Delicious
Stuaret said: How did your save go with those players? I would like to know the opinion of someone who has tried "only - meta attributes - players" in a real scenario.

Thank you very much!


Won everything, i even made a run with all "maeda" and "zouma" physical attribute :

https://youtube.com/live/c386Ja8eWrA?feature=share
I made a mini-guide about it Link,
btw i don't know where 9 "meta" attributes come from, since most likely are 4 :devil:
First of all, how can you even compare the things, back then ANYTHING would work, you could break the engine even with a preset tactic. This "defensive thing" you believe was made with logic, it's not.



You believe is gegen, you can even take off counter-press it matter 1-2 points at maximum.


Problem lies on Trigger press, if you reduce it even on 3/4 you gonna suffer like hell. Why? Because you need to compensate with OIs where your boys are gonna apply "pressing" and on which roles. You want a game, put your crap-in aka plugNplay and enjoy your time,not a "simulator".


Explain me, how do you believe back then "pressing how was handled"? "mixed" which means? You don't really know, me either.

- I mean, i did already had a discussion about "pressing", but do you really believe they don't apply pressing while playing? Mourinho,Allegri name whoever you believe play a defensive style.

So, they give up the ball, they don't apply pressing, they only park 11 men? And how do i make my "counter" work at that point? From GK? Because we are busy to pray that KDB didn't shoot from 20 meter free to do that?




I do agree that is literally insane that low block is so bad, but what means bad? to me means -11, in game how is gonna be translated?

"let's take a look, by simulating with West ham", i just did modify a bit the "preset-given",

Every preset from SI is obscene shit, just saying.



Since for me simulation is literally useless it self gonna take your same "test-concept". 20-games proof. (Which is insane, even to believe it, but i will play along)

21 games 31 points with low block much lower system, which is not even that much "obscene" compared to your "gegen-press's theory".




- But, i've used a 4231 system, so it might be a lie since the "shape" is top tier.


Let's build a 4141, but using some "game-logic"

Doesn't really exist, from preset, so we go advanced mode.



I present you Obscene2 :

This time i went even more "spicy", let some direct pass on, because i am curious, didn't want literally cannibalizate the poor "preset".


Seem very fine to me :




Now for the last touch i will even try "defensive", which mean my players will not really run around.


Obscene3:

This time gonna apply some more magic on it :

-Removed focus
-Distribuite Quickly




Unlucky, poor Zouma boy was even injuried... w/e that's a simulation for you :



BOOM?



I mean, so for the global concept of the community this thing would never did anything. If we are lucky this tactic can score 40? 35? EVEN 30? We are more on josh's field here.


Maybe we strike the most lucky RNG wave that only god knows, but at the end of the day this is what make you joy to play? Play it.

You don't need 65 top rate tactic in order to achieve something, you need players. This is what any manager ask for.

I did choose on porpuse "roles" that are not even in-meta at least on FM-Arena. You can play literally the hell you want, but jesus apply some "meta-sense".

You don't need even go to super mega Trigger press much higher if you apply OIs, without them, you literally gonna conced the pitch to the AI. That's why you gonna get walked-on.



Keep in mind if 38 vacation-simulation doesn't mean  anything i won't even know how we believe 21 will do. You are not the first to bring out something like that, that's why i played along with this.


My 2 cookies


I could've understand double CF but PF -^
NewbiePlay said: Is it possible to create this system with different leagues for test league purposes? @letsgo9

You can create anything you want, that test was trully bad composed btw. Or you copy the stats from Dzek or arena's save or you can do average stats of EPL (example) and go with that.
I did my own automatizzated test, gonna test now the all-in one set pieces, and after gonna build up the numbers.

https://www.deliciousfm.com/tacticlist/tactics/set-pieces-tested/

Curious even about the turtle's ones.
TurtleKing said: Don't think there's too much to gain by throw-ins, especially attacking ones. On attack you can only choose between retain possession and work the line. I've always used retain possession because I wanna keep the ball and not risking giving the ball away cheaply. But work the line is interesting, and it would be good to know which one is better.

Only on Attacking third, and if you choose Long Throw you can switch your players around like on other setpieces. Sure some long-throw tactics can be tested, but doing a short throw seems so good already in attack. Work into box is fine there.

On defensive throw-ins however, there's potensial to make it more solid by either zonal or man-marking, and how many players staying in attack or on edge of the box.



with the 4 men, i generally worked more on defensive approach then anything. Free kicks from zim are working really nice. I even tested all those set pieces around.
Here you can find my thoughts on the matter

Mark said: A further update to the table.



The updated @Delicious routine looks very good. Only just behind in overall points but leading or close to it with all other stats.


i am already working on the finals version, didn't know you could tweak pieces on thrown-in :)

Testing out now the free kicks method
FM24 Tips and trick | Ultimate Set Pieces 4 Men Inside | Best Set Pieces





- Focusing directly your A1
- Worked around defensive as well.

Enjoy
Steelwood said: The results on that screenshot are very interesting as it's almost a direct correlation between having more possession and less GD. The game does not want possession football

You can actually go higher but idk yet, will make it maybe on part 2 :devil:
lagoalaguna said: Yeah, that would explain it. I can understand the rationale behind that decision, but what it seemed to end up doing is turning an already limited meta (gegenpress has always been the go-to for years now) into a pretty much one-dimensional meta.



that's the thing that bothers me right now, I don't want a game-breaking possession tactic, but currently it seems like the game is making me sacrifice possession for xG.




I was doing the video for the Pep's Tactic and i just went to "adaption" to " more possession" ; you can understand your self what is gonna happen.

It's like you sacrifice something to gain some % on possession.

But keep in mind that, there is possession and possession. Like Mourinho's possession is just defenders passing the balls eachother w/o any porpuse. Not even to open any space.
Yea, but point is you can't really replicate tiki-taka with potatos players, people simply won't understand it
svonn said: I've just tried it, it wasn't very difficult. I've adjusted the values of the TF archetype until the Recommended CA of both players matched. As soon as that was the case, the AI correctly selects the player with the highest star rating for that role - which is the target forward archetype.





Completely agree, Davie Selke is (or was especially in FM23) just another one of those strikers with insane physicals with aggression and bravery, in our online save he had multiple seasons with >40 goals. The very best strikers in the highly competetive online game are those that can also jump, not just run.





I mean roles are pretty much just some presets on the individual instructions with very minor custom coding for some roles (like inverted defenders, segundo volante, etc), but even these minor changes can be fun to use. For the target forwards, you have some unique mechanics, like setting him as priority target for crosses or for the keeper. This, in combination with some PPMs, can make tactics work that just won't work in these simplified test-scenarios. So I do think there are some incentives to at least try to capture some of this in testing, even if not everything can be modelled correctly if we don't get some amazing "sandbox" editor (maybe the switch to unity engine will allow a few more things like that).






I agree, it's the very same thing in real life ratings like sofascore. But still, the top scores in my test case posted above where the TF archetypes, despite them having only 133 suggested CA, while the speedy ones hat 141.



As i said, let it go, you have even have online games speaking of for you. There are many points that are not considerated.

Just consider Jumping reach is the 3rd attribute that  "influence" test/me/whatever you want

Height ain't really important, jumping reach is, sometimes follow a link between them sometimes you can find a 190m boy with 15+ jumping reach. You can make experiment around that but you see those stats are correlated somehow.

Now you should literally calculate the different between the 3 pace + 3 Accelaration vs 17/19 Jumping reach.


here some example :




Now if you go and check this Player test Striker you can understand your self without testing that ANY PLAYER WITH EVEN JUMPING REACH will be better then ANY GNOME. Because you simply put on the plate another important attribute that being said coming along with Strenght as well.


Now i don't really know how those attribute were tested here if they considerated the "LINK" between attributes as well or just separately.


About your test, idk something feels off, like some teams weren't really frozen, like the 55 results.
I can tell you on my test, i am using beto prototype as Striker and TF isn't really perfoming compared to CF/F9/AF it's like -2/3 results all the time.

Now question is do you care to play your way or do you care about the size of the banana?

I am playing Pep build and i went for Konatè boy :



Cross will come towards him will simply goes to the Winger, since he can't jump, but if wingers will cross low he will score.

And to my experience i would go Pio Terminator instead of Konatè, even if toworrow they will tell me that earth is flat i will go for Terminator, because he can simply trasform those crosses into goals.


- Plus you can focus him even on corners, tactics are not being tested with set pieces as well.


You can compare Mbappè to Haaland as well. Most of people here will go prolly Mbappè at this point :D


There are many others aspect to consider as well.
svonn said: Thanks for your reply @Zippo <3 I'll try to keep my points as concise as possible, but if something is unclear, I can elaborate further.

* Attributes that are used for 1v1 comparisons have the highest impact (e.g. physical attributtes + dribbling)
* Impact of strength in actual games is severely undererstimated in fm-arena because set pieces cannot be set (Kurt Zouma with 20 stength can easily do >35 goals a season while others with the same jumping reach cannot)
* Using Dzek's version of the test league, I've tested TF tactics with default vs TF archetype (e.g. increased jumping, strength, aggression and bravery, but reduces pace, acceleration, dribbling and technique) and the results were way better (High crosses + wingers are useless if strikers can't get to the ball). Here are some results without using set pieces, only a 4-4-2 tactic with reliance on wing play, one TF and one AF in the front:

Vanilla Setup:






TF Archetype for the TF striker:





As you can see, the results were significantly better, more crosses connected and more goals were the result. The used archetype looked like this:



When looking at the average ratings and goals, most player will be this archetype. This might also be due to some slight balancing issues (maybe some other stats have to be reduced more, since jumping reach got a +7), but it the point should still be valid.


Summary: I agree that strength won't do much in this specific test scenario, and I'm 100% sure introducing the archetype wouldn't suddenly change the meta tactics much - but I'm also quite sure we'd see more diverse tactics uploaded that use roles like wingers, target forwards, targeted crossing and high crosses with mid-level success. The only difficulty I see is getting the archtetyp just right so that the AI will assign them correctly.


- - -

Some other points about biases in the attribute testing:

* Using a highly specialiced tactic for attribute testing might introduce some major biases into the resulting data. The selected tactic using "dribble more" on every role, uses the low-possesion, faced-paces and high-press meta. This will likely lead to overestimating the impact any related attributes, while underestimating attributes required for slow build-up play.
* A plain increase of some attributes does not account for the different impact that attribute has on CA (for the specfic position)
* Increasing/Decreasing some attributes affects all players, while others only affect a few (Unsurprising that physical attributes are relevant for everyone, while some mental attributes barely have any effect for most)

Cheers! :-)


If you don't have API of SI, good luck to teach to the "AI" to how select players for builds scenario.

Rest, is already being said millions of times, the engine is cross-favored, if people believe that is better to have a speedy gnome on the center instead of a Target Forward is their choice and they will just complain : OH,NO MY STRIKER DON'T SCORE OMG OMG BAD TACTIC/BAD ENGINE BLABLABLA, i've read this kind of "feedbacks" so many times that my brain just filtrer out automatically when i face them.

You can play a Target Forward as AF, roles are roles, there is no sky-rocket science being it, sadly.

The only thing i never understood is why players like Beto/Adebayo/Chermiti/Lewin/Doumbia and many others are just not included in the scenario.

Try Adebayo in a lone striker build and compare it to another gnome monster like Karim Konatè.


I mean do you prefer a gnome that can't jump or a Space-Cow that can even Jump?


That's why Haaland is a cheat-code. But you can achieve crazy results even with Pio Esposito Terminator.


Don't get biased by "average rate", it's totaly cosmetic on some roles, why?

Because if a specific player lose alot of "headers" aka Aerial Battle, they will simple get negative rate.

Hope this help you.
ocarty said: The question is easy. Is there any successful possession style tactic?

In my opinion, it is very difficult, to get at least 60-65% possession per game. With the OP tactics from fm-arena, I had games against the 18th and had 30-35% possession.

Is there any good tactic? I try to adapt (in game tactic) of Arsenal or Manchester City, but it does not work. In attachment, you see 2 examples.

Furthermore, if I choose "much shorter" passing, is that like time-wasting?


It's not like there is no "good" possession tactic, you are just looking on the wrong side of the game.

If you want a 60 rate possession tactic ain't happening on FM, doesn't mean you can't achieve good results with it.

Every TI/PI have pro and cons.

Example if you go play out of defence you will most likely get minus results, but in some shape is working okay.

Dribble less is literally a malus in the engine, work in the ball as well.

And if your players do any kind of mistake, it's gonna be hard to score goals for you.

This is the very reason why defensive builds are not working as well..

And the ultimate master piece of the engine is you don't really need anything of those to achieve "possession", you need just physical dominat players everywhere. You can do a random vacation with any tactic here with city and you will achieve around 50-55% avg possession.

Now, the question is, do you care if you don't win? You want just possession?

- Enjoy your style
- Enjoy the Meta


Here an example of Guardiola build, that i am working on :

I just joined Valencia there were 20th super disaster season and i put on that tactic and it turned it out like that for now :

dzek said: No. FM-Arena’s is like a normal season. All controlled teams play all AI teams.

The reason i did it like this was because of some differences on AI managers’ attributes and also to see if a tactic struggle against a particular formation. Im planning already some updates but i will wait some time before.


Maybe is even smarter to keep like that, btw it doesn't seem faster then old model. I guess doesn't really matter at the end of the day. Will check it later more accurately
Uhm, but why you made every Test team vs just 1 Bot team?

Like Team D vs only 433 C ...? This is how Arena works as well?
The M1rakuru said: i speak very politely ,well i try to read you...with PATIENCE... but you may know there is not question for this subject. All users want a tool like that since ever.There are people that coming by reading ur title and waiting for u... and keeping reading..do u stil interest?  ect.Sorry if i offended you with my ''type''.      I hope u ll do a good job of what u will upload in future , and i say that coz at past i ve saw tests unconsistant.

I do share my test league with my patreons(is just the game-save, since data_file is something i am not gonna share with anyone.) Soon gonna make a pre-test that i will share to anyone, so people can present that to me, in order to get their tactic tested on my test league.

I couldn't careless about any vacation-simm to be honest. You can reach crazy results there with 30 rate tactics.



Maybe this post is a bit "click-bait" but in reality he stated "are you interested to", he just wanted to see how many people were interested to check this kind of material, didn't say DOWNLOAD BEST TEST LEAGUE FM24, it can be 2 months/3/4/5 years.
RuffyPuf said: Exactly what I was looking for with my current batch of players. One question, could I change the CF(su) to a F9(su) here? My player that would go in that position is a Messi tier F9, but is also very small and has low strength like Messi so he gets bullied off the ball if I use him as a CF(su) sadly enough.

F9 and CF are producing the same results, what you need to be sure to put on PI Move into Channels and Roam from position and you are oke