CBP87 said: Maybe but the likelihood is that the player will start and due to his physical condition will be subbed off Expand
And the subs will be wasted just straight after 45 min in attempt to fix the terrible starting elven that consists of deadly tired players...
I've been tested it millions times and if you test without FMRTE then using "use current team selection when available" is a terrible idea, it greatly worsens the result, letting the assistant manager to rotate the team gives a much better result.
CBP87 said: Yes, select use current team selection when going on holiday. You don't have to have a player in each role. If you select 3 players and tick that option then those 3 should start when available and the other roles will be selected by the AM Expand
@Artabora, once more, it is a very bad idea to do that because even if those "selected players" have terrible conditions something like 40%-50% "Red Heart" Conditions then the assistant manager will still pick them because that's how "use current team selection when available" feature works.
Again, if you test without FMRTE then you should never use the "use current team selection when available" feature because without rotating the team the result will be much worse than with "rotation"
CBP87 said: In regards to putting players in the roles, make sure to click the "use current team selection" when holidaying otherwise the AM may not use them in that role Expand
That approach only viable when you use FMRTE to get every player 100% before every match otherwise the assistant manager will be using "the selected players" even if they are in "red" conditions.
If you test without FMRTE then your the assistant manager must be allowed to rotate the team.
renanphilip said: Wasn't able to find a quick response and thought and I'd ask: Is it fine to post tactics from other forums that weren't posted in here? If so, any rules around it? I'd expect having to credit and link the OP, but wanted to be sure. Expand
There's about a 20 points difference between "Tackle Harder" and "Easy Off Tackle" and I guess, the result for "the standard" level of Tackle settings would be something in the middle.
Mrcl25 said: Will this tactic be tested for 24.2.0, or is there a way to request a tactic to be tested? Sorry if this is explained elsewhere, I couldn't find it. Expand
I guess you can request retesting for 24.2.0 patch by posting your result with this tactic in 24.2.0 patch, the screenshots as usual: league table, fixtures and player stats
ZaZ said: Yes, it is hard to optimize everything, as they are conflicting objectives. You need to play to increase sharpness, and need to rest to increase condition, while fatigue needs both to reach the point of equilibrium. And that is just for the physical aspect, but we should also try to increase player growth from training, and minimize injuries. Expand
I just want to stress once more that the "Match Expertise" level not only depends on "playing matches" but it also depends on "Training".
"No Training/Resting" = rapid declining of "Match Expertise" which might be a very negative thing.
Players by training not only improves their attributes but also build/keep their "Match Expertise" level.
When a player often "resting" then his "Match Expertise" drop much faster and even his CA might drop which to decreasing attributes.
So I'm trying to say that you need to very careful with "resting" thing. Yes, it might decrease "fatigue" but for what cost? Is it worth the cost?
ZaZ said: Players gain fatigue when they train and when they play. It is around 100-200 during a full match, from a scale of fatigue that goes from -500 to 1000. During training, it depends on intensity. Low fatigue is the range between 1 and 399.
I will test it thoroughly to see exactly how much it increases per training session and per match, and what attributes affect it, but that will take a while.
Resting after matches will benefit the player in the long run. In short, playing increases attributes more than training, and resting to full allows them to be used more often. Also, training with lower condition increases the number of injuries, which hinder player growth.
Anyway, it is important to say that fatigue also affects injuries, and players with "low" fatigue get injured less than "fresh" players during matches. To be clear, when I say "low", I mean with the low indicator, which is higher fatigue than "fresh". Expand
But don't forget when a players is resting and not training then his "Match Expertise/Sharpness" drops drastically which has a very negative impact on the performance.
So I think that's why "recovery" training session is always much beneficial than just "resting".
Any that's why you should be careful with "resting", yes, it reduces "fatigue" but the same time "Match Expertise/Sharpens" decreases faster.
pixar said: I still think these evaluations may be a little meaningless.
I would like to introduce you to Quarcoo. This friend of ours is both a professional athlete and football player. It has been in the game for a few years. His pace and acceleration value in the game is 20. Except for flair, all his technical and mental attributes are almost below 6. I tried this player on FM 22 and it was very bad. He could not be effective in any tactic. The team I tried out for was a team from the lowest leagues. Expand
pixar said: Why would increasing technique cause a 1 point loss? too unreasonable Expand
Because there's always 1-2 points RNG and if it gets a lower score than the default attributes then it means that the impact from increasing Technique attribute is so small that it even can't beat the RNG.
Agitated said: Let me know if I am doing this wrong. I set the tactic to Hoffenheim. I went on vacation and forced this tactic only. I ran this twice I didn't change anything to the tactic. I was fired both times. Expand
If the Board want a meeting with with you but you are on Holiday so you can't visit it then you get fired.
Han106 said: 1. How much does tactical familiarity matter in FM? Expand
Obviously, the tactical familiarity matters but I bet no one can say how much it matters because I don't how anyone can test it, as far as I know there's no way to "freeze" the tactical familiarity at some level to test it.
dzek said: Every year they close the update cycle when they feel it's a good starting point for the next release. There are some UI & ME issues from previous years that they still haven't managed to fix. Expand
No, you're mistaken if you think SI works like that.
They have strict deadlines when they have to stop working on the current year FM and start working on the next year FM. They might be "unhappy" about the current year M.E. but if they hit the deadline then they just have to seal whatever they got and start working on the next year M.E..
dzek said: But what worries me is the fact that we are buying a product with its good and bad that we all know 6 months from its release will no longer be supported by the company. This has always been the problem I've had. I'd rather they put out small little updates that fix the game's problems instead of waiting every December and March for them to put out 2 big updates.
What do you think? Expand
Honestly, it doesn't matter what "we think" because obviously, their business model works for them and makes them money and they're happy about it so they'll keep doing that way in the future until it stops brings money or they will find anything different that will bring more money.
https://fm-arena.com/thread/6479-mentality-and-intensity-in-fm24/
https://fm-arena.com/thread/3241-adjusting-the-intensity-of-your-tactic-during-matches/
Attack is your best Defense
And the subs will be wasted just straight after 45 min in attempt to fix the terrible starting elven that consists of deadly tired players...
I've been tested it millions times and if you test without FMRTE then using "use current team selection when available" is a terrible idea, it greatly worsens the result, letting the assistant manager to rotate the team gives a much better result.
@Artabora, once more, it is a very bad idea to do that because even if those "selected players" have terrible conditions something like 40%-50% "Red Heart" Conditions then the assistant manager will still pick them because that's how "use current team selection when available" feature works.
Again, if you test without FMRTE then you should never use the "use current team selection when available" feature because without rotating the team the result will be much worse than with "rotation"
That approach only viable when you use FMRTE to get every player 100% before every match otherwise the assistant manager will be using "the selected players" even if they are in "red" conditions.
If you test without FMRTE then your the assistant manager must be allowed to rotate the team.
Do you know that you can change the name of the tactic without reuploading it?
Yeah, you can post tactics from other places.
There's no any special rules for that other than this - https://fm-arena.com/thread/2733-how-to-get-your-tactic-tested/
This
https://fm-arena.com/board/15-guides-researches-and-hints-for-football-manager/
Especially, this one - https://fm-arena.com/find-comment/18382/
There's about a 20 points difference between "Tackle Harder" and "Easy Off Tackle" and I guess, the result for "the standard" level of Tackle settings would be something in the middle.
I guess you can request retesting for 24.2.0 patch by posting your result with this tactic in 24.2.0 patch, the screenshots as usual: league table, fixtures and player stats
But if you ask then I don't think FM18 is much different than FM24 in that area.
I just want to stress once more that the "Match Expertise" level not only depends on "playing matches" but it also depends on "Training".
"No Training/Resting" = rapid declining of "Match Expertise" which might be a very negative thing.
Players by training not only improves their attributes but also build/keep their "Match Expertise" level.
When a player often "resting" then his "Match Expertise" drop much faster and even his CA might drop which to decreasing attributes.
So I'm trying to say that you need to very careful with "resting" thing. Yes, it might decrease "fatigue" but for what cost? Is it worth the cost?
I will test it thoroughly to see exactly how much it increases per training session and per match, and what attributes affect it, but that will take a while.
Resting after matches will benefit the player in the long run. In short, playing increases attributes more than training, and resting to full allows them to be used more often. Also, training with lower condition increases the number of injuries, which hinder player growth.
Anyway, it is important to say that fatigue also affects injuries, and players with "low" fatigue get injured less than "fresh" players during matches. To be clear, when I say "low", I mean with the low indicator, which is higher fatigue than "fresh".
But don't forget when a players is resting and not training then his "Match Expertise/Sharpness" drops drastically which has a very negative impact on the performance.
So I think that's why "recovery" training session is always much beneficial than just "resting".
Any that's why you should be careful with "resting", yes, it reduces "fatigue" but the same time "Match Expertise/Sharpens" decreases faster.
I would like to introduce you to Quarcoo. This friend of ours is both a professional athlete and football player. It has been in the game for a few years. His pace and acceleration value in the game is 20. Except for flair, all his technical and mental attributes are almost below 6. I tried this player on FM 22 and it was very bad. He could not be effective in any tactic. The team I tried out for was a team from the lowest leagues.
https://fm-arena.com/thread/5351-should-you-follow-the-highlighted-attributes-of-the-roles/
https://fm-arena.com/thread/3293-what-it-takes-to-dominate-epl-with-bournemouth/
Because there's always 1-2 points RNG and if it gets a lower score than the default attributes then it means that the impact from increasing Technique attribute is so small that it even can't beat the RNG.
If the Board want a meeting with with you but you are on Holiday so you can't visit it then you get fired.
https://fm-arena.com/thread/2713-10-944-matches-tested-fm-rng-measured/
https://fm-arena.com/thread/442-my-attempt-to-measure-the-game-rng-random-number-generator/
https://fm-arena.com/thread/3269-playing-on-vacation-holiday/
Obviously, the tactical familiarity matters but I bet no one can say how much it matters because I don't how anyone can test it, as far as I know there's no way to "freeze" the tactical familiarity at some level to test it.
https://fm-arena.com/thread/7223-424-quadrowave-x-4/ has a better score than this tactic.
Both tactics have the same positions and the "asymmetry" doesn't count when it comes to HoF.
No, you're mistaken if you think SI works like that.
They have strict deadlines when they have to stop working on the current year FM and start working on the next year FM. They might be "unhappy" about the current year M.E. but if they hit the deadline then they just have to seal whatever they got and start working on the next year M.E..
dzek said: But what worries me is the fact that we are buying a product with its good and bad that we all know 6 months from its release will no longer be supported by the company. This has always been the problem I've had. I'd rather they put out small little updates that fix the game's problems instead of waiting every December and March for them to put out 2 big updates.
What do you think?
Honestly, it doesn't matter what "we think" because obviously, their business model works for them and makes them money and they're happy about it so they'll keep doing that way in the future until it stops brings money or they will find anything different that will bring more money.