harvestgreen22 said: where is Attacking Movement and Defensive Shape in game? I can't find it Expand
It's match preparation. Also doesn't training position distribute weighting into Technical and Mental attribute?
harvestgreen22 said: Take MC as an example, He's totally unfamiliar with the ST position If we choose to let him go to "practice" ST position, as in the picture Does he assign attributes in the way ST does? There are two possibilities, yes or no, but I haven't tested it at all
Or does he need ST's position proficiency to be 100%? i don't know Expand
No I mean, the natural position of the players as they were "born" into the game. For example, since the game favor ST and AMR/L for the fastest players in the game for regens. You just grab those players and put them in the reserve with the same training schedule but only play them lets say LB, even if they become natural at LB - Would the game still count them as ST and give them ST-level growth rather than LB growth?
ZaZ said: I see two major flaws for that strategy:
1. You might grow those three attributes at the same speed, but you are hindered everywhere else. That means your players will be subpar for years, in the hope of achieving higher performance after several years. That is especially true for players with less minutes of play. Remember, focusing just in those attributes would only make a difference if the character reaches PA, which will never happen with that schedule.
2. Because your players will grow CA slower, that means you will profit less from transfers. Having more income increases your budget, which allows you to hire more players with high physical attributes, ready for instant impact. Expand
Profiting from youth transfers is not really a thing in lower league saves no? This strategy basically allow you to turn Mediocre young 14/14 free transfers you picked up into serious players that can carry you into Champions league etc. Any guys that you have upgraded on usually just rot in reserve collecting pay check until you can loan them out/sell them for any amount just to get wages off the books.
Ok Assuming this is right after reading all these, You don't assign any Individual Position training to any players to avoid assigning any weighting to 'Mental' and 'Technical' Attribute. You can just get ST/AM and just play them in position you need to maximize growth? Since Familiarity is mostly from playing matches in those positions.
One thing that's weird from the data is why does Jumping Reach have a higher growth when training "Quickness" than training "Physical"?
Also I wouldn't bother with Quickness + Double Match Practice since it does significant slow down the growth? I'm not sure if the test was ran with individual position or not. If not then Match practice is simply for tactical familiarity + cohesion. Wouldn't Match Prep like "Attacking Movement" and "Defensive Shape" be better since they don't increase risk of injury while increasing match performance?
Just want to say it's really cool and thank you for sharing even though its been months.
Its really too bad the test was done with IWBs instead of WBs... or other roles in other position that are very different that the roles tested, would have been interesting to find out how much the weight changes.
It's match preparation. Also doesn't training position distribute weighting into Technical and Mental attribute?
harvestgreen22 said: Take MC as an example,
He's totally unfamiliar with the ST position
If we choose to let him go to "practice" ST position, as in the picture
Does he assign attributes in the way ST does?
There are two possibilities, yes or no, but I haven't tested it at all
Or does he need ST's position proficiency to be 100%? i don't know
No I mean, the natural position of the players as they were "born" into the game. For example, since the game favor ST and AMR/L for the fastest players in the game for regens. You just grab those players and put them in the reserve with the same training schedule but only play them lets say LB, even if they become natural at LB - Would the game still count them as ST and give them ST-level growth rather than LB growth?
ZaZ said: I see two major flaws for that strategy:
1. You might grow those three attributes at the same speed, but you are hindered everywhere else. That means your players will be subpar for years, in the hope of achieving higher performance after several years. That is especially true for players with less minutes of play. Remember, focusing just in those attributes would only make a difference if the character reaches PA, which will never happen with that schedule.
2. Because your players will grow CA slower, that means you will profit less from transfers. Having more income increases your budget, which allows you to hire more players with high physical attributes, ready for instant impact.
Profiting from youth transfers is not really a thing in lower league saves no? This strategy basically allow you to turn Mediocre young 14/14 free transfers you picked up into serious players that can carry you into Champions league etc. Any guys that you have upgraded on usually just rot in reserve collecting pay check until you can loan them out/sell them for any amount just to get wages off the books.
One thing that's weird from the data is why does Jumping Reach have a higher growth when training "Quickness" than training "Physical"?
Also I wouldn't bother with Quickness + Double Match Practice since it does significant slow down the growth? I'm not sure if the test was ran with individual position or not. If not then Match practice is simply for tactical familiarity + cohesion. Wouldn't Match Prep like "Attacking Movement" and "Defensive Shape" be better since they don't increase risk of injury while increasing match performance?
Its really too bad the test was done with IWBs instead of WBs... or other roles in other position that are very different that the roles tested, would have been interesting to find out how much the weight changes.