keithb
Yarema said: So I've watched the EBFM video. Kind of interesting data on double intensity. But when I try it in my own save the fitness level of my players is just that tiny bit worse that they don't fully recover in time for next match in 2 matches per week scenario. Anyone else tried the same?

What was the data regarding double intensity? Or is it in one of his recent videos? I've not watched this series
Toinou75 said: Which player do you recommand you to use at CF ?

If you look at Moffi he is great there. He has great overall physicals and that's what you're looking for. Especially speed and jumping reach.
A friend was moaning that certain saves were impossible, even with downloaded tactics. So I accepted the challenges, reinstalled the game briefly, and did the quadruple with Atletico, won the league with Chelsea and then after that won everything and went unbeaten with Atletico getting 108 points lol. Used this in most games and used your three at the back one DM tactic when needing goals.
arminsan said: Hello.Thank you for your great tactic.I have few questions if someone can answer? What is most important attributes for DL and DR on this tactic? Witch set pieces to use and training schedule to use? Becouse my players go fatigue fast. Thank you again!

Pace, acceleration and stamina.
bwig said: i read somewhere, that the height doesnt even play any significant role, but heading as an attribute

It doesn't. It's jumping reach you want, though they are normally linked. Heading I wouldn't worry about or work rate - see Haaland.
doru228 said: @keithb
would you share your modified squirrel ratings please ?:D


Hi I stopped playing the game but can roughly remember.

Speed for every position x5
FB and DM stamina x5
Dribbling x5 for wingers and am and maybe af
Jumping reach x5 for cb and cf
Anticipation and balance x3 for every position
Concentrtion x3 I only used for cb and dm
Agility for all i think x3
Then fb could have x3 dribbling and x1 elsewhere.
Things like strength, first touch, finishing, flair, composure, work rate, flair etc you can put in the ones. Tbh speed needs to be x7 and this could probably be done in the code easily.

Then for the x1 up to you. Its important that all positions have around the same numbers allocated. ie when you do the calculation at the end - 1/37 - they all need to be roughly around the same imo.

Then test what you have done by looking at 20 best players for each position at the start of a new game to make sure the correct players are top. You dont want all your cb's being rated higher at dm or vice versa, it will likely mean you have the calculation wrong. But a cb can be a better dm and vice versa. Just not all of them.

Haaland(cf+af) and Mbappe(if+af) should be clear of everone, can be as high as 18. They will never be replicated in the game by newgens. If you look at Haaland his dribbling and work rate are not that high, 13 ish I think, so I wouldn't worry about those attributes for his role.

The scores
14+ is good enough for top flight
15+ is champions league
16+ is world class
17+(does happen) will be the best players in your save.
TommyToxic said: Single attribute test also show that agility, balance, jumping reach and dribbling are very important. I don't think there is any striker who is overall higher than Haaland in these attributes (tied with Mbappe prob).

It's highly unlikely, bordering on impossible, that there will be another player as good as Haaland even if you play 1000 seasons. He is the best striker by a long way. What he does show is is that dribbling isn't essential if other attributes such as the ones you mention, along with speed which we already know, are that high. Mbappe is great but he isn't close to Haaland imo.
ZaZ said: Fatigue still affects performance when it reaches the "Rst" icon level, so rotating is still needed. Condition also has effect on performance, so if you have two similar players, one at 100% and another at 90% condition, then the 100% will perform better.

I meant peak, excellent and tired. They will all be 100%.
AG said: is there any set piece tactic/advice?
and players suggestions, like last year(cb height at least 1.85cm and heading more than 13 for corners)


You want jumping reach not height. Some players can be shorter but better jumping reach and they will be better in the air and at scoring corners.
ZaZ said: After some more testing, I believe the effect of fatigue on performance was just statistical noise. Sorry if anyone was mislead by that. I am still doing more tests to confirm other things with fatigue.

no worries zaz. I do try to rotate my team by playing players who are peak condition and try not to start players who are tired, unless it is my best players in big games. Do you think there is any benefit to that? Obviously their condition in the game should decrease slower and it prevents the tired players from becoming fatigued.
Chriswin4 said: Here they are with the pros and cons, forgot I'd taken those off to see stats.





For me its the dribbling. You could actually try the other guy up front, even though his finishing is poor. Or on the right

Tewelde definitely one of those player's who over performs and also highlights how his pretty awful attributes in most things except speed and dribbling can really not matter.

I had a Spanish player called Ivan, who would have guessed his name, in 23 and all he had was very high dribbling and agility, cuts in from right wing on his dominant left foot and he was unbelievable. His attributes were a little better than your guys but certainly not world class. Not even elite. It's possible the system you play really is really tailored to him cutting in as well.
Chriswin4 said: See I’m having a great year with Faniel Tewelde being my best performing winger, but his key stats for that position aren’t as good as my other winger? I used genie scout and they both have the same consistency, it seems like I’m maybe missing something that influences match engine success. Python is getting me to the pond, but I can’t figure out how to drink.

would need to see pics of both their attributes. Of course you will still have players who get better ratings that look worse on paper, in genie scout and with the python code. But overall the methods work
Chriswin4 said: That's a very good point. However, I do wonder if there is a baseline we can reach where we know a player is going to succeed to a certain degree in the match engine.

josh acheampong is a player who fits this imo. I think he peaked at 12.8 for me but was consistently one of my best players at rb. Was there better out there of course, but his speed and stamina were enough him to be a 7+ every season. His technicals were pretty poor.
Yarema said: Theoretically you could if you ran enough tests. But the game is too easy as it is with the tools we already have available. Pretty much any rating system on this site will do a good job. To the point that player selection will rarely be a limiting factor in game progress. Club reputation, sponsorships, facilities, country characteristics and similar a the things that will prevent a meteoric rise, not whether player A is 1% better overall than player B.

The progress using python is undoubtedly too fast. Initially I wanted to see test it, fiddle with the code and see how it went. But winning the champions league third year in the prem with Truro was too fast obviously. Although winning the league was harder but that was only because city spent £600m in two seasons and got 100 points two years in a row.

You have to set yourself rules for sure. This could mean only signing a limited number of players each season. Selling your best players or any player who asked to leave because they are too good. If I start a new game I will certainly have rules around transfers and tactics. I have a strong opinion that python is far superior to genie scout, although this is partly because I dont understand how to weight genie scout in the same way. If I did then that would be superior again possibly. Python is also excellent for finding the next best players from 15+.
Mark said: I play lower leagues. At the start of each season and at the mid season mid Point i look at clubs ratings on genie scout (i either use MDW or ykykyky). I record best, worst and the mid point. I do this for league up to and including EPL.

I then rate my players against the mid point of each league and get rid of any that won't make the mid point of the League we expect to be in either this season,  at the start,  or league above at mid season if we look like getting promoted. My spreadsheet then rates the players current and future ratings as a league value.

I have a calculation for potential rating that applies a likely improvement rate based on age and potential positional improvement.

It works for me. No idea how you would code that with python.


Its a similar methodology. Its fairly easy tbh. A score of 12 in the lower leagues in england is easily good enough. Non league is 10+ and these players are easy to find on frees. I took Truro from national south to the championship on free signings only and selling some of those for £500k to £1.2m along the way which I put into training facilities rather than players. Some of the players who were a 12 in league 2 played all the way upto the Prem. I also had no scouts at all. Using python you can check the ratings of the best teams in the league, one at a time not a list like on Genie, but I didn't bother as I knew what I was aiming for anyway.

Haaland is a 17+, world class is 15-16, 14 is a good prem player and so on. Championship to league2 is 13-12 and of course a lot of players would be 10-11 in leagues1+2 still, but not good enough for me.

Ps just found my old sheets for non league and I had players rated 9-10 in the squad and initially some of those were starters.
The lower tempo is nice
NandaldiaN said: thats interesting but for some people maybe its a little messy to do everything with the code, is it possible to have it in a Genie Scout rating file or something?

The coding is easy enough, the hard work has been done for us.

Just adjust the attributes as you want and make sure the calculation at the end of each position is correct. All you need to do is add up all the 5's, 3's and 1's to get the calculation.
Its funny when you are 3-0 down at HT in the second leg and most of the options are to praise the players and your assistant recommends "thats one of the best halves of football I've ever seen" haha
I wouldn't really count one or two goals as that significant. Its not a big improvement.
sponsorkindest said: I want to address all three comments here and share my opinion, I want to make a case that Jumping reach is not important for a defender. Yes, player with high jumping reach will score a lot of goals and hence would have high match rating but that has nothing to do with his ability to defend.

Okay, I am sure, the attribute testing in FM-Arena found that Jumping reach is the 3rd impactful attribute, hence one would assume its important for Defender but lets look at it a little closer right. By increasing the Jumping reach by +5, goals scored increase by 23% (62->76) but goals against decrease by only -2% (48->47). So ya, you can have a striker with jumping reach of 15+ and he will do just fine with goal scoring and you don't need a defender with high jumping reach, I would prioritize pace and acceleration for a defender like Mark had in his rating, so that you can catch up to the pacey strikers.



Do any attributes except the speed ones see a big improvement in goals conceded? I see jumping reach helping all over the pitch, espeically through the middle of the pitch, and think its also important in defensive midfielders.