From what i read up on harvestgreen22 findings. He only did a brief findings on FM26 before refunding and moving back to FM24.
It seems the recommended attribute list slightly different from this findings. For example, balance and dribbling based on the attached link is important to have above baseline (like 12-13) but dont really become overpowered at high stats. Do you think the rec attribute list should be changed?
I also read on Harvest green later findings, and it seems to be FM24 centric tested while fm26 stuff mostly inference.
GeorgeFloydOverdosed said: From what I've read, the game's outcome is essentially pre-determined the moment you enter the match with your selected players, but that the outcome will be recalculated when you make substitutions. This still won't sway the outcome much, because each substitution is at best a ~10% difference of 9% of what's on the field. If you're going in with the right tactic already set, the rest doesn't seem to matter.
I think what is most beneficial is non-rotation tendency. You'll have noticed that AI managers rarely, if ever, rotate their players. They keep running them even if they're exhausted, and it is perhaps for the two following reasons. First, low match fitness is significantly more detrimental than low condition, and almost impossible to keep atop of if a player is not playing almost every game of the season. Second, the high morale produced by a run of good form seems to moderately increase the chance of winning the next game, but this also snowballs over the season. Morale appears to return to a neutral baseline fairly quickly, so rotation interrupts and prevents good form from occurring.
Additionally, it's been deduced that giving young players a handful of matches each season or subbing them on in the dying minutes does little to nothing for their development. They need at least ~15 full matches per season at a minimum for development, otherwise they're better off playing friendlies in the reserves.
I realized that at this point, no assistant manager attribute is essential, and so I put this theory to the test. FM24, Manchester City, with a top preset tactic and set routines. Assistant manager was assigned all relevant roles, including setting training.
To reduce the effect of the player variability through the season, and also see if a different effect was seen in an inferior/underdog team, I tested using my 1 CA players Man City team. I created a perfect 200 PA assistant manager with 20 in almost all attributes, and a 1 PA one with the opposite (I even gave them 1/10 English proficiency). Same tactics were used. Simmed only to midseason, since I was running into problems with sacking after that point.
The difference between a perfect assistant manager and an abysmal one is statistically insignificant as to be indistinguishable from random chance variation of results. It may not be just a coincidence that the superior assistant manager does slightly better in both tests, but even if so, the difference between two realistic assistant manager options (stats of 12 vs 16 instead of 1 vs 20) would be minuscule.
Seems to me that one should choose an assistant manager who is a good coach or cheap. Expand
Does this also imply that the touchline shout and stuff are not statically significant for the whole season too
Hi great tactics as always. Would you prefer a 18 pace/accel guy but 10 drib or a 20 pace/accel guy but 12-13 drib. I'm not sure if pace/accel will have diminishing returns at high level that may make other 2ndary stat worth it?
i tested this setup on FM22, it seems that its really hard for players to achieve their PA potential with this. Also my 26+ players start to lose some CA, so yeah prob this training good for youngsters but i think full atk x 5/phys x 5 will be better for players to maintain their attributes/CA
Hi i'm using your r5xm3t file for FM26. While are you assigning such high coefficients to long shot for striker? i thought it is a non significant attribute?
ah i see, thanks. Sorry but i got a couple more last questions, hope you can help!
I see a lot of roles have the shorter passing instructions including FBs, W, IF,... should i teach the play short simple pass to these guys/ tries killer balls or just leave it be?
Also the FB and W all have the shorter passing instruction, so is teaching switch balls contrary to their PIs or it could potentially add to their game?
And for the PF, i assume do not move into channel and comes deep to get balls are desirable complementary traits?
Thank you, for the DM and the volante, i see that DM is not instructed to make risky pass whereas the Volante is. Does this mean that tries killer ball/ switch balls are not necessary/not encouraged for the defensive midfielder?
Also should i teach the stops play or dwells on ball to pressing forward as he's instructed to hold up ball?
Have a couple questions on player traits and tactics.
Should i give my BPD the tries killer ball trait since its suits their tactic instruction Similarly, should i teach my players the switch balls to wide area trait and try long range passes and if so, which position should i teach this trait to?
It seems the recommended attribute list slightly different from this findings. For example, balance and dribbling based on the attached link is important to have above baseline (like 12-13) but dont really become overpowered at high stats. Do you think the rec attribute list should be changed?
I also read on Harvest green later findings, and it seems to be FM24 centric tested while fm26 stuff mostly inference.
https://fm-arena.com/thread/15933-i-tested-the-attributes-of-fm26-and-some-other-things/page-1/
I think what is most beneficial is non-rotation tendency. You'll have noticed that AI managers rarely, if ever, rotate their players. They keep running them even if they're exhausted, and it is perhaps for the two following reasons. First, low match fitness is significantly more detrimental than low condition, and almost impossible to keep atop of if a player is not playing almost every game of the season. Second, the high morale produced by a run of good form seems to moderately increase the chance of winning the next game, but this also snowballs over the season. Morale appears to return to a neutral baseline fairly quickly, so rotation interrupts and prevents good form from occurring.
Additionally, it's been deduced that giving young players a handful of matches each season or subbing them on in the dying minutes does little to nothing for their development. They need at least ~15 full matches per season at a minimum for development, otherwise they're better off playing friendlies in the reserves.
I realized that at this point, no assistant manager attribute is essential, and so I put this theory to the test. FM24, Manchester City, with a top preset tactic and set routines. Assistant manager was assigned all relevant roles, including setting training.
Default:
+122 105pts
+89 95pts
+82 92pts
+87 90pts
95.5 pts average
1 PA:
+106 100pts
+81 97pts
+95 96pts
+79 92pts
+83 88pts
94.6 pts average
To reduce the effect of the player variability through the season, and also see if a different effect was seen in an inferior/underdog team, I tested using my 1 CA players Man City team. I created a perfect 200 PA assistant manager with 20 in almost all attributes, and a 1 PA one with the opposite (I even gave them 1/10 English proficiency). Same tactics were used. Simmed only to midseason, since I was running into problems with sacking after that point.
200 PA:
+42 66pts 2nd
+13 48pts 5th
+1 48pts 8th
+10 40pts 8th
50.5 pts average
1 PA:
+27 57pts 2nd
+15 46pts 5th
+19 45pts 7th
+13 43pts 6th
47.75 pts average
The difference between a perfect assistant manager and an abysmal one is statistically insignificant as to be indistinguishable from random chance variation of results. It may not be just a coincidence that the superior assistant manager does slightly better in both tests, but even if so, the difference between two realistic assistant manager options (stats of 12 vs 16 instead of 1 vs 20) would be minuscule.
Seems to me that one should choose an assistant manager who is a good coach or cheap.
Does this also imply that the touchline shout and stuff are not statically significant for the whole season too
I want many goals without the defense being too leaky. Please test this, thanks.
I see a lot of roles have the shorter passing instructions including FBs, W, IF,... should i teach the play short simple pass to these guys/ tries killer balls or just leave it be?
Also the FB and W all have the shorter passing instruction, so is teaching switch balls contrary to their PIs or it could potentially add to their game?
And for the PF, i assume do not move into channel and comes deep to get balls are desirable complementary traits?
Also should i teach the stops play or dwells on ball to pressing forward as he's instructed to hold up ball?
Should i give my BPD the tries killer ball trait since its suits their tactic instruction
Similarly, should i teach my players the switch balls to wide area trait and try long range passes and if so, which position should i teach this trait to?