Zippo
tom100000000000 said: Are existing tactics going to slowly be ran through the tests? Or only the top ones?

We'll try to find a balance between testing existing tactics and new tactics but of course, the top tactics will be tested on a priority basis.
Alan Bessa said: Thank you! Edited.

Hi,

Please, provide results from a normal game save. Any custom leagues result doesn't count.

Also, if this tactic is a tweaked version of a tactic that has been tested already then we need to know what tweaks were made to evaluate them if they're worth testing.

Thank you.
tom100000000000 said: So if 2.5CA will get you 1 point in acceleration but 8 points in teamwork, its still probably worth it. 1 acc > 8 teamwork probably, which is crazy
For example, 'Decisions' attribute is very expensive for every position and it costs almost the same as 'Acceleration' or 'Pace' attributes but 'Decisions' attribute almost doesn't have any significant impact on the result unlike the 'Acceleration' or 'Pace' attributes, which have a great impact on the result.
Hi,

I'm sure you guys are aware that we've been testing player attributes to find out which of them make the most difference - https://fm-arena.com/table/18-fm23-attribute-testing/

But I think there might be people who don't fully understand why we're doing that and how it can be used in their saves.

So I just want to reveal you the power of the player attributes testing. :)

Here's a striker from our tactic testing league. He is about 145CA:



If you look at the results of our attribute testing then you'll notice that some attributes such as 'Acceleration' or 'Pace' makes a huge difference and some attributes such as 'Teamwork' or 'Off The Ball' almost doesn't make any difference.

Of course, it's important to understand that 'Acceleration' and 'Pace' attributes are much more expensive in terms of CA(Current Ability) than 'Teamwork' or 'Off The Ball' attributes. For example, 1 Point of Acceleration costs about 2.5CA when 1 Point of Teamwork costs only 0.3CA.

But what if take our striker and redistribute his CA from less important attributes such as Composure, Teamwork, Off The Ball, Long Shots to very important important attributes such as Acceleration and Pace keeping the same CA:


 

Notice that the CA of our striker hasn't changed, it's still 145CA, we just redistributed it.

Now, let's do a similar redistribution for other positions keeping the same CA and then test it:


Default Attributes Result:




Redistributed Attributes Result:







As you can see the points have skyrocketed from 53 to 90 and the G.D. has skyrocketed  from +3 to +62 but the CA of the players hasn't changed!

From the result above we can conclude if players have the same CA then it doesn't mean they are equal quality, some of them might be much better than others. Obviously, in FM some attributes such as Acceleration and Pace are game-changing attributes, they make a huge difference and you should prioritize them.
Sane said: Guys, how to understand this test?

Would the performance difference be 15% worse for a player ranked in position 17 than a player ranked 20? Or 1.36% for one player and 15% if everyone has 17 instead of 20?


In this test the playing position rating of all the players was decreased from Natural(20) to Accomplished(17).

Obviously, if only one player had the playing position rating decreased then the result would be much better.
Falbravv said: Zippo, any news about attributes testing ? I'm curious about this, even if you think it's very close to 22*results

We're going to start testing the attributes soon, unfortunately, I can't give you any ETA.
crizeKOS said: This is something that I was not expecting. All the top tier tatics in the table have Counter-Press on. lmao. This must have influence of ther other defensive variables, and probably width.

There is no contradiction between the result of this test and the results of the tactic testing.

The result of this test actually shows that if you remove 'Counter-Press' then nothing changes or a micro improvement happens.

The difference between "ON" and "OF" is so small that it could be just a statistical noise.
Base Tactic:
Team Instructions: Counter-Press
Player Instructions: None







The tactical instruction was tested for 2,880 matches and then the result was translated into a standard season of 38 matches:
@Wangchang, hi.

Please, add a screenshot of the tactic.

Thank you.
Sane said: Maybe still testing the offside trap? Logically, it should work well with pressure.

Max EBFM has already tested it and found it was doing nothing, I tend to believe in his result. :)
dax229 said: How long of these testing are left? I just wanna see some tactics test (

We'll test one more ( counter-press ) and back to tactic testing
Base Tactic:
Team Instructions: Overlap Left & Right
Player Instructions: None







The tactical instruction was tested for 2,880 matches and then the result was translated into a standard season of 38 matches:
ta2199 said: Does shoot less often get tested soon ?
As far as I know the only thing 'Work Ball Into Box' does is enabling 'Shot Less Often' PI for every position and 'Work Ball Into Box' has been tested already so I really don't see the point in testing 'Shot Less Often' separately.
Base Tactic:
Team Instructions: Dribble Less
Player Instructions: Dribble Less ( for eligible roles )







The tactical instruction was tested for 2,880 matches and then the result was translated into a standard season of 38 matches:
Base Tactic:
Team Instructions: None
Player Instructions: Dribble More (excluding CDs & GK)




Comment:
- In the test AF, AM, FB and both DMs had 'Dribble More' PI enabled
- IF, W and CWB had 'Dribble More' PI enabled by default and it can't be disabled.
- Both CDs and GK had the default PIs.


The tactical instruction was tested for 2,880 matches and then the result was translated into a standard season of 38 matches:
Base Tactic:
Team Instructions: Work Ball Into Box
Player Instructions: None







The tactical instruction was tested for 2,880 matches and then the result was translated into a standard season of 38 matches:
Sane said: @Zippo, maybe you should at least alternate between a test of tactics and a test of instructions.

No need to worry, we'll back to tactic testing soon.

Sane said: For example, the Attacking mentality performed better than Positive, perhaps because it automatically increases tempo and pressure.

What do you think about this?


From time to time on the official game forum SI representatives explain how the mentality works and what it does. It isn't only about Tempo and Pressing, it's also about many different things like "off the movement" during the defensive and attacking phases, decisions making and much more.

Of course, our tactical instructions testing isn't perfect because it doesn't testing synergy between instructions but still we believe it's a great help in creating tactics and it's worth doing.
I've added 2 additional combinations to the 1st post.

It looks like the one above has the best result.

Base Tactic:
Team Instructions: None
Player Instructions: None




Each tactical instruction was tested for 2,880 matches and then the result was translated into a standard season of 38 matches:
Base Tactic:
Team Instructions: Counter
Player Instructions: None






The tactical instruction was tested for 2,880 matches and then the result was translated into a standard season of 38 matches: