Anyway, the on-field performances with these training schedules are extremely disappointing. The players develop quickly, but on the pitch the team doesn’t get results.
juliius said: Can't say it's been like that for me. 2 first seasons in my Hoffenheim save we finished 2nd and won the cup and after that won a treble every season. Expand
harvestgreen22 said: for FM24 and FM26. I took into account the required attributes of them, and then adjusted the proportion of each attribute that I thought was necessary based on a relatively simple intuition. This might not be the best training schedule.
If you need to target FM24 or FM26 (Because my consideration of mixture is bound to result in something that is not optimal for any of them.) , you can try to calculate it in your own way using that Excel. Expand
In all the tests I’ve done with training sessions, I’ve always felt good in terms of development and player growth, but terribly bad on the pitch in terms of match results. The team doesn’t play well — it never plays well with these training sessions. Ideally, I’d like to find a mix between training that works, training that’s ‘bugged’ the way I’d want it to be, and strong performances on the pitch. Any ideas?
276 - 313: Divided into players operating in two separate groups, the "attack group" and the "defense group"
excel(part 7, the newest )
326 Handling, Shot Stopping, Physical x 2, Chance Conversion, Aerial Defence, Ground Defence and One on Ones 327 [Quickness][Match Practice][Attacking]x2
This is my current selected and conclusion:
The larger the amount of CA that is increased, the more inefficient attributes there will be. Therefore, increasing the CA will lead to a relatively poorer quality .
(1) Least growth but highest quality:
85 [回顾录像] [Match Review] The maximum increase in Acceleration Pace, or if the overall potential of the players is low CA growth: 17.40
43 (休息)无训练 [Rest] The maximum increase in Acceleration Pace, or if the overall potential of the players is low CA growth: 17.53
82 [恢复] [Recovery] Desired to use "85 or 43", but upon discovering a high incidence of injuries , as an alternative to the first two options. arranged several "[Recovery]" CA growth: 17.76
(2) Moderate growth, high quality:
317 [身体]x2[把握机会][攻击] [Physical]x2[Chance Conversion][Attacking] A balanced training (not in a hurry to enhance CA) CA growth: 30.71 Special note: "攻击组 All member in attack group", all non-goalkeeper players should be placed in the attack group.
276 [边路进攻] [Attacking Wings] as an alternative if discovering a high incidence of injuries CA growth: 29.17 Special note: "攻击组 All member in attack group", all non-goalkeeper players should be placed in the attack group.
(3) High growth, medium-high quality:
339 [速度][练习赛][攻击] [Quickness][Attacking][Match Practice] A balanced training (with a certain requirement for rapid improvement in CA) CA growth: 35.72 Note: If there are many injuries or the player lacks of March-Sharpness, add several "[Recovery]". (This is the one we recommended before.)
(4) very High growth , moderate quality:
331 [身体][练习赛][攻击][防守] [Physical][Match Practice][Attacking][Defending] If you need to increase the CA value as quickly as possible, use this . CA growth: 39.62
Be sure not to forget the additional focus. Expand
tam1236 said: Yes, exactly. Simple match score ranking is good if You have loads of youngsters with great potential and big PA-CA. That is You play as something like Barcelona. On the other hand the problem with just Quickness schedule is , that it leaves unused big part of PA if You have better newgens.
And that's why : B. There is a factor to use: CA gain divided by match score (the less the better) which tells us how effectively PA is changed into match score . For example Quickness (alone) training has this factor quite low (11.68 after *10k), but Resistance and Endurance lower. And lowest (=most effective using PA-CA points) is Match Review training which, by the way, gives biggest acceleration+pace gain (AP=7.18) what is strange to me Using this factor You can decide how fast You want to gain CA and also how efficiently to change PA into match score. For example [Physical][Tactical] has decent Match Score grow and decent change effectiveness (14.55) but only good acc+pace (AP=6.04) grow so I would rather choose [Physical][Quickness][Transition Restrict] (14.18, AP=6.50)
But if one : C. calculates match score for GK table and make a mark on general table, it turns out, that [Physical][Tactical] is quite a bad schedule for goalkeepers. (But still better than just Quickness). All becomes very complicate but if you care about GK - [Physical][Quickness][Resistance][Aerial Defence] is nice for GK and fairly effective in PA match score conversion (14.07, AP 6.09). or similar [Physical]x2[Chance Conversion] (14.04, 6.19)
What can be considered “meta” today in FM24? For the first team and especially for youth players. I mostly do Youth Academy careers and I’d like to find the ideal training setup for my young players.
harvestgreen22 said: The majority of the powerful attributes in FM24 remain powerful in FM26. Meanwhile, Some of the attributes in FM26 have become more effective. -- Therefore, theoretically, we need to make some adjustments to the training schedule of FM24 to accommodate the "new and more effective attributes" introduced in FM26.
I only conducted a preliminary attribute test on the beta version of FM26 and then refund. You can see the FM26 test results in my another post.
If you don't want to spend time, using the training schedule of FM24 is fine.
If you want to spend time, you might need to make your own estimated adjustments by referring to the excel file I just uploaded and the attribute table of FM26. Expand
There’s one thing I still can’t understand: rest. To get the most out of speed training, you need to set double intensity. But where? On the general rest screen and then set each player’s individual training to automatic, or do you have to manually give each player the instruction to train at double intensity? Thanks.
How training you use
I took into account the required attributes of them, and then adjusted the proportion of each attribute that I thought was necessary based on a relatively simple intuition.
This might not be the best training schedule.
If you need to target FM24 or FM26
(Because my consideration of mixture is bound to result in something that is not optimal for any of them.)
, you can try to calculate it in your own way using that Excel.
In all the tests I’ve done with training sessions, I’ve always felt good in terms of development and player growth, but terribly bad on the pitch in terms of match results. The team doesn’t play well — it never plays well with these training sessions. Ideally, I’d like to find a mix between training that works, training that’s ‘bugged’ the way I’d want it to be, and strong performances on the pitch. Any ideas?
https://mega.nz/file/4UUUDKgC#NuyR8RDaNap2_e44yi9SS2cjTkGgo2dpTL33obiUWQE
or
https://pixeldrain.com/u/pcRwnxi8
excel(part 2 , old)
https://mega.nz/file/QZNVgQzK#xOTiw1heWmVtIDRDDPiUZqzbBnqYAbVi14RYX0W3CoQ
or
https://pixeldrain.com/u/NzTu56KH
excel(part 3, old)
https://mega.nz/file/8JlW2LKb#NZyQ-gdnlcXu3Iun8-l5I-_c7wRmikgAvjOZjEsTvCg
or
https://pixeldrain.com/u/oa8Y2Z4U
excel(part 4, old)
https://mega.nz/file/dENF1KSK#gY0GO3Od_fALZ51UW_2dxLnAMnmlt0hkt01FVh9ZP50
or
https://pixeldrain.com/u/ihxzDL9p
excel(part 5, old )
https://mega.nz/file/dAMBTTAD#qJSvz7gwU0o-Yo3ecffCsMEBLiOesQe_7bwiCR_DGXw
or
https://pixeldrain.com/u/pcYTkHrZ
excel(part 6, old )
https://mega.nz/file/ABNjyJLa#5dnATFyZJzx1kpgvL_XzK5G1oiEtPUCAcuglbwL_G-8
or
https://pixeldrain.com/u/5uJ576BD
excel(part 7, the newest )
https://mega.nz/file/xEVGgToB#wlfXt8z6fdoXOez8N8Wk4-Qv3e1rq2Miv1p_0xU5t5A
or
https://pixeldrain.com/u/4mTPSyTD
276 - 313: Divided into players operating in two separate groups, the "attack group" and the "defense group"
excel(part 7, the newest )
326 Handling, Shot Stopping, Physical x 2, Chance Conversion, Aerial Defence, Ground Defence and One on Ones
327 [Quickness][Match Practice][Attacking]x2
This is my current selected and conclusion:
The larger the amount of CA that is increased, the more inefficient attributes there will be.
Therefore, increasing the CA will lead to a relatively poorer quality .
(1) Least growth but highest quality:
85 [回顾录像] [Match Review] The maximum increase in Acceleration Pace, or if the overall potential of the players is low
CA growth: 17.40
43 (休息)无训练 [Rest] The maximum increase in Acceleration Pace, or if the overall potential of the players is low
CA growth: 17.53
82 [恢复] [Recovery] Desired to use "85 or 43", but upon discovering a high incidence of injuries , as an alternative to the first two options. arranged several "[Recovery]"
CA growth: 17.76
(2) Moderate growth, high quality:
317 [身体]x2[把握机会][攻击] [Physical]x2[Chance Conversion][Attacking] A balanced training (not in a hurry to enhance CA)
CA growth: 30.71
Special note: "攻击组 All member in attack group", all non-goalkeeper players should be placed in the attack group.
276 [边路进攻] [Attacking Wings] as an alternative if discovering a high incidence of injuries
CA growth: 29.17
Special note: "攻击组 All member in attack group", all non-goalkeeper players should be placed in the attack group.
(3) High growth, medium-high quality:
339 [速度][练习赛][攻击] [Quickness][Attacking][Match Practice] A balanced training (with a certain requirement for rapid improvement in CA)
CA growth: 35.72
Note: If there are many injuries or the player lacks of March-Sharpness, add several "[Recovery]".
(This is the one we recommended before.)
(4) very High growth , moderate quality:
331 [身体][练习赛][攻击][防守] [Physical][Match Practice][Attacking][Defending] If you need to increase the CA value as quickly as possible, use this .
CA growth: 39.62
Be sure not to forget the additional focus.
this is for fm24 or 26?
And that's why :
B. There is a factor to use: CA gain divided by match score (the less the better) which tells us how effectively PA is changed into match score . For example Quickness (alone) training has this factor quite low (11.68 after *10k), but Resistance and Endurance lower. And lowest (=most effective using PA-CA points) is Match Review training which, by the way, gives biggest acceleration+pace gain (AP=7.18) what is strange to me
But if one :
C. calculates match score for GK table and make a mark on general table, it turns out, that [Physical][Tactical] is quite a bad schedule for goalkeepers. (But still better than just Quickness). All becomes very complicate but if you care about GK - [Physical][Quickness][Resistance][Aerial Defence] is nice for GK and fairly effective in PA match score conversion (14.07, AP 6.09). or similar [Physical]x2[Chance Conversion] (14.04, 6.19)
xls with table
what is training match review?
Anyway, I still can’t understand how you manage to get physical monsters… at best I can only get a few players up to 16. in fm24
Meanwhile,
Some of the attributes in FM26 have become more effective.
-- Therefore, theoretically, we need to make some adjustments to the training schedule of FM24 to accommodate the "new and more effective attributes" introduced in FM26.
I only conducted a preliminary attribute test on the beta version of FM26 and then refund. You can see the FM26 test results in my another post.
If you don't want to spend time, using the training schedule of FM24 is fine.
https://pixeldrain.com/u/pcRwnxi8
If you want to spend time, you might need to make your own estimated adjustments by referring to the excel file I just uploaded and the attribute table of FM26.
Also, as of today, can you tell me what the real training setup is that “breaks” FM24? Sorry, but I don’t have time to re-read everything… Thanks!!!