pixar said: Since it's tactic HOF, it was probably tested with the 2400 first. If it was still at the top tactic after 2400, it would probably be retested at 4000.
It was the top tactic though so surely it should've been tested for 4000 regardless of the result at 2400 but then again probably best leaving it as another 1600 matches could see it drop further down the list
@Zippo@Droid Morning, will this tactic be tested with 4000 matches or is it just 1200 increments once a certain score has been achieved? apologies if you've already answered this elsewhere
SK - Defend WB - Take more risks, shoot less often, stay wider, tackle harder BPD - Dribble More, Tackle Harder DM - Take more risks, hold position, tackle harder IF - Sit narrower, tackler harder AM - Take more risks, move into channels, tackle harder AF - Tackle harder
Mark said: Great stuff @CBP87. This is the shape I have had most success with in game but my tactic failed on FM Arena. I am still using it with great success but might now throw yours in as the Main Tactics. I run between 4 tactics, with 424 Grand Vol as a control tactic after we score or if the opposition is going more attacking, 343 Italian KO to Park the Bus and 424 Deformation II if we need a goal.
I just make sure I have a few versatile players and the bench to support transitioning between the tactics if I need it. Expand
Thanks mate, appreciate it. Hopefully it works for you
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.
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.
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. Expand
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?
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? Expand
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 Expand
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! Expand
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. Expand
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.
look zippo's post: https://fm-arena.com/find-comment/28453/
It was the top tactic though so surely it should've been tested for 4000 regardless of the result at 2400 but then again probably best leaving it as another 1600 matches could see it drop further down the list
Changes -
Added
Pass into space
Focus play down flanks
Changes -
AMa to AFa
Changes -
Mentality to balanced
SK - Defend
WB - Take more risks, shoot less often, stay wider, tackle harder
BPD - Dribble More, Tackle Harder
DM - Take more risks, hold position, tackle harder
IF - Sit narrower, tackler harder
AM - Take more risks, move into channels, tackle harder
AF - Tackle harder
I just make sure I have a few versatile players and the bench to support transitioning between the tactics if I need it.
Thanks mate, appreciate it. Hopefully it works for you
Thanks mate, I suspect it won't stay on top for long, especially when the 4k test kicks in
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.
https://fm-arena.com/thread/2733-how-to-get-your-tactic-tested/
Haaland scored 102 in all comps (62 games)
Changes -
DLP pushed up to CM position
Right AF to IF on attack
DM moved centrally
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?
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
Ah apologies. Completely misread the initial post. It's been a long day. I need a beer
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.