CBP87
Chewbacca said: @CBP87, gratz with the 1st place and good luck in surviving 4K test :)



Thanks mate, I suspect it won't stay on top for long, especially when the 4k test kicks in
Tested with City, Treble winning. Haaland 90 goals. AM in charge of training and team selection, however I did stick Haaland in the AF role and went on holiday.





Good post @DonCarlo some good pointers

Just to add to the tempo part, I see a lot of people complaining that the team is shattered and they usually concede goals in the last 20 mins of the game, reducing the tempo will help you maintain fitness a little while longer as you've not got them tired players bombing forward.
Tweaked version of this https://fm-arena.com/thread/6964-nuts-attacking/

Haaland scored 102 in all comps (62 games)

Changes -

DLP pushed up to CM position
Right AF to IF on attack
DM moved centrally






Mark said: Unfortunately not. I use Genie Scout ratings. I have said before a few times that filters are a lot harder, as it depends on the League you are playing in. For a single rating it is quite easy to see what rating you need for a League/Division. But to do the same going through all the attributes you might want to consider would be very hard.

So I have never bothered.


No worries mate, could you give me an example of what you would look for based on them weightings in say a ball playing defender please?
@Mark Do you have filters based on the weightings?
thebestQ said: Hi there, this seems to work, but as soon as I generate players with the NewGen Manager again, it deletes the change from the config again, what should I do in this case?

This worked a treat for me but bear in mind when New Gens are produced they get a new ID so you'll need to follow the steps above again. I'm sure the folks who do the face packs will be aware of this and will be releasing something soon to resolve the issue
DreadPirateRoberts said: I feel like you are not quite reading what I am writing. Please answer this question; how come adding +5 in passing doesn't improve results at all, but removing 5 passing suddenly makes a difference? The tests are done by making every stat 10 and then increasing/decreasing a certain attribute on all players. This means that any increase in passing above 10 doesn't do a single thing for performance, but if you remove 5 passing, so that the player now is left with 5 passing, it does impact performance negatively. WE are saying that a threshold exists based on these tests. +5 pace did less for performance than -5 pace did. Idk how else to explain this

Ah apologies. Completely misread the initial post. It's been a long day. I need a beer
DreadPirateRoberts said: Well yea I get your point however, removing 5 points of pace clearly had more of an impact than adding 5 points to 10, the difference is like 10 points. This idea of a "threshold" is backed up by the other tests, such as passing and decision, who both showed that removing 5 from 10 had observable impact on the results, compared to adding 5, which did nothing. You claim that such a threshold does not exist, even though all the tests are saying otherwise!

Where do I claim that a threshold exists? My point simply is that all the tests done thus far have the same starting attribute default (I don't know the value) but the value is increased or decreased from the starting value. The tests are there to show us what attributes the game relies on, if its been increased to 15 and there is again of +21 then we know that pace is OP and the higher the value the more OP the player is. If you were to compare two players who had similar attributes value but 1 had 10 pace and the other had 15 then the player with 15 would perform better.

The other tests are proving that a increase/decrease in a particularly attribute value isn't as impactful as Pace and Acceleration.


Stuaret said: I would like to find out if there is diminishing return on attributes, because if that were the case, a player with pace 15, for example, would not be that much worse than one with pace 17. Where instead he could be significantly better than one with pace 13.

I get and understand where you're coming from. I personally don't see a huge difference in an attribute swing of 1 or 2 points in Acceleration or Pace. I always try and sign players above the league average.
DreadPirateRoberts said: If you look at the result of -5 decisions test which was also run today, you will see that there is an effect going from 10 to 5 , however going from 10 to 15 doesn't do a single thing, that means there is in fact a point in which attributes start to give diminishing returns, the results are right in front of you

The results indicate that by adding +5 that the result increased by 21 points, how is that diminishing results? Diminishing results is making large changes for little gain however I would say the result of 81 points, increase of 21 points is a big gain in comparison to say work rate which only gained 1 point
Stuaret said: Interesting, by adding 5 pace points we gained 21 points, while by subtracting 5 pace points we lost 31 points. Does this mean that there is a diminishing return when increasing the value of an attribute? Have any studies ever been done on this?

I don't know if I've read your question right but there isn't a diminishing return when increasing the value of the pace attribute. This test proved that pace is OP and the higher the value the better
@Zippo Hi mate, how come this tactic has been tested for 2,400 matches or is that just a typo?
letsgo9 said: hahahaha

???
To be honest I'm surprised it's not been raised for testing before, but same with the PI tests I just want to see if the instructions that can be mirrored have the same results as the main tactic
Tweaked version of this https://fm-arena.com/thread/6879-424-deformation-ii/page-1/

Changes -

Mirrored formation roles, e.g left inside forward moved to SS
Changed focus play down left to focus down right
Changed overlap right to overlap left