Arena is based on the average across the outfield team. In the words of Roy Slaven, make of that what you will.
keithb said: I think yk is outdated. Jumping reach is considerably undervalued, along with other attributes being overvalued. I think we can also assume that although the testing on here is for every position, it's fairly simple to work out which positions need what attributes. Although there will be some mistakes im sure
I want to address all three comments here and share my opinion, I want to make a case that Jumping reach is not important for a defender. Yes, player with high jumping reach will score a lot of goals and hence would have high match rating but that has nothing to do with his ability to defend.
Okay, I am sure, the attribute testing in FM-Arena found that Jumping reach is the 3rd impactful attribute, hence one would assume its important for Defender but lets look at it a little closer right. By increasing the Jumping reach by +5, goals scored increase by 23% (62->76) but goals against decrease by only -2% (48->47). So ya, you can have a striker with jumping reach of 15+ and he will do just fine with goal scoring and you don't need a defender with high jumping reach, I would prioritize pace and acceleration for a defender like Mark had in his rating, so that you can catch up to the pacey strikers.
unfortunately, immaterial of what the python code tells you, you need to buy players among that python list with what the assistant manager things is the best options (like look at the star rating he assign to the player).
Again, if you want to go with this adventure, you might need your code to be less skewed (don't assign some crazy weight to pace and acceleration), keep it less skewed so that the star rating align with player recruitment suggestion from Python.
Let me give an example:
More skewed: (Less likely ass man will play)
calculate_score({"Fin":1, "Dri":5, "Fir":1, "Tec":1, "Pas":1, "OtB":1, "Cmp":1, "Ant":3, "Dec":1, "Wor":1, "Acc":5, "Pac":5, "Agi":1, "Bal":3, "Sta":1, "Jum":5}, 'AF Score'
Less Skewed: (More likely ass man will play)
calculate_score({"Fin":1, "Dri":2, "Fir":1, "Tec":1, "Pas":1, "OtB":1, "Cmp":1, "Ant":1.5, "Dec":1, "Wor":1, "Acc":2, "Pac":2, "Agi":1, "Bal":1.5, "Sta":1, "Jum":2}, 'AF Score'
I just thought I would give this new method a go, but champions league first season with Truo is probably a bit too much!!
That's what happens when we use meta tactics and good recruitment. So once you get comfortable with scouted only player based recruitment (trust me its very difficult when compared to player willing to join your club specially if you play with large database), you can bump up the difficulty by playing as DOF and let your assistant manager come with tactics. Lets be real right, their tactics suck but not by a lot specifically if you go with some one who does pressing based tactics, if you look at the preset tactic testing in FM-Arena they score around 43 (Gegenpress based preset tactics - https://fm-arena.com/thread/7499-fm24-preset-4231-gegenpress/) that's more than enuf to win the game. I have attached a screen shot of the criteria I use to identify good assistant manger. Hope this helps! This is a unique way to play the game, but it's very fun one you understand the game mechanics very well to keep up the difficulty. Combine this with Journeyman, you got yourself long term fun