crizeKOS said: I didnt test on XMAS_twkd3 any dif defensive lines than the higher on (I assumed that was like on the forum tactical tests, was the same thing). I thought that could be something related with mentality but both u and senna are grabbing positive results with it (so I started to wonder if this is not attached with the tempo). Every tweak I make I try to understand by playing a full match against teams like liverpool/city (away/home). Clearly the Low line invites them to our field and we get more space behind their back.
@Delicious Be sure of it, my future tests will have the focus play logic that u applying (but im using underlaps so im gonna try focus on middle first) Expand
That's already wrong,forget to even watch games and stuff like that,it's the same "mistake" that opq is doing because he won't listen to me,it's like there are 2 separate games (even 3), on "VACATION",you don't how the games are processed,i mean that's not even rocket science that something is different between gpu's games and 2D games and i won't even IMAGINE,what's happening on vacation,but it's proven that your AM might altering the tactic by doing some strange things,you can check Evidence Based Football Manager,he really explain things in easy way.
It's not like i am stopping you to play with underlaps, i am telling you add even the DLP. "if you see things going nuts on the test",try another time with a different ball distribuition. On Balance and positive you have to add options. It's on attacking that you've to remove them. I mean now that i am even following some logic brain connections,it's clear that there is something "hidden" otherwise the arena test would be all the same results (i mean the bible test on mentality). But i don't know with what tactic they processed them,but can't really be with rulesless.
senna said: Think about it Counter-press = reaction to ball loss not the same thing as press line (high or low)
but of course reacting to the loss of the ball together is more effective Expand
That's my point, if my defenders are already to back to New York once the ball is lost,it's creating a gap and spacing(talking about real soccer). But i really should test them. As i said i might be wrong on it
If you want a clear explanation is something like : Mentality has passive,i didn't know that, maybe is something already well know around the world but i didn't know that,i've found out through the "few test ",i've made on Arena :P.
But even tho if that the case,why "for old meta tactics" that thesis ain't working? There is a deep ocean of hidden things that i really can't say w/o testing and more testing. I don't even think that deep line is giving something,but i might be wrong (like always)on my thoughts,i am sincerely stopped even watch the vacation test and going just by logic using Willy's test just because at the very moment i have nothing else and going for the 5th time to attempt a edit players (one by one) isn't something i have the will to do,there is something that really i am not understanding over it.
Back to the topic,so since we know now that some mentalities have(hidden passive), we know if we do apply META-rulesless "tactic's option", Fast example : Run at defence for me was giving nothing in reality on Attacking it giving to you -points and all other options, but that's is applying only if your players have new-meta pi's otherwise i can't understand how some tactics working on attack with those options on.
First of all, you have to understand a clear point : You have to start somewhere,for example everything become clear once i did the test with islam champ but just changing the mentality on positive. It's not like i am saying flyingcraps, you guys can go through the threads and understand the hell i did put the poor arena test through.
If we know that Islam champ (attacking mentality) is giving 55 and for some reason Positive is giving 51 means something is happening,because i knew that i had 52 or 53 with other option on it(on positive) so basically just understand what kind of option can work on your shape is giving you the extra points that you are looking for. Now i am trying to figure out how balance work on the same prospective. I don't know nothing about that tactic you are working on,because for me is something that in order to play "in game" you need to rip-off your players and it's working here very well because the Test league really favor them. But, instead to focus on cosmetic,just focus on : (I repeat i didn't even test that tactic so i am just telling you what i would do if i wanted to attempt it).
Test balance : i would add on it focus play down left and right. But i don't know if you already doing it because of the ball of distribuition.(so basically you need to test one with different ball distribution and one with FPD active). And go on positive,or you can do a simple things just remove all the extra options and go on attacking and check what is coming out. I would even try cautions because it really test well for opq(he did destroyed many times my poor test league :P).
Counter-press is something that basically gives nothing,but stabilize your tactic(talking about numbers). That's why once i am done i am going to test all those option. You can understand it just looking at the numbers of the tactics, it's like you get +1 on "minimum" and -1 on "maximum", but what you are looking is to fight the "weakest rng number" then the stronger. @Zippo Dark Lord can you somehow translate what i am trying to say on "scientific" way, i mean that could be a good point for the community. And since my english is elementary or if someone understand what i am trying to explain here is welcome to put in a sense that everyone can understand it.
And we need to test if for real counter-press is working somehow with a lower defensive line or it's just cosmetic. Logically if i want to press on soccer i would stay the higher possible,even tho they can long-pass etc. If you are facing Salah on steroids not even putting 10 mans back gonna stop him.
But without futher test those are just my assumations.
Zippo said: Guys, if you want to know my opinion then I think you're too obsessed with getting micro improvements.
This year the FM developers have made sure that there aren't any set pieces exploits or any other tactical exploits ( like strikerless tactics and so on ) in the game. Also, they have greatly improved the AI tactics so when it comes to the tactics then a human player don't have any significant advantage over the AI.
This year the FM developers clearly say to us if you want to dominate in the game then stop looking for tactical exploits and just try to get the best players in the game (especially, those players who have crazy gamebreaking attributes ) and you'll be golden.
If your tactic gets at least 46 point in our testing then you already can stop improving it because it's already good enough to dominate the game.
You can spend months on improving your tactic to get 1-2 points better result in our testing or you can just get better players and improve your result by 40 points.
I really advise you to think about it because this year FM is much more about having better players than having a better tactic. Expand
Yes and no, but i guess the point is that,at least for who test tactics is all around it, i do enjoy more assembling pieces then play the game it self,it's not just about 1-2 points or the time,it's even to find if there are any others roles that can impact on some kind of system. I personally just miss the tool to do that.. Imho if something could be provided even something older but "attendible" would be great in order to make test and stuff.
It could create "meta" builds and maybe we could achieve something more then a "gegen-press". Main point is if you don't get "high" score(means first),people won't even check those tactics and maybe we missing even a golden tactic that could be easy fixed because of it.
At least if people just like to enjoy when tactics are "ready" and do their tweaks,the poor "baka" that spend 300 hours in order to achieve it will feel less "baka".
I do understand your point of view,but i do believe that creating content = tactics is the most valuable thing around this game,it just miss a real leader, at the moment it feels like everything is under totaly "secret",even for create a simple league there are not even that much guides, immagine in order to make a league that could give "fast loading" it required me 10 days xD, but if i can't tune it to this league it's just useless.
So u guys thinks this is possible? coz clearly some roles are uselezz and cleary we are very limited in terms of range of choose for them.
Same for tactics/Team instructions. If we think as a community here we can help each other and help the testers to get some rest 🤣🤣 Cheers Expand
Yes and no,you are right but main problem is the way you conduct a test,to test how a role "impact" to a tactic it should be test on EBFM way(i don't know if i can use external link) but that that mean it require tons of time/hours etc to understand it and even need a statistical knowledge... What we really need is a tool,that can let us to understand if we are on the right binary or not. I am pretty sure that Arena-Test at the very moment is the most efficient,even tho people believe that is just for "Elite team" that's not even near to the truth,i can say that because the Islam champ was tested on other sites(don't know why or how)and it basically did good on every of them, from 160CA and 140CA teams.
My point is can we with the collaboration of @Zippo or arena staff(i don't really know how the things are organizzated,but Zippo seem the Frontman that's why i am quoting him) create something for test those things,i mean for me even if "the league file of the league is shared", means nothing if is not test trough FM-Arena's machine,but it can help people trough their test,because i am the first i am trying to find the maximum power of some roles/setup overloading the machine.
Even the old Test could be really fine,if you believe is attendible.
I even tried to replicate the test-league,but there is something out-tuned or some script that i can't really know about,i just started to use the editor i can even share the varius leagues i've done, but if i test something there and it's giving good results and once i test here is giving others is just making more confusion in my head then anything else.
Fast example, if i am getting 70 on Islam on my test league and i find a tactic/setup with the same amount of games,giving more and once i test here is giving me -3 of Islam we can understand pretty easy that something is wrong on my test league.
It might be really confusonary but those are my thoughts about it.
P.S.
I am not whining or stuff like that,i do even understand that we want to keep the "competitive aspect", just trying to find a light to make all of those datas more comprensible.
Just to give you an example :
That what i was doing before,those are just test for 640; very simple,if they do better on 640 i run more x2 more x2 till i go to 10 runs. But if all of that is meaningless is just a waste of time..
And if we can't rely on vacation (since is stated that is full rng)
Imma try to build something else,that we can use to be more attendible.
Spoiler
The change is about just putting into consideration every test were made and basically now i am putting logic over the game it self(i know it sound crazy) 4231 positive,is just based on my thoughts,but if same tactic on positive is 53 focus play down on, but there is no "stuck-in" now the real question would be what's the total point if we put the same tactic but on positive? (We don't know, but we can supposed or is 53 around 54,because if we check 4231 Nurmagomedov it did score 53 and we added : Overlap;Run at Defence; and Focus play down... So we can say after all of this we can say that something is giving -1 (for me run at defence is -1) Now the question is about overlap and focus play down... But we know from the bible that overlap is doing "negative" impact then positive but we don't know "how much" , the only thing we don't know if that focus play down is really doing something or not.. So i am just guessing that to put FPD is a better bet,maybe is doing nothing for real or it's giving -1 let's see..
Spoiler
Passing Directness setted to standard(Trying out if really doesn't matter) Crossing to Mixed(about that i am wacthing alot of highlights lately to understand how the game is played and i see that crosses are already on mix even if they are setuped on low so just unticked it.
Tested with Arsenal :
433 Swanton Bomb Special V
Changelog:
Spoiler
IF= narrowed removed DLP on (D) duty instead of the classic DM(D)
i've tried all of them :P, from my test AM it's better then SS but here not even near or maybe at the time i did with wrong setup. But imho AM can add something on the calderon. Trequartista and regista are perfoming well "itself",but not optimal, they really might need a specific build in order to release their pontential.
I mean if i have to release all my "experiments"... Zippo is going to block ip me..
crizeKOS said: Wonder if u have tried IWB with IF/IW with stay wide PI... did u? Expand
i was going next to it but iwb is doing under perfoming on 4231, i tried iwb/iw on balance,but not on offensive i mean i tried them 100% but at the time my personal test didn't were acceptable. Gonna test it later
crizeKOS said: Underlaps are not for forwards, but to enhance IWB. Expand
It should works with SS as well, i wanted an option that was minimize the impact on the tactic at all but to give something back and .-. As you see on 4141 is working better because there are actually 2 SS. But if you don't have low wings i guess it's still a bit useless
Losing the battles(test),like no toworrow but once again here am i standing still. The arena test is asking for mercy,the computing power already used is already over 9000(won't even calculate mine because imma get an headache.
Changelog:
Spoiler
-Stuck-in= i don't really understand why it's working for others tactics but the poor innocent 4231 can't... -Overlaps over underlaps,maybe one SS isn't enough for it... -GK on (DEF) guess it's self-explanotory after all of those test. -Changed the pass distruibuition,standard over all expect WBs/IFs/SS/AF -Sit Narrowed only for IF(i will think if is the case to put even on WB) -Add Focus play down the left and right (because on positive test it gave some results and because i want to give some colors as well to the istructions :woot
The vacation test went decent even tho the wild beast haaland got injuried and didn't play like 11-12 games and the mini-gnome Alverez tried to do his job...
Zippo said: As people say "Don't hate the player hate the game".
FM is a quite random game and it also can be quite illogical, especially when it comes to the the tactics.
Our propose is to help people improving their tactic. I understand sometimes the result of our tests can be disappointing but it's really not our fault, we can't do nothing about how the game works. Expand Still you're the Dark Lord!
Waiting for the last result of 4231 but wanted to let it out.
Changelog:
Spoiler
Basically like the 4231, i've reverted the sp's and adjusted the corner setup on attack right and left. wingback putted on (SU) Iverted Forward putted on (SU) DM from (def) to (SU) Added meta rules.
You need to create a index and link your tactics to it "first page" and put on every tweak/tactic the link to the first page/index. Like this qq. Zippo went full combo leg to me
Just follow the guide in that link and you must be fine
4141 Lullaby Alhamdulillah
Changelog:
Spoiler FB back to WB (SU)
And applied rules from 4231 Positive
I am sure you did,but without a proper test we can't say it yet :P. Otherwise the Dark Lord is going to chase us with his light-saber :P
@Delicious Be sure of it, my future tests will have the focus play logic that u applying (but im using underlaps so im gonna try focus on middle first)
That's already wrong,forget to even watch games and stuff like that,it's the same "mistake" that opq is doing because he won't listen to me,it's like there are 2 separate games (even 3), on "VACATION",you don't how the games are processed,i mean that's not even rocket science that something is different between gpu's games and 2D games and i won't even IMAGINE,what's happening on vacation,but it's proven that your AM might altering the tactic by doing some strange things,you can check Evidence Based Football Manager,he really explain things in easy way.
It's not like i am stopping you to play with underlaps, i am telling you add even the DLP. "if you see things going nuts on the test",try another time with a different ball distribuition. On Balance and positive you have to add options. It's on attacking that you've to remove them. I mean now that i am even following some logic brain connections,it's clear that there is something "hidden" otherwise the arena test would be all the same results (i mean the bible test on mentality). But i don't know with what tactic they processed them,but can't really be with rulesless.
senna said: Think about it
Counter-press = reaction to ball loss
not the same thing as press line (high or low)
but of course reacting to the loss of the ball together is more effective
That's my point, if my defenders are already to back to New York once the ball is lost,it's creating a gap and spacing(talking about real soccer). But i really should test them. As i said i might be wrong on it
But even tho if that the case,why "for old meta tactics" that thesis ain't working? There is a deep ocean of hidden things that i really can't say w/o testing and more testing.
I don't even think that deep line is giving something,but i might be wrong (like always)on my thoughts,i am sincerely stopped even watch the vacation test and going just by logic using Willy's test just because at the very moment i have nothing else and going for the 5th time to attempt a edit players (one by one) isn't something i have the will to do,there is something that really i am not understanding over it.
Back to the topic,so since we know now that some mentalities have(hidden passive), we know if we do apply META-rulesless "tactic's option", Fast example : Run at defence for me was giving nothing in reality on Attacking it giving to you -points and all other options, but that's is applying only if your players have new-meta pi's otherwise i can't understand how some tactics working on attack with those options on.
First of all, you have to understand a clear point : You have to start somewhere,for example everything become clear once i did the test with islam champ but just changing the mentality on positive.
It's not like i am saying flyingcraps, you guys can go through the threads and understand the hell i did put the poor arena test through.
If we know that Islam champ (attacking mentality) is giving 55 and for some reason Positive is giving 51 means something is happening,because i knew that i had 52 or 53 with other option on it(on positive) so basically just understand what kind of option can work on your shape is giving you the extra points that you are looking for.
Now i am trying to figure out how balance work on the same prospective.
I don't know nothing about that tactic you are working on,because for me is something that in order to play "in game" you need to rip-off your players and it's working here very well because the Test league really favor them.
But, instead to focus on cosmetic,just focus on :
(I repeat i didn't even test that tactic so i am just telling you what i would do if i wanted to attempt it).
Test balance : i would add on it focus play down left and right. But i don't know if you already doing it because of the ball of distribuition.(so basically you need to test one with different ball distribution and one with FPD active).
And go on positive,or you can do a simple things just remove all the extra options and go on attacking and check what is coming out.
I would even try cautions because it really test well for opq(he did destroyed many times my poor test league :P).
Counter-press is something that basically gives nothing,but stabilize your tactic(talking about numbers). That's why once i am done i am going to test all those option. You can understand it just looking at the numbers of the tactics, it's like you get +1 on "minimum" and -1 on "maximum", but what you are looking is to fight the "weakest rng number" then the stronger. @Zippo Dark Lord can you somehow translate what i am trying to say on "scientific" way, i mean that could be a good point for the community. And since my english is elementary or if someone understand what i am trying to explain here is welcome to put in a sense that everyone can understand it.
And we need to test if for real counter-press is working somehow with a lower defensive line or it's just cosmetic. Logically if i want to press on soccer i would stay the higher possible,even tho they can long-pass etc. If you are facing Salah on steroids not even putting 10 mans back gonna stop him.
But without futher test those are just my assumations.
4141 Alhamdulillah
Spoiler Testing IF+FB combo!
Spoiler
Just curious to see the differecies between them.
Changelog:
Vacation was the most terrible run it could happen but we are real men and we share even those...
Thinking about to start the junkies tactic story
Spoiler
424 Alhamdulillah II
Changelog:
Spoiler Trying out 424 with licious-metarules :P! Going to try even double on 4231.
424 Alhamdulillah III
Changelog:
Spoiler IF on (SU)
424 Alhamdulillah IV
Changelog:
Spoiler WB on (attack)
424 Alhamdulillah V
Changelog:
Spoiler IW+IWB combo
424 Alhamdulillah VI
Changelog:
Spoiler IW (attack)+IWB combo
424 Alhamdulillah VII
Changelog:
Spoiler IWB = (ATTACK)
424 Extreme Chainsaw
Changelog:
Spoiler Fullback = (ATTACK)
424 Volante Spaghetti
Changelog:
Spoiler IF (su) and Vol(a)
Edit: I've deleted some tactics that i believe will be just a waste of computing power.
I will let the changelog if anyone wanna try them out.
424 Alhamdulillah X
Changelog:
Spoiler -removed stuck-in and some TI on standard
This year the FM developers have made sure that there aren't any set pieces exploits or any other tactical exploits ( like strikerless tactics and so on ) in the game. Also, they have greatly improved the AI tactics so when it comes to the tactics then a human player don't have any significant advantage over the AI.
This year the FM developers clearly say to us if you want to dominate in the game then stop looking for tactical exploits and just try to get the best players in the game (especially, those players who have crazy gamebreaking attributes ) and you'll be golden.
If your tactic gets at least 46 point in our testing then you already can stop improving it because it's already good enough to dominate the game.
You can spend months on improving your tactic to get 1-2 points better result in our testing or you can just get better players and improve your result by 40 points.
https://fm-arena.com/thread/2980-game-changing-player-attributes/
I really advise you to think about it because this year FM is much more about having better players than having a better tactic.
Yes and no, but i guess the point is that,at least for who test tactics is all around it, i do enjoy more assembling pieces then play the game it self,it's not just about 1-2 points or the time,it's even to find if there are any others roles that can impact on some kind of system.
I personally just miss the tool to do that.. Imho if something could be provided even something older but "attendible" would be great in order to make test and stuff.
It could create "meta" builds and maybe we could achieve something more then a "gegen-press".
Main point is if you don't get "high" score(means first),people won't even check those tactics and maybe we missing even a golden tactic that could be easy fixed because of it.
At least if people just like to enjoy when tactics are "ready" and do their tweaks,the poor "baka" that spend 300 hours in order to achieve it will feel less "baka".
I do understand your point of view,but i do believe that creating content = tactics is the most valuable thing around this game,it just miss a real leader, at the moment it feels like everything is under totaly "secret",even for create a simple league there are not even that much guides, immagine in order to make a league that could give "fast loading" it required me 10 days xD, but if i can't tune it to this league it's just useless.
ST position:
- Advanced forward (tier 1)
- DLF (tier 2)
...
- Traquartista (tier 10)
So u guys thinks this is possible? coz clearly some roles are uselezz and cleary we are very limited in terms of range of choose for them.
Same for tactics/Team instructions.
If we think as a community here we can help each other and help the testers to get some rest 🤣🤣
Cheers
Yes and no,you are right but main problem is the way you conduct a test,to test how a role "impact" to a tactic it should be test on EBFM way(i don't know if i can use external link) but that that mean it require tons of time/hours etc to understand it and even need a statistical knowledge...
What we really need is a tool,that can let us to understand if we are on the right binary or not.
I am pretty sure that Arena-Test at the very moment is the most efficient,even tho people believe that is just for "Elite team" that's not even near to the truth,i can say that because the Islam champ was tested on other sites(don't know why or how)and it basically did good on every of them, from 160CA and 140CA teams.
My point is can we with the collaboration of @Zippo or arena staff(i don't really know how the things are organizzated,but Zippo seem the Frontman that's why i am quoting him) create something for test those things,i mean for me even if "the league file of the league is shared", means nothing if is not test trough FM-Arena's machine,but it can help people trough their test,because i am the first i am trying to find the maximum power of some roles/setup overloading the machine.
Even the old Test could be really fine,if you believe is attendible.
I even tried to replicate the test-league,but there is something out-tuned or some script that i can't really know about,i just started to use the editor i can even share the varius leagues i've done, but if i test something there and it's giving good results and once i test here is giving others is just making more confusion in my head then anything else.
Fast example, if i am getting 70 on Islam on my test league and i find a tactic/setup with the same amount of games,giving more and once i test here is giving me -3 of Islam we can understand pretty easy that something is wrong on my test league.
@crizeKOS i am pretty sure Arena is automated.
It might be really confusonary but those are my thoughts about it.
P.S.
I am not whining or stuff like that,i do even understand that we want to keep the "competitive aspect", just trying to find a light to make all of those datas more comprensible.
Just to give you an example :
That what i was doing before,those are just test for 640; very simple,if they do better on 640 i run more x2 more x2 till i go to 10 runs. But if all of that is meaningless is just a waste of time..
And if we can't rely on vacation (since is stated that is full rng)
Imma try to build something else,that we can use to be more attendible.
4231 Khabib Nurmagomedov
Changelog:
Spoiler The change is about just putting into consideration every test were made and basically now i am putting logic over the game it self(i know it sound crazy) 4231 positive,is just based on my thoughts,but if same tactic on positive is 53 focus play down on, but there is no "stuck-in" now the real question would be what's the total point if we put the same tactic but on positive? (We don't know, but we can supposed or is 53 around 54,because if we check 4231 Nurmagomedov it did score 53 and we added : Overlap;Run at Defence; and Focus play down...
So we can say after all of this we can say that something is giving -1 (for me run at defence is -1)
Now the question is about overlap and focus play down... But we know from the bible that overlap is doing "negative" impact then positive but we don't know "how much" , the only thing we don't know if that focus play down is really doing something or not..
So i am just guessing that to put FPD is a better bet,maybe is doing nothing for real or it's giving -1 let's see..
It did pretty decent on vacation too... One run with City one with Bmouth!
City:
Spoiler
Bmouth:
"they even won carabao
Spoiler
The build is like the last of 4231,at least the pass mechanics.
433 Khabib
Changelog :
Spoiler Mentality : Balance
Backs turns on = Fullback (SU)
433 Whisper in the Wind
Changelog:
Spoiler Added: Underlaps(gonna test overlaps later,it's weird with fb o.o);
Focus play down;
Counter-press;
Get stuck-in;
No-easter egg this time.
433 The Dark Lord
Changelog:
Spoiler Tweak of 433 Whisper in the wind follow the changes:
Mentality : Positive
WB coming in for FB;
added Overlaps
433 Swanton Bomb
Changelog:
Spoiler IF+WB+MEZZAlas underlaps combo. To check if those roles can be implemented,because something leading me on the wrong direction with FB.
433 Swanton Bomb III
Changelog:
Spoiler Did good on test,so i am trying BBM instead of Mezzalas,overlaps instead of underlaps
Haaland got injuried,otherwise could be really a super run.
433 Swanton Bomb Special
Spoiler Changelog:
Since i am losing it, some big changes applied.
IWB coming to service ; For now IW for IF and reworked a bit set pieces.
I never seen 13 g.a. before but we know how strange rng is ...
433 Swanton Bomb Special II
Spoiler Changelog:
Spoiler Changed completely the midfield into vol(su) dm(def) vol(su) and WB on (attack)
433 Swanton Bomb Special IV
Changelog:
Spoiler adapted the midfield like https://fm-arena.com/tactic/4000-imsorry-v2-4-3-3/ but w/o the anchor;
Most likely i will make one even with anchor to compare it;
Volantes on (attack) wingsback on (SU)
433 Blastoise
Changelog:
Spoiler Passing Directness setted to standard(Trying out if really doesn't matter)
Crossing to Mixed(about that i am wacthing alot of highlights lately to understand how the game is played and i see that crosses are already on mix even if they are setuped on low so just unticked it.
Tested with Arsenal :
433 Swanton Bomb Special V
Changelog:
Spoiler IF= narrowed removed
DLP on (D) duty instead of the classic DM(D)
433 Swanton Bomb Special VI
Changelog:
Spoiler Anchor instead of DLP
i've tried all of them :P, from my test AM it's better then SS but here not even near or maybe at the time i did with wrong setup. But imho AM can add something on the calderon. Trequartista and regista are perfoming well "itself",but not optimal, they really might need a specific build in order to release their pontential.
I mean if i have to release all my "experiments"... Zippo is going to block ip me..
i was going next to it but iwb is doing under perfoming on 4231, i tried iwb/iw on balance,but not on offensive i mean i tried them 100% but at the time my personal test didn't were acceptable.
Gonna test it later
It should works with SS as well, i wanted an option that was minimize the impact on the tactic at all but to give something back and .-.
As you see on 4141 is working better because there are actually 2 SS. But if you don't have low wings i guess it's still a bit useless
4231 Nurmagomedov
Losing the battles(test),like no toworrow but once again here am i standing still. The arena test is asking for mercy,the computing power already used is already over 9000(won't even calculate mine because imma get an headache.
Changelog:
Spoiler -Stuck-in= i don't really understand why it's working for others tactics but the poor innocent 4231 can't...
-Overlaps over underlaps,maybe one SS isn't enough for it...
-GK on (DEF) guess it's self-explanotory after all of those test.
-Changed the pass distruibuition,standard over all expect WBs/IFs/SS/AF
-Sit Narrowed only for IF(i will think if is the case to put even on WB)
-Add Focus play down the left and right (because on positive test it gave some results and because i want to give some colors as well to the istructions :woot
The vacation test went decent even tho the wild beast haaland got injuried and didn't play like 11-12 games and the mini-gnome Alverez tried to do his job...
City:
Spoiler
Bournemouth:
Spoiler
-Arena's server machine... in a while Spoiler
FM is a quite random game and it also can be quite illogical, especially when it comes to the the tactics.
Our propose is to help people improving their tactic. I understand sometimes the result of our tests can be disappointing but it's really not our fault, we can't do nothing about how the game works.
Still you're the Dark Lord!
4141 Hardy
Waiting for the last result of 4231 but wanted to let it out.
Changelog:
Spoiler Basically like the 4231, i've reverted the sp's and adjusted the corner setup on attack right and left.
wingback putted on (SU)
Iverted Forward putted on (SU)
DM from (def) to (SU)
Added meta rules.
You need to create a index and link your tactics to it "first page" and put on every tweak/tactic the link to the first page/index. Like this qq. Zippo went full combo leg to me
Just follow the guide in that link and you must be fine