Trying to find out how if some PI can be implemented into the cheater shape (424)
Shootless added to all the def and dm pack (calling them as a zone) WB will keep cross from byline Vol removed: moving into channels, imho is adding too much "high risk/reward complex then stability" Back to shorter passing for now.
removed tackle harder/stuck-in completely, since we don't know the middle level of aggression we should go there as well. But since we can't just upload a tactic without any spicy thing on it :
+mark tighter +Fixed a bit sp's i will put a definite route in a while. -Removed Dribble more from cbs
MemorizableUsername said: Hmmm... I wonder because of the pitch coverage would 2*CM function better then 2*DM... @Delicious have you tested 2*CM instead of 2*DM in a 4-2-3-1 ? Expand
Ye,if you play assymetric can work but cm zone is a bit meh "imho", gonna try it with another setup in a few
pol19871 said: Hey man, just love this tactic. I think there is space for improvement in terms of set pieces, but I always simulate matches and watch replay, so I'm not the best to give you tips on that topic Expand
Yes there is, but i am waiting last results before touch them,since there too many spicy people!
ZaZ said: For next test, I would like to suggest Prevent Short GK Distribution, and the 4 methods of distribution (roll, throw, short kicks and long kicks). The reason is because Play Out of Defense isn't doing so well, so maybe allowing opponent to play from defense can be good (in my tests, difference is minimal). On the other hand, roll it out is working well like previous years, but I don't see much difference to the other methods of distribution in win rate. Expand
Distribuition can even be "standard" quite sure is better but i didn't test it that much to be sure 100% yet
Please note, that we tested the version without "Get Stuck In" TI only for 1,920 matches so the RNG might be 3 points and if we tested it for 5,760 Matches as we did to the original tactic then the result might be worse up to 3 points.
Anyway, even if the version without "Get Stuck In" TI got 0.5 - 2.0 points less than the original tactic then I still would suggested playing a normal game without "Get Stuck In" TI because there are always at least 1-3 matches every season where some of your players gets a second yellow card that automatically turns into a red card and it might cost you 3 - 6 points every season but it can be prevented by removing 'Tackle Harder' PI off this player or even adding 'Ease Off Tackles' PI to him, of course, that would have an effect if there's no "Get Stuck In" TI, which overrides the PIs.
I don't urge everyone to imidialty get rid of "Get Stuck In" TI, especially, if your goal is getting the highest score in our tactic testing because "Get Stuck In" TI might also increase the "Pressing" by a tiny fraction (I'm not sure about it), which might improve the score by 0.5 point in our tactic testing but if you play a normal game then obviously, "Get Stuck In" TI is pure evil, it doesn't allow you making point adjustments to the aggression of the tackles, which might cost you 3 - 6 points every season. Expand
So what happen if i do stay on feet and tackle harder? it should over-drive it? I tried to move away from stuck-in for like 20 test so i know that is "necessary" evil for test, many people reported me that they prefer to play even without tackle harder as well, that's why i came up with "peace&love" version and not a "rest one".
But if with "stay on feet" i don't lose like 8-10 points it might be a valid option to give with the "main" tactic as well. Maybe SI tried to nerf gegenpress this way, but that thing about "getting too many cards" is a problem since the release of fm23.
If look at the top tactics from our tactic testing then you'll see they all have 'Get Stuck In' TI and the positions have 'Tackle Harder' PI.
It seems mandatory to have these tactical instructions if you want to maximize the result.
But highly likely those tactical instructions do the same thing, they just set the aggression of the tackles at the highest possible level.
If you ask me then I find using "Tackle Harder" PI gives you much more flexibility than using "Get Stuck In" TI.
When you add "Get Stuck In" TI then you increase the aggression level of the tackles for every position in your tactic and when you remove "Get Stuck In" TI then you decrease the aggression level of the tackles for every position in your tactic, it doesn't allow you to make point adjustments but very often you need it.
How often do you see that during a match some of your players gets a second yellow card that automatically turns into a red card?
That can be easily prevented, it's just when during a match you see some of your players gets booked then remove 'Tackle Harder' PI off this player or even add 'Ease Off Tackles' PI to him.
BUT BE AWERE if "Get Stuck In" TI is present then the actions above won't have any effect because TIs overwrite PIs.
As you can see having "Get Stuck In" TI is pure evil it doesn't allow you making point adjustments to the aggression level of the tackles.
So I discourage you from using "Get Stuck In" TI, you'd better use "Tackle Harder" PI, it gives the same effect as "Get Stuck In" TI, but also allows you making point adjustments to the aggression level of the tackles.
I hope this helps.
Cheers. Expand
Well, if that can help i did even a pacific version of allahm II , imho this should get tested to check "how much" points the tactic could lose, i mean soon or later i will test even those,but test stuck-in or tackle harder was already tested tons of time already. I did on Will's test, and basically and it's quite rare you get even yellow cards or reds. But what i didn't know that it over drive tackle harder, and so at the moment is just a cosmetic.
Changelog:
Trying to find out how if some PI can be implemented into the cheater shape (424)
Shootless added to all the def and dm pack (calling them as a zone)
WB will keep cross from byline
Vol removed: moving into channels, imho is adding too much "high risk/reward complex then stability"
Back to shorter passing for now.
+Added even screen shoots for xbox users.
Changelog:
-Underlaps
+PI on (def roles and dm) trying IW/WB on narrow
IW on (su)
Changelog:
Fixed a bit set pieces placement ;
Underlaps+focus flanks;
IW+WB combo
Changelog:
Added on Vols PI move into channels
Cross from byline on WBs
Changelog:
+Added Move into channels and move forwards on vols
+Cross from byline on WBs
-dribble more on cbs
Changelog:
WB (a)+ cross from byline+stay wider
Vol (su)+ move into channels and move forward
-Overlap
-dribble more from cbs
For now keeping stuck-in so can check comparision
Changelog:
+dribble more on cbs
+Be more expressive
Changelog:
removed tackle harder/stuck-in completely, since we don't know the middle level of aggression we should go there as well.
But since we can't just upload a tactic without any spicy thing on it :
+mark tighter
+Fixed a bit sp's i will put a definite route in a while.
-Removed Dribble more from cbs
Thanks!
@Delicious have you tested 2*CM instead of 2*DM in a 4-2-3-1 ?
Ye,if you play assymetric can work but cm zone is a bit meh "imho", gonna try it with another setup in a few
Just move this screens shot https://fm-arena.com/find-comment/18209/ here https://fm-arena.com/thread/3207-fudge-ball-asymmetry-3-3-2-2/
Yes there is, but i am waiting last results before touch them,since there too many spicy people!
Best Tornado Animation
Distribuition can even be "standard" quite sure is better but i didn't test it that much to be sure 100% yet
"424 Alhamdulillah II" tactic without "Get Stuck In" TI = 60.18645833333 points
"424 Alhamdulillah II" tactic = 59.75763888889 points
Please note, that we tested the version without "Get Stuck In" TI only for 1,920 matches so the RNG might be 3 points and if we tested it for 5,760 Matches as we did to the original tactic then the result might be worse up to 3 points.
Anyway, even if the version without "Get Stuck In" TI got 0.5 - 2.0 points less than the original tactic then I still would suggested playing a normal game without "Get Stuck In" TI because there are always at least 1-3 matches every season where some of your players gets a second yellow card that automatically turns into a red card and it might cost you 3 - 6 points every season but it can be prevented by removing 'Tackle Harder' PI off this player or even adding 'Ease Off Tackles' PI to him, of course, that would have an effect if there's no "Get Stuck In" TI, which overrides the PIs.
I don't urge everyone to imidialty get rid of "Get Stuck In" TI, especially, if your goal is getting the highest score in our tactic testing because "Get Stuck In" TI might also increase the "Pressing" by a tiny fraction (I'm not sure about it), which might improve the score by 0.5 point in our tactic testing but if you play a normal game then obviously, "Get Stuck In" TI is pure evil, it doesn't allow you making point adjustments to the aggression of the tackles, which might cost you 3 - 6 points every season.
So what happen if i do stay on feet and tackle harder? it should over-drive it? I tried to move away from stuck-in for like 20 test so i know that is "necessary" evil for test, many people reported me that they prefer to play even without tackle harder as well, that's why i came up with "peace&love" version and not a "rest one".
But if with "stay on feet" i don't lose like 8-10 points it might be a valid option to give with the "main" tactic as well.
Maybe SI tried to nerf gegenpress this way, but that thing about "getting too many cards" is a problem since the release of fm23.
If look at the top tactics from our tactic testing then you'll see they all have 'Get Stuck In' TI and the positions have 'Tackle Harder' PI.
It seems mandatory to have these tactical instructions if you want to maximize the result.
But highly likely those tactical instructions do the same thing, they just set the aggression of the tackles at the highest possible level.
If you ask me then I find using "Tackle Harder" PI gives you much more flexibility than using "Get Stuck In" TI.
When you add "Get Stuck In" TI then you increase the aggression level of the tackles for every position in your tactic and when you remove "Get Stuck In" TI then you decrease the aggression level of the tackles for every position in your tactic, it doesn't allow you to make point adjustments but very often you need it.
How often do you see that during a match some of your players gets a second yellow card that automatically turns into a red card?
That can be easily prevented, it's just when during a match you see some of your players gets booked then remove 'Tackle Harder' PI off this player or even add 'Ease Off Tackles' PI to him.
BUT BE AWERE if "Get Stuck In" TI is present then the actions above won't have any effect because TIs overwrite PIs.
As you can see having "Get Stuck In" TI is pure evil
So I discourage you from using "Get Stuck In" TI, you'd better use "Tackle Harder" PI, it gives the same effect as "Get Stuck In" TI, but also allows you making point adjustments to the aggression level of the tackles.
I hope this helps.
Cheers.
Well, if that can help i did even a pacific version of allahm II , imho this should get tested to check "how much" points the tactic could lose, i mean soon or later i will test even those,but test stuck-in or tackle harder was already tested tons of time already.
I did on Will's test, and basically and it's quite rare you get even yellow cards or reds.
But what i didn't know that it over drive tackle harder, and so at the moment is just a cosmetic.