Germaniac
mackforever said: I think I've already found a bit of a tactical bug.

I'm playing a 3 DC formation out of possession, but in possession the central DC is set as a striker and for some reason the AI just doesn't pick him up. When he starts to advance I can see that opposition strikers will track him, but once he gets far enough forward for them to stop it's like the midfield and defence just ignore him.

He's got 8 goals in 5 games because time and time again he gets the ball on the edge of the area with no defenders anywhere near him.

Does it still work? Can't get it to work myself.
mackforever said: I think I've already found a bit of a tactical bug.

I'm playing a 3 DC formation out of possession, but in possession the central DC is set as a striker and for some reason the AI just doesn't pick him up. When he starts to advance I can see that opposition strikers will track him, but once he gets far enough forward for them to stop it's like the midfield and defence just ignore him.

He's got 8 goals in 5 games because time and time again he gets the ball on the edge of the area with no defenders anywhere near him.

That's like the Diablo tactic from CM0304.
Player traits and opposition instructions.
Tweaked version of https://fm-arena.com/thread/15323-perfect-strangers-42112-wiwba-p107-ef/.

Credit to @Gerrard.

Changes:
Moved STCL to STC and DMCR to DMC.

Tweaked version of https://fm-arena.com/thread/15726-perfect-strangers-tweak-full-wingswap/.

Credit to @Gerrard.

Changes:
Moved STCL to STC and DMCR to DMC.

Tweaked version of https://fm-arena.com/thread/15725-perfect-strangers-tweak-wingswap/.

Credit to @Gerrard.

Changes:
Moved STCL to STC and DMCR to DMC.

Tweaked version of https://fm-arena.com/thread/15725-perfect-strangers-tweak-wingswap/.

Credit to @Gerrard.

Changes:
Swapped the sides of the fullbacks.

Tweaked version of https://fm-arena.com/thread/15323-perfect-strangers-42112-wiwba-p107-ef/.

When I saw this tactic, it reminded me of the default 4-2-3-1 asymmetric tactic from older FM games, but with the wingers flipped, so I gave it a try and swapped them.

Credit to @Gerrard.

Changes:
Swapped the sides of the wingers.

Tweaked version of https://fm-arena.com/thread/12717-ef-424-if-hp-v2-p101-ac/.

Credit to @Gerrard.

Changes:
Removed "Close Down More" from IFs.

Tweaked version of https://fm-arena.com/thread/12717-ef-424-if-hp-v2-p101-ac/.

Credit to @Gerrard.

Changes:
Changed "Shorter Passing" TI to "Much Shorter Passing".

Tweaked version of https://fm-arena.com/thread/12717-ef-424-if-hp-v2-p101-ac/.

Credit to @Gerrard.

Changes:
Added "Close Down More" to AF(At).

FM26 can't come soon enough...

DarthTrone said: It has been established that players spawn in with a designated position, and that subsequently their CA growth will be predicated upon this position regardless of what their actual growth shows.

Could you in theory make a player such as a cdm who has heavy weighting into stats such as passing,decisions,tackling and transform them into a perfect ST since their CA Wont be eaten by stats such as pace jumping reach dribbling etc?

Tl:dr : Are cdms the best base for st's

I assume you mean giving a DM the best attribute spread for an ST, exploiting the fact that they use different attribute weightings on a player's CA based on his position.

I tested this in the pre-game editor. You're right that, for a given CA, you can give a DM a better ST attribute spread than if he was an ST, since the attributes that are important for an ST is weighted lowly.

But it's been tested before that position rating is an important attribute itself, and if you give the player a decent ST position rating, his attribute weightings will revert back to ST attribute weightings.

How high of an ST position rating for the revert to happen seems to be dependent on how good the player is as an ST. The better of an ST a player is, the lower his ST position rating needs to be for the attribute weightings to revert back to ST attribute weightings.

Now the question is whether it's worth to sacrifice position rating for the attributes.
So is Long Shots the attribute the game uses to calculate shot power?
The other thread that discusses about modifying the game's physics engine (which is an .fmf file) got me thinking, has anyone tried to understand how the tactic files work? (which are also in .fmf format)

I remember back in FM10 or FM11 that by tinkering with the tactic files, (which were in .tac format back then) someone managed to make their tactic have 2 goalkeepers. Now this was completely unuseful since the goalkeepers would always make the same move, leaving you playing like you had 10 players. But I wonder if there are other exploits that you could do by modifying the tactic files that might be useful.

EDIT: I found a couple of forum threads discussing the 2 goalkeepers tactic, here and here, the later has a working download link. (note they're not in english)
I remember reading in another thread that other than decorative attributes, the ones that matter are divided into 2. I think it was capped and uncapped. Capped attributes have diminished effects beyond a certain point while uncapped attributes will give an effect for each point until 20. Are these gonna be tested too?
Testing the VOL+RGA DM combo in Attacking mentality. Tweaked version of https://fm-arena.com/thread/12717-ef-424-if-hp-v2-p101-ac/.

Credit to @Gerrard.

Changes:
IF(At) changed to IF(Su).
Left DM(Su) changed to VOL(At).
Right DM(Su) changed to RGA(Su).

Gracolas said: I might be wrong here, but i think i read it once in this forum that tests were conducted and opposition instructions dont do anything. It's all about the tactic

The only thing I can find is this one, but it's from FM23 and only tests one configuration of OIs.