Gracolas said: it looks like the tides are turning and im starting to win some games.. yea, i'll try to lower the tempo if this happens again..
what about work the ball into the box? you think it would reduce the amount of unnecessary shots? Expand
I would probably go with the shoot less often PI, I don't know what it is with work ball into box or play out of defence for that matter, they just don't seem to work
Thanks, that tacic is quality pal and looking at your previous screenshot, you're creating chances. It could just be a case of not having the right players. Have you tried loweing the tempo?
Can you share your tactic please? See I always try and drop the "Technical" aspects of a tactic when playing in lower league purely based on the fact that I don't believe the players are good enough to play a certain instruction, for example, step up more or very high defensive line or play ball into box etc... I just try and keep it as simple as possible
Gracolas said: Question is on the subject: on those dificult games that your team is on the upper side, smashing the opponent but cant score a goal, what instructions do you change to force that goal?
I'm playing with a 6-tier portuguese team, managed to got promoted twice (4th tier now) and although my team is better than the rest of the teams and im using the top tactic of this forum, im not able to win games even thou statistically im winning everything (shots on target, xG, possession, etc..).
I know that a lot of you will say: "Buy better players", but im on a tight budget and accordingly to Genie Scout with the latest modified ratings, i already have a higher average rating than any other team in my division Expand
I tend to lower the tempo and try to pull the opposition around to create space. I find that once your team becomes OP that teams tend to park the bus. Constantly attacking them just allows them to stay in their positions, by lowering the tempo, I've noticed that they tend to leave their positions creating space
No I haven't tried it with that, although I have used that version with other tactics. I've tried this tactic with the Chinese and Korean one, it worked well, and I've tried it with the European one and again it worked well. However, I've noticed with the new custom versions of the ME, if you're using attacking mentality then be prepared to concede more goals. It actually make's more sense that you'd conceded more when using attacking mentality. I'm finding positive mentality is working better, similar goals output but less conceded
harvestgreen22 said: Average goal difference: It shows how good the team played , each season have 30 match , test for several seasons , Record the goal difference
Decision = 10 : All attribute is 10 ,including Decision. In the case of nothing changed , the goal difference is 8.3
Decision = 20 (1 player): 1 of the players Decision +10 : In most cases ,goal difference increased . goal difference higher than 8.3 . This is logical , As attribute increase , goal difference increased .
Decision = 20 (10 player): All of the players (expect goalkeeper) Decision +10 : the goal difference is 2.8 This is not-logical , As attribute increase , goal difference Decreased .
Decision = 1 (10 player): All of the players Decision -10 : the goal difference is 7.0 This is not-logical , This means "Player's Decision =10 " > "Player's Decision =1 " > "Player's Decision =20 ".
Decision = 20 (3 player): Choose 3 of the 10 players , Decision +10 : the goal difference is 15.8 Decision = 20 (5 player): Choose 5 of the 10 players , Decision +10 : the goal difference is 8.5 Decision = 20 (7 player): Choose 7 of the 10 players , Decision +10 : the goal difference is 5.9 This means that the more people with "Decision = 20", the worse the team performs
Decision = 20 (11 player): Choose 10 of the 10 players , Decision +10 : the goal difference is 2.8 When everyone's Decision are high , the team perform the most worse
Summary: ( only refers to specific partial attributes )
No more than 3 players have high Decision. Decision have a positive effect If more than 5 players have high Decision at the same time, Decision have a negative effect . The more people with high Decision , the worse the team does . The worst team you can have is whole team with Decision 20 .
This is completely unsimulated realistic ——It's just the mechanics of the game Expand
Thank you for explaining. I understand it now. Great work. May I ask, have you got an opinion on the positions that should have high decision making please?
I've tried the new ME (version 2) and I've also tried the Asian fusion one, one thing I am noticing is that attacking mentality is no where near as effective as positive mentality. The number of goals you concede is essentially doubling when using attacking mentality which in my opinion makes sense (attacking football involves more risk taking so it's a given that you'll be open to more goals being conceded), however I've found dropping the team instruction step up more and changing the sweeper keeper to support or attack duty helps, also dropping the defensive line to higher seems to help
Changes-
Mentality to Balanced
Added focus play down flanks
Yes that one is the European one
And which engine do you using with Positive mentality mate?
Yes that is the European one, I found positive to be better on both the Asian fusion one and the European one
what about work the ball into the box? you think it would reduce the amount of unnecessary shots?
I would probably go with the shoot less often PI, I don't know what it is with work ball into box or play out of defence for that matter, they just don't seem to work
as you can see, im the better team, but yet not able to capitalize
How are you conceding the goals? Set pieces?
I'm playing with a 6-tier portuguese team, managed to got promoted twice (4th tier now) and although my team is better than the rest of the teams and im using the top tactic of this forum, im not able to win games even thou statistically im winning everything (shots on target, xG, possession, etc..).
I know that a lot of you will say: "Buy better players", but im on a tight budget and accordingly to Genie Scout with the latest modified ratings, i already have a higher average rating than any other team in my division
I tend to lower the tempo and try to pull the opposition around to create space. I find that once your team becomes OP that teams tend to park the bus. Constantly attacking them just allows them to stay in their positions, by lowering the tempo, I've noticed that they tend to leave their positions creating space
No I haven't tried it with that, although I have used that version with other tactics. I've tried this tactic with the Chinese and Korean one, it worked well, and I've tried it with the European one and again it worked well. However, I've noticed with the new custom versions of the ME, if you're using attacking mentality then be prepared to concede more goals. It actually make's more sense that you'd conceded more when using attacking mentality. I'm finding positive mentality is working better, similar goals output but less conceded
Do you mean the fusion one between the Chinese and Korean one? Can you link the post or send the simatch.fmf file please
What is Version 2?
Holiday tested, best XI selected, AM in charge of training, SPC in charge of SP
Changes-
Removed sit narrower from IF
It shows how good the team played , each season have 30 match , test for several seasons , Record the goal difference
Decision = 10 :
All attribute is 10 ,including Decision.
In the case of nothing changed , the goal difference is 8.3
Decision = 20 (1 player):
1 of the players Decision +10 : In most cases ,goal difference increased .
goal difference higher than 8.3 .
This is logical , As attribute increase , goal difference increased .
Decision = 20 (10 player):
All of the players (expect goalkeeper) Decision +10 : the goal difference is 2.8
This is not-logical , As attribute increase , goal difference Decreased .
Decision = 1 (10 player):
All of the players Decision -10 : the goal difference is 7.0
This is not-logical , This means "Player's Decision =10 " > "Player's Decision =1 " > "Player's Decision =20 ".
Decision = 20 (3 player):
Choose 3 of the 10 players , Decision +10 : the goal difference is 15.8
Decision = 20 (5 player):
Choose 5 of the 10 players , Decision +10 : the goal difference is 8.5
Decision = 20 (7 player):
Choose 7 of the 10 players , Decision +10 : the goal difference is 5.9
This means that the more people with "Decision = 20", the worse the team performs
Decision = 20 (11 player):
Choose 10 of the 10 players , Decision +10 : the goal difference is 2.8
When everyone's Decision are high , the team perform the most worse
Summary: ( only refers to specific partial attributes )
No more than 3 players have high Decision. Decision have a positive effect
If more than 5 players have high Decision at the same time, Decision have a negative effect .
The more people with high Decision , the worse the team does .
The worst team you can have is whole team with Decision 20 .
This is completely unsimulated realistic ——It's just the mechanics of the game
Thank you for explaining. I understand it now. Great work. May I ask, have you got an opinion on the positions that should have high decision making please?
Yeah but I've always found tactics using attacking mentality to perform better but under the new ME, the mentality seems to be struggling
They are using a different match engine mate, @harvestgreen22 are these tests being done on the normal ME or the modified one?