treath
SalientSalmorejo said: I understand that. But the game is not random. When you are setting sliders, instructions etc, you do that because you spot a weakness in the match engine. For example, high tempo & high press have been unreasonably strong because of how fatigue works, for a while. But in FM 24 for example, high press + low line works worse than high press + high line (as it should, since you get to press with more players, and win the ball higher).

So, I was merely wondering if there is something specific about the FM26 ME that makes this work, or if it was an impactful setting OP came across by trial and error, or if it actually has no bearing on the results.


in fm24 you can not drop your entire team out of possession, so high line was a must, now you put lower line and drop or tracking down with your entire team, it will be more difficult to the opponent to change passes i guess.
interesting, a lot of different team instructions here
thank you...i know it is fun and whatever, we can not fight against the match engine, but for me it is kind sad a football without any striker in the team.
are u playing with Blue or White?

(if I understand well it is with Blue -- Wingers S instead of DW(S) -- is it?

Edit: I'm trying to figure out with tactic i'll play next season (playing now with Blue).
ZaZ said: Version with RPM is better for FM-Arena tests, but the difference is smaller than margin of error. In my tests, version with DLP is better, also with a very small difference. I'll be doing more runs to see if the difference is significant. For now, I would recommend anyone to use RPM version.

Yeah. Just like that.

I tested every role. The team keeps winning but my player keeps with the lowest grade (RPM, DLP or DM support).

Whatever DM player keeps with the lowest grade independent of the role.




(sorry for bad english)
So the old version is better than new version?

(about the test grade)