I've been playing with [Quickness]+[Match Practise]+[Recovery]x7+[Attacking]+[Additional Focus Quickness]+[Double Intensity] for a while, but I notice my players get injuries a lot and they don't have the injury icon as a con. I also rotate my players to not let them play while being at risk of getting an injury, although this isn't always unavoidable.
I was wondering if this is normal behaviour and I don't need to worry too much or if I maybe am doing something wrong or missing something. Or am I maybe even using the wrong training schedule? Expand
Make sure that you are only using double intensity on the last two condition bits (don't know how to describe it but it's seen earlier in this thread)
Other than that, injuries are mostly random. If you are playing a lot of games, you will get a lot of injuries
Siven80 said: Going to give the Quickness/match practise/attacking/7x recovery schedule a go in my new save as Liverpool.
Regarding a players training Position/Role/Duty. Should it be left as default, or should we be selecting where we want them to play? For those that are Natural in that position. Obviously gotta train the others to become natural in the position you want them to play. Expand
Leave them as default because otherwise the increase in attributes will be funneled into the highlighted attributes rather than the ones that actually make a difference in the ME
Well after 7 years in the National League on my youth-only save I have finally been promoted. I've been using "full-rest" for most of that time so most of my squad are ridiculously fast and pretty well rounded physically, although what I've noticed over the years is that I have massively underperformed xG every single year
crt25 said: anyone know if training happinesss actually effects anything? Also how to handle u18 being mad about full rest training, i know i can do the schedule for main team if i assign coaching to staff but i cant access u18 calendar without being responsible for training myself Expand
I believe that if you set up the u18 training and then delegate it, it will keep your schedules and their happiness won't be affected by the training
BulldozerJokic said: What helped in my case is prioritizing players with higher dribbling attribute among my regens. UPD: Overall, try no to stick to your older 20/20 pace/acc regens and introduce younger ones to the first team all the time. Your youth intake average PA is usually higher as you progress through the save. Yes, they are slower but have massive technical advantage over your older guys. And they have enough PA to develop great physical. Expand
Yeah I agree. Conclusion I've come to is that you cannot win matches on pace and acceleration *alone* and you do need to have a smattering of other "meta" attributes. I think all rest can work in a save with real players who already have a bit of technical and mental ability, but on a youth only save I don't think it's workable
Does anyone have any results after using these? Specifically G7. Been playing with Dartford in a youth-only save and have been going all in on pace/acceleration but don't find that the actual results of the team are that good. Been trapped in mid-table despite having the fastest team and a meta tactic
harvestgreen22 said: for tactical familiarity , I haven't discussed it in the forums : 1. It has nothing to do with attribute growth 2. It has a small positive effect on wining match , and only relate to playing match 3. Friendly match ,training and match can both increase the tactical familiarity 4. If the weekly training schedule is few, familiarity will naturally decline a lot. so it is needed Friendly match and match to Increase it 5. Whatever you use Friendly match ,training or match to increase the tactical familiarity , They all increase the risk of injury . 6. The same goes for Sharpness . if you want to keep Sharpness good , you need to use Friendly match ,training or match . 7. Since all three methods can increase Sharpness and Tactical familiarity , why don't we use a lot of training every week to keep the Sharpness and familiarity high ? The reason I give is this: I find that more training leads to much more injuries than using Friendly match when keeping same status of Sharpness and Tactical familiarity good. 8. So if I want to keep Sharpness and Tactical familiarity good , i will arrange Friendly match Instead of more training . 9. Friendly match can also increase a player's position familiarity if you want a player to change position/role/duty . The Bad thing for Friendly match is it usually costs a amount of money, and for small club to use it for a long time can cost quite a lot of money Expand
Well considering that you gain most tactical familiarity just from playing the tactic then I imagine that the difference between having it maxxed out to not having it maxxed out is minimal, especially when you take RNG into account
harvestgreen22 said: familiarity ? take a screenshot for it please . Because I couldn't find where the familiarity are when I switched to English UI. (I'm not familiar with how they are called in English) Expand
As in tactical familiarity, the bar next to intensity on the tactics page. A player's tactical familiarity is increased by training them in that role but I have absolutely no idea whether it affects results
harvestgreen22 said: ——For Position/Role/Duty, for example, a striker, should the Training Position be set to the Advanced Forward role, or should I just select ST - Playing Position?
ST - Playing Position ,in The default
What happens if you change it: The mechanics of the game are , Part of the growth will be assigned to the green highlight attributes.
If you think these green highlighted attributes are what you need, then you can switch to this Position/Role/Duty But once you switch, you can't change to the default state
——And for goalkeepers, should the Additional Focus still be Quickness?"
Additional Focus "Agility and Balance" or Additional Focus "Quickness"
The reason: Agility has been tested as the most important attribute of goalkeepers. Pace is the top 6 important attribute of goalkeepers Expand
Apologies if this has been answered earlier in the thread, but does this mean that familiarity isn't that important when it comes to results or growth?
It's not my post, but I saw that nobody had brought this up here. Someone has combined the Chinese match engine mod and the Korean one to create the "Asian mix." I won't pretend to know a lot about the intricacies of this, but it's an interesting concept nonetheless.
White Europe said: FmArena responsible for canceling FM25, poor SI needs to completely re-work match engine to actually have some use for 90% of attributes that didnt do anything in the game for last 3 editions. Expand
I think the majority of attributes have done nothing since the dawn of time
gallina said: Separately, can 'OK' tactics be workable in-game? Expand
This website is essentially just a maximisation platform for FM tactics, to try and find the absolute best possible solution and have some statistical data to back that up. As you can see from the tactics table, these have all been tested for several thousand matches using the same players in a very controlled environment.
When you play the game yourself, you are only likely to be playing fifty games in a season, using players who may specialise in one role over another, and you also have a huge risk of injury. That's not to mention the fact that the RNG over fifty games is significantly higher than it is over five thousand. Therefore, if the universe aligns, a possession-based 4-3-3 could come out on top against a meta gegenpress 4-2-4 despite the 4-2-4 being optimal for the way that this match engine works. Over five thousand games it won't be better, but you could well find yourself winning the league with an 'OK' tactic.
It is important that in pursuit of maximisation that you don't lose what the purpose of playing the game is, fun.
flob said: I don't know man. I am in a unemployed save in my 2nd season where I brought a J3 team to J2 league and now at the start of the season, almost every player is unhappy with the training (I am doing L5 from the spreadsheet). Majority of the players, aswell the U21 squad, are unhappy with the training. It's like a virus. Expand
Well what I found since posting that is that you will be fine as long as you make sure that training responsibility is set to the assistant. If not, they will get upset almost immediately, all of mine were upset about the standard of strength coaching
azsumnasko said: I'm not sure how to prove it, but there is negative relation between all these trainings and the match performance. Example is week defense with good fast and tall defenders and lame attack with good fast forwards. Do you think this observation is correct? Maybe adding attack shadow play and defense equivalent?! Expand
I don't think the training that they do has an impact on match performance other than some notable things left out of the training that DO improve results (things like happiness and team cohesion)
It seems it does though, hence me wondering what I can do about it. Expand
What I'm testing atm is whether leaving it to your AM and then pressing "do it once" on general team training and "take control of this player" in individual training actually stops them being quite so upset. If you're always winning then it isn't a huge problem, but one bad result can shift things quickly because they all already have a gripe with you.
We have to find a balance between good development, match results, and injury mitigation
mmigueis said: I have a question for the top tactic makers: why are you convinced that having goalkeepers with PI “tackle harder” is best?? 🤣
Given the amount of uncertainty (“RNG”) in tactic testing in FM and the few occasions in game that a keeper would perform a tackle, i highly doubt that any tests would be able to accurately detect whether GK with tackle harder is better than without it…. I suspect everyone just uses it because top tactics use tackle harder in all other positions, so why not for gks too. But maybe there is more to it that I haven’t seen 😄 Expand
@dzek had some numbers on this and indeed it does seem to have no effect. I do it because it's fun to think about goalkeepers two-footing people
Yarema said: Maybe we could take a step back and not conclude everything based on like 0,1 differences. These tests are great but there is still plenty of error in them due to sample size.
Compare for example H7 and S7. Huge difference for no apparent reason and even in the opposite direction as most others would suggest. Expand
Poses an interesting question about RNG which we already know is present in the match engine itself BUT we don't know if RNG affects training in the same way (unless we do, feel free to correct me)
In that case you are probably just unlucky
I've been playing with [Quickness]+[Match Practise]+[Recovery]x7+[Attacking]+[Additional Focus Quickness]+[Double Intensity] for a while, but I notice my players get injuries a lot and they don't have the injury icon as a con. I also rotate my players to not let them play while being at risk of getting an injury, although this isn't always unavoidable.
I was wondering if this is normal behaviour and I don't need to worry too much or if I maybe am doing something wrong or missing something. Or am I maybe even using the wrong training schedule?
Make sure that you are only using double intensity on the last two condition bits (don't know how to describe it but it's seen earlier in this thread)
Other than that, injuries are mostly random. If you are playing a lot of games, you will get a lot of injuries
Regarding a players training Position/Role/Duty.
Should it be left as default, or should we be selecting where we want them to play? For those that are Natural in that position.
Obviously gotta train the others to become natural in the position you want them to play.
Leave them as default because otherwise the increase in attributes will be funneled into the highlighted attributes rather than the ones that actually make a difference in the ME
I believe that if you set up the u18 training and then delegate it, it will keep your schedules and their happiness won't be affected by the training
Yeah I agree. Conclusion I've come to is that you cannot win matches on pace and acceleration *alone* and you do need to have a smattering of other "meta" attributes. I think all rest can work in a save with real players who already have a bit of technical and mental ability, but on a youth only save I don't think it's workable
1. It has nothing to do with attribute growth
2. It has a small positive effect on wining match , and only relate to playing match
3. Friendly match ,training and match can both increase the tactical familiarity
4. If the weekly training schedule is few, familiarity will naturally decline a lot. so it is needed Friendly match and match to Increase it
5. Whatever you use Friendly match ,training or match to increase the tactical familiarity , They all increase the risk of injury .
6. The same goes for Sharpness . if you want to keep Sharpness good , you need to use Friendly match ,training or match .
7. Since all three methods can increase Sharpness and Tactical familiarity , why don't we use a lot of training every week to keep the Sharpness and familiarity high ?
The reason I give is this: I find that more training leads to much more injuries than using Friendly match when keeping same status of Sharpness and Tactical familiarity good.
8. So if I want to keep Sharpness and Tactical familiarity good , i will arrange Friendly match Instead of more training .
9. Friendly match can also increase a player's position familiarity if you want a player to change position/role/duty . The Bad thing for Friendly match is it usually costs a amount of money, and for small club to use it for a long time can cost quite a lot of money
Well considering that you gain most tactical familiarity just from playing the tactic then I imagine that the difference between having it maxxed out to not having it maxxed out is minimal, especially when you take RNG into account
Because I couldn't find where the familiarity are when I switched to English UI.
(I'm not familiar with how they are called in English)
As in tactical familiarity, the bar next to intensity on the tactics page. A player's tactical familiarity is increased by training them in that role but I have absolutely no idea whether it affects results
ST - Playing Position ,in The default
What happens if you change it:
The mechanics of the game are , Part of the growth will be assigned to the green highlight attributes.
If you think these green highlighted attributes are what you need, then you can switch to this Position/Role/Duty
But once you switch, you can't change to the default state
——And for goalkeepers, should the Additional Focus still be Quickness?"
Additional Focus "Agility and Balance" or Additional Focus "Quickness"
The reason:
Agility has been tested as the most important attribute of goalkeepers.
Pace is the top 6 important attribute of goalkeepers
Apologies if this has been answered earlier in the thread, but does this mean that familiarity isn't that important when it comes to results or growth?
It's not my post, but I saw that nobody had brought this up here. Someone has combined the Chinese match engine mod and the Korean one to create the "Asian mix." I won't pretend to know a lot about the intricacies of this, but it's an interesting concept nonetheless.
Reddit post: https://www.reddit.com/r/footballmanagergames/comments/1ijvern/i_compared_the_korean_and_chinese_physics_me_mods/
I think the majority of attributes have done nothing since the dawn of time
This website is essentially just a maximisation platform for FM tactics, to try and find the absolute best possible solution and have some statistical data to back that up. As you can see from the tactics table, these have all been tested for several thousand matches using the same players in a very controlled environment.
When you play the game yourself, you are only likely to be playing fifty games in a season, using players who may specialise in one role over another, and you also have a huge risk of injury. That's not to mention the fact that the RNG over fifty games is significantly higher than it is over five thousand. Therefore, if the universe aligns, a possession-based 4-3-3 could come out on top against a meta gegenpress 4-2-4 despite the 4-2-4 being optimal for the way that this match engine works. Over five thousand games it won't be better, but you could well find yourself winning the league with an 'OK' tactic.
It is important that in pursuit of maximisation that you don't lose what the purpose of playing the game is, fun.
Well what I found since posting that is that you will be fine as long as you make sure that training responsibility is set to the assistant. If not, they will get upset almost immediately, all of mine were upset about the standard of strength coaching
Do you think this observation is correct?
Maybe adding attack shadow play and defense equivalent?!
I don't think the training that they do has an impact on match performance other than some notable things left out of the training that DO improve results (things like happiness and team cohesion)
It seems it does though, hence me wondering what I can do about it.
What I'm testing atm is whether leaving it to your AM and then pressing "do it once" on general team training and "take control of this player" in individual training actually stops them being quite so upset. If you're always winning then it isn't a huge problem, but one bad result can shift things quickly because they all already have a gripe with you.
We have to find a balance between good development, match results, and injury mitigation
Given the amount of uncertainty (“RNG”) in tactic testing in FM and the few occasions in game that a keeper would perform a tackle, i highly doubt that any tests would be able to accurately detect whether GK with tackle harder is better than without it…. I suspect everyone just uses it because top tactics use tackle harder in all other positions, so why not for gks too. But maybe there is more to it that I haven’t seen 😄
@dzek had some numbers on this and indeed it does seem to have no effect. I do it because it's fun to think about goalkeepers two-footing people
Compare for example H7 and S7. Huge difference for no apparent reason and even in the opposite direction as most others would suggest.
Poses an interesting question about RNG which we already know is present in the match engine itself BUT we don't know if RNG affects training in the same way (unless we do, feel free to correct me)