A Smile
WestDoorBlowJ said: Thanks for your reply!
I would like to know more about the professional leagues in China. Sounds interesting!
Any chance you can tell me more about it? Maybe through emails so that you can type in Chinese? We may also discuss about FM tactics.


PGM's home page:https://www.playgm.cn/forum-155-1.html
HEIGO's home page:http://www.soccerbar.cc/forum.php?gid=97
All the details are in the sub-columns. Now I am a teaching assistant in the HEIGO League and also in the PGM group, but PGM has not participated in the competition for the time being.
The rules of the two leagues are slightly different and seem complicated, but they are easy to understand once you get familiar with them. It's all about the fun of the team and the fairness of the game.
Let MEZ take over as a winger.
This is the second change. Compared with V1 changing IWS+WBS to WS+IWBS, I am not sure which of the two changes is better. Look forward to the result.
In theory, this is a transformation of top Tactical 4123, removing an AF and changing the combination setup on the right.
I've added more personal Settings, but I'm not sure that's going to help either. The positioning of the two AFs makes it fundamentally different from the 4123 tactic.
RGA+BWMD has better defense, and the choice of IW+WB can make the choice of offensive line more free, with Overlap and Underlap. But I think it might be a little better to choose neither
In fact, A and BWMD are essentially the same and will not have a fundamental impact on tactics. However, in terms of intelligent coverage in midfield, using A is worse than using BWMD because of the lack of midfield closing down. Of course, this is said when there is no one else in midfield. For example, in the current best formation of 4123, the option of DW can help solve this problem, so the back can choose DMS (stay in position) and IWBA or IWBS (press up) can solve the problem of lack of space in midfield.

Theoretical things are not panacea in the application of practical tactics, there is no way, after all, this is beyond the control of the SI. In fact, SI has changed a lot of things to adjust the balance.
It was also interesting to watch your debate. I feel that the players who can discuss tactics in ARENA usually have a good foundation of FM theory, and their cognition should not be biased. Of course, tactics are good and bad in the end, can only be tested out of actual combat, even the reality is so. I don't speak English, so it's hard to get involved, but I'd like to give my opinion. The first thing to be sure is that ARENA is the most authoritative and reasonable testing site in the world, but even so, there are some factors that can't be resolved to affect test results. ARENA's test files are custom-built, removing all habits, fixing concealment, and locking in health and morale to minimize their impact.

However, one of the most important factors that cannot be dealt with is the numerical difference between a player's attributes and even the player's position, which can greatly affect how useful a player is in different tactics. This template varies from engine to engine generation and usually takes more than 3 months to summarize, which becomes more difficult with this generation of balanced engines. How important is this template? So important that a 130CA team can beat a 150CA team, I'm not talking about the difference in players' real abilities, the 130CA's stats are actually worse, just because of the difference in stats template.

In mainland China, we have online leagues that have been perfected for many years to mimic reality, such as PGM,HEIGO,3DM and so on. There are a lot of actual combat matches between people every day, all of which are the battles between top tactics. The combat level of these tactics is more than what we see now, because all of them will study the tactics on the Internet. To be modified and utilized. We are almost all professional players, studying tactics and players for more than a decade in order to do well in the league. The intensity of online play is much greater than that of single player mode, and a strategy can be judged good or bad in a game or even half a game. In single-player mode, the AI is too easily defeated, and the true quality of a tactic can be difficult to determine through careful observation over the course of a season. I am probably the only one of us who is willing to test tactics in the ARENA, as I am currently only a teaching assistant and only involved in Ladder qualifying, not in the official league and cup competitions. They don't want to share tactics because they'll be in the hands of their opponents, and that's what they rely on to win.

Hey, I really want to discuss FM tactics with you, but the language is blocking me, is it difficult to really understand what I said? Poor me.
Test the difference between Overlap and Underlap of IWS+WBS again. I still think it is closer.
Test the difference between Overlap and Underlap of IWS+WBS again. I still think it is closer.
Change only one side, IWS+WBS instead of DWS+IWBS, and see how the three methods compare.
An alternative to the current best formation for the engine, with IWS+WBS instead of DWS+IWBS on the wings, seems to be working just as well as the original from my own limited testing results.
It looks good. How is it? Something feels wrong.
WestDoorBlowJ said: Thanks for creating the original tactic! ;)
You exactly got my point. I was trying to make this formation more consistent or more plug and play.

BTW, I noticed you used Chinese characters in the tactics file. Are you from Hong Kong? Coz I am a Hongkonger.:)


I'm not from Hong Kong. We're all Chinese:D
Compare with Ⅱthe change
MR: WS→IWS
DR: IWBA→WBS
The right line changes from underlap to overlap
AI recommended wing play's middle combo BBM+BWMD.
change:CF+PF→AF+AF
If the AF+AF option makes the attack stronger, will the overall result be better?
A missing position.
The use of HB,4141 is also hopeless.
Transposition mainly attacks the right side.
An attempt at RMD,it should be a good assassin.