1) Lets say you submit a tactic with an Advanced forward, low crosses, and passing into space. The teams in the test league are well suited for this because all the striker have high pace/dribbling/finishing. This means that the tactic will be tested under conditions that allows the tactic to work as intended.
2) You submit a tactic with a Target Forward. You want him to win aerial duels both for link up play and in the box to score goals. This will not work in the test league because all the strikers have 9 jumping reach, 11 strength and all the CBs have 15 jumping reach/strength. This means that the tactic will not be able to work as intended, and thus not be tested properly.
This is based on the save file that was available for download in this thread. Unless the file has been changed I see this as a major flaw. Expand
In FM23 a strong and tall striker is a much weaker option than a fast and short striker.
No doubts, that Pace + Acceleration is a much better combination than Strength + Jumping Reach so there's no point in testing with a tall and strong striker as he always will be much worse than a fast and short striker
I've noticed in your new corner setup ( far post ) the left and right corners are directed to the right central defender I guess that's why he scores that many.
But in your previous corner setup ( near post ) the goals were split between both central defenders so each of them were scoring less but together they scored more.
I find the goal output of near post corner is higher than the goal output of far post corner.
Falbravv said: I think we can say that PAce and Acceleration are some basis for all posts, and it's seems logical.
Because even if you're defender is the tallest and the better header of the championship, it means nothing if he run too slow.
All other atributes are for me some "bonus", which are cosmetics like 90% - 95% of the game.
Tests made here show us the way every year. Expand
I would not agree that it's only about Acceleration and Pace, no doubts, Acceleration and Pace are the most important attributes but there're at least 12 attributes from this table https://fm-arena.com/table/18-attribute-testing/ that I pay attention to:
- Acceleration - Pace - Jumping Reach ( only for CDs and DMs or might be like bonus for any position ) - Anticipation - Balance - Agility - Concentration - Finishing ( only for attackers ) - Work Rate - Dribbling ( excluding CDs ) - Stamina - Passing
I'm sure if you pay attention to these 12 attributes then you can easily build an invincible team.
Chocorelo19 said: On 2.4 From strikers I removed Mark tighter and shoot less often and from Ifs mark tighter also removed. I dont remember changing anything else. compare yourself Expand
Now, I'm confused even more.
Are the below supposed changed for Prometheus 2.4?
I wanted to try your Prometheus 2.4 tactic but after I plugging it I noticed that the Tactical Style was "Soft&Wet" then I checked the rest of tactic and found it's the same as Soft&Wet - https://fm-arena.com/tactic/3909-soft-wet-4-2-4/
I'm confused. Am I missing something here? Is there any difference?
Delicious said: I was allucinating,was sure he did "tweaked" IV and not III.
It's like @Steelwoodsaid, it's like you adding tempo and penetration, we have to understand that those tactics are runned on a certain league,overlaps helps the team to penetrate very defensive team,like in game if you are "City" maybe expect for some singularities, IA is going to play defensive against you. On the test is different, every manager is setuped with the same tendecies and they never close up, so we can't really say if is overlap being "useless" or "just giving a bit of tempo",in order to proper test it, the option should been tested in order to face only "defensive approaches" teams with it off and on, that's a limit of the "test", but we can't really have everything. Maybe that's why it gave that result on from the test,but really setuping "leagues" to check out an option is a bit "funny". Expand
but the screenshot you posted shows a different tactic
I guess, you meant Patheonope(Napoli) because obviously you played with them instead of Atalanta
1) Lets say you submit a tactic with an Advanced forward, low crosses, and passing into space. The teams in the test league are well suited for this because all the striker have high pace/dribbling/finishing. This means that the tactic will be tested under conditions that allows the tactic to work as intended.
2) You submit a tactic with a Target Forward. You want him to win aerial duels both for link up play and in the box to score goals. This will not work in the test league because all the strikers have 9 jumping reach, 11 strength and all the CBs have 15 jumping reach/strength. This means that the tactic will not be able to work as intended, and thus not be tested properly.
This is based on the save file that was available for download in this thread. Unless the file has been changed I see this as a major flaw.
In FM23 a strong and tall striker is a much weaker option than a fast and short striker.
Here's you can find a test result of Strength - https://fm-arena.com/tactic/3421-strength-attribute-has-been-decreased-by-4-points-across-all-the-positions/
And here's you can find a test result of Pace - https://fm-arena.com/tactic/3413-pace-attribute-has-been-decreased-by-4-points-across-all-the-positions/
No doubts, that Pace + Acceleration is a much better combination than Strength + Jumping Reach so there's no point in testing with a tall and strong striker as he always will be much worse than a fast and short striker
Also, I won English FA Cup va Man Utd 6 - 2
I've noticed in your new corner setup ( far post ) the left and right corners are directed to the right central defender I guess that's why he scores that many.
But in your previous corner setup ( near post ) the goals were split between both central defenders so each of them were scoring less but together they scored more.
I find the goal output of near post corner is higher than the goal output of far post corner.
Because even if you're defender is the tallest and the better header of the championship, it means nothing if he run too slow.
All other atributes are for me some "bonus", which are cosmetics like 90% - 95% of the game.
Tests made here show us the way every year.
I would not agree that it's only about Acceleration and Pace, no doubts, Acceleration and Pace are the most important attributes but there're at least 12 attributes from this table https://fm-arena.com/table/18-attribute-testing/ that I pay attention to:
- Acceleration
- Pace
- Jumping Reach ( only for CDs and DMs or might be like bonus for any position )
- Anticipation
- Balance
- Agility
- Concentration
- Finishing ( only for attackers )
- Work Rate
- Dribbling ( excluding CDs )
- Stamina
- Passing
I'm sure if you pay attention to these 12 attributes then you can easily build an invincible team.
https://fm-arena.com/table/23-patch-23-5-0-n/
Well done!
https://fm-arena.com/thread/3150-424-alhamdulillah/
Can't wait to see those tactic tested.
I bet there'll be a lot of them at the top.
Now, I'm confused even more.
Are the below supposed changed for Prometheus 2.4?
I might be blind I've checked it few times and did found any difference with Soft&Wet.
Could you tell me which Player Instructions did you change.
I'm talking about Prometheus 2.4.
Thanks.
Thanks.
I think you didn't get my point.
I really don't care who tweaked whose tactic.
I just checked your Prometheus 2.4 and didn't found any difference with Soft&Wet.
So that's why I asked you what I was missing.
Probably, you uploaded a wrong tactic or something like that.
Or there's a difference and I just missed it.
Thanks.
I wanted to try your Prometheus 2.4 tactic but after I plugging it I noticed that the Tactical Style was "Soft&Wet" then I checked the rest of tactic and found it's the same as Soft&Wet - https://fm-arena.com/tactic/3909-soft-wet-4-2-4/
I'm confused. Am I missing something here? Is there any difference?
Thanks.
It's like @Steelwoodsaid, it's like you adding tempo and penetration, we have to understand that those tactics are runned on a certain league,overlaps helps the team to penetrate very defensive team,like in game if you are "City" maybe expect for some singularities, IA is going to play defensive against you. On the test is different, every manager is setuped with the same tendecies and they never close up, so we can't really say if is overlap being "useless" or "just giving a bit of tempo",in order to proper test it, the option should been tested in order to face only "defensive approaches" teams with it off and on, that's a limit of the "test", but we can't really have everything.
Maybe that's why it gave that result on from the test,but really setuping "leagues" to check out an option is a bit "funny".
Ok, thank you for the explanation.