if players didn't break in your main squad yet, then better loan them out for some team with appropriate training facilities and Important player as suggested game time
Chriswin4 said: I don't fully trust the system ZAZ uses though, where he puts training intensity on none aside from the full green heart. Surely that limits development. Expand
you won't develop your players by trainings only, it's crucial for them to actually play competitive and resting schedule just helps them to not get overloaded and stay fresh
I don't really like IW movements in game, preferring IF instead. + removed risky passes from WBs
didn't touch risky on DM, cuz actually playing a DLP w/o his hidden passive of focusing passes on him is pretty nice GK on (su) is questionable, but since they fails hard (or at least it appears so in 3D animations) even on (de) let it be as in original
let's hope it won't ruin result too much xD
p.s. narrow-wide combo is really looking viable yet again even if it's punish attacking wingers scoring, but it creates a lot of simple crosses to the box
Lapidus said: @sponsorkindest, I think Match Plans works only if you play FM Touch version and you use Instant Result and other cases they don't do anything Expand
:o they work on normal game when playing matches
p.s. but yeah, SI's UI is so intuitive you can easily fail it to work xD
moving dw to wb slot seem more logical, but I just wanna continue with this pressing setup dw on defensive duty for some stability on flanks am -> ss to get more from attacking block w/o help from flanks anymore
less PTS the team gets with reducing some attrubute from default run - the more crucial this attribute is basically you should always go for speed first of all
Vols Move into channels
should be pretty suicidal, but fun
if players didn't break in your main squad yet, then better loan them out for some team with appropriate training facilities and Important player as suggested game time
you won't develop your players by trainings only, it's crucial for them to actually play competitive
and resting schedule just helps them to not get overloaded and stay fresh
-focus flanks
+some shoot less and risky passes
corners switched to near-far routine
I don't really like IW movements in game, preferring IF instead.
+ removed risky passes from WBs
didn't touch risky on DM, cuz actually playing a DLP w/o his hidden passive of focusing passes on him is pretty nice
GK on (su) is questionable, but since they fails hard (or at least it appears so in 3D animations) even on (de) let it be as in original
let's hope it won't ruin result too much xD
p.s. narrow-wide combo is really looking viable yet again even if it's punish attacking wingers scoring, but it creates a lot of simple crosses to the box
:o they work on normal game when playing matches
p.s. but yeah, SI's UI is so intuitive you can easily fail it to work xD
even if it'll lose some pts lately with more matches being played
to hit a RNG for 62 pts with 433 is just
- get stuck
- pass into space
- quick distribute
+ play out of D
this is way less suicidal
main tactic is on cautious, but let it be balanced for a test
one CM on support
DM instead of BWM
more PIs, way less TIs
dw on defensive duty for some stability on flanks
am -> ss to get more from attacking block w/o help from flanks anymore
cautious mentality and regroup instead of counter-press
actually it gives me more points than home version, but mb it comes from underestimating by opponents OR regroup really helps, I dunno
DW instead of WB
quite leaky on defensive end
wb -> cwb
am ->ap w/o runs or channels
IF on attack
both double pivots - BWM on hold
+ underlaps
++ symmetry
can somebody explain how this all works?
thanks
less PTS the team gets with reducing some attrubute from default run - the more crucial this attribute is
basically you should always go for speed first of all