So you believe this tactic is better than your 424 which is top of the FM Arena testing league? Why do you believe that? Obviously FM Arena tests in a different way so just curious what you think
Bafici said: I didn't touch the weightings because i need to make calculations to make the best players rating %100. Like @kvasir said Haaland becomes 99% but if a player has 20 in all the important attributes his rating can past %100. After all its just a cosmetic thing. Expand
kvasir said: You can fix the first issue by adjusting the weight when editing ratings — it’s in the bottom right corner of the editing ratings window. Try tweaking it to see which settings give you the best balance across positions. I have mine set to 115 for GK and 110 for all other positions, so the best players are all around or above 90%, with Haaland as the only major outlier at 99%.
As for your ST ratings showing 0%, that’s because the rating file was created by @Bafici using the Target Striker (TS) position instead of Fast Striker (FS). Just switch the layout to TS, and it should display correctly. Expand
Orion said: Please also keep in mind that coefficients where set for 'normalized' data, so players attributes in relation to average attributes in the league they are playing. Here we use 'absolute' values of the attributes. This obviously brings some uncertainty but I believe for simplification it should work. As you said we should introduce some correcting factor for the 'score'. Expand
Can you say the same thing again but pretend you are explaining it to a 5 year old?
FREVKY said: It gives you error because this view is meant for scouting -> players section. Expand
How would you filter the players? If I world scouting range, playing as Newcastle, I'll filter by age first so nobody over 30 and only players that are interested in joining me. This gives me 197,000 players which is obviously too much. I could do it by position but I still think its too many. Is there a way to filter further so im only putting the top players into your spreadsheet?
Bafici said: I made a genie scout file. Biggest difference from fmarena ratings is this is bit more realistic. Great players in real life takes higher ratings.
Thanks! On 1st glance they seem a bit unbalanced. Best GK is 78% whereas best ST is 88%. I suppose it doesnt really matter if we are just picking the best player from the list though. Also seems to be an error on the ST. Don't know if it's with me or the ratings but when looking at my own team all ST ratings are 0.00%
FREVKY said: That's what I thought, so I created pretty simple excel spreadsheet that make mass player comparison possible and easy.
Here's how it works: First, you need to import specified views. I created two sets of these: one for your team (for squad view) and one for scouting tab - both with CA & PA hidden - and another set with CA & PA visible for those who like to spoil the fun a little bit. Download and paste them into "views" folder in your Documents (C:\Users\your_name\Documents\Sports Interactive\Football Manager 2024\views is the default path).
When you load the view, you need to select every player, so click on one player and than ctrl+a to select everyone in the team or in the scouting range. Just bear in mind the more players you select, the more time it takes, so if you're about to select over 1000 players, give it a few seconds to work. Then, press cltr+p to "print" the selection into HTML file. Save it wherever you want, name it whatever you want. Then, you need the spreadsheet (MS Excel file). Open it and then in the Excel go to to File->Open and select the html file with your set of players. Copy it's whole contents (ctrl+a, then ctrl+c) and paste them into my spreadsheet in the blank sheet called "IMPORT" then switch the sheet to the one called "CALCULATION" and it should automatically calculate values for every player for each position using coefficients from this thread. Additionalli I added sections with CA, PA and difference between them (it will work only when you used views with PA and CA obviously).
Of course you can use whatever filters you want on the scouting section to narrow down the amount of players to whatever you really need.
At first glance it may sound complicated a bit but it's pretty easy to use. If you find any trouble using it, I'll try to help.
The spreadsheet is editable so do whatever you want with it, if you find any room for improvements, go for it. Expand
I get an error message saying the 'All Players' views are not valid for the panel. Any solutions? The own team view works. I'm using own team view in squads and all players view in scouting -> shortlist
I'm in 32/33 season. Just taking over Newcastle. Trying to find a replacement for the soon to be retired Tonali. It's an absolute graveyard for quality DMs. Same with most of the other positions
Based on the data the best training strategies are either Strategy 17 (1 in the previous version) or Strategy 21 (2 in the previous version). Atm I prefer Strategy 21.
To apply this to the game do as follows: 1. Use Plan 1 or 3 for the u18s (2 years, age 15/16-18) 2. when they age out move to B Team where you should use the opposite of what you used for u18s 3. Then when either CA high enough or Pace/Acc high enough (depends which way round you did it), move to senior squad. I stop actively training Pace/Acc when both are >16 4. When in senior squad remove Quickness additional focus
HOWEVER, I have some questions:
In the image I compare the growth patterns for the 2 different strategies (Note: Strat 1=Strat 17, and Strat 2=Strat 21, they just have different starting parameters). 1. When comparing Strat 1 vs Strat 2 something is wrong with your data @harvestgreen22 . Strat 2 has a much higher final CA, but overall has lower attributes, even when taking attribute weighting into account. 2. Additionally, when comparing Strat 17 vs Strat 21, Strat 17 appears to be slightly better. Which makes me question the CA values in the initial Strat 1 vs Strat 2 test even more.
Thanks again, @harvestgreen22 . Hopefully this is useful for everyone. Expand
Up until U18 - [Rest]+[Double Intensity]+[Addtional Focus Quickness] 18 and over - [Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]
These elements can be organised in anyway so I can still respect @Zaz superrest method?
Is double intensity only for full health? Are the others 'no training'?
@Zippo Is this worth doing? I'm using Gerrards top scoring tactic on this site. I also use the superrest method so I find my players recover between games. Does using match plans have a significant effect on results?
debelizec19 said: Thank You @freshandy for the explanation. So, if we look on Zaz example, after AFC match there is travel and we can not use superrest but why he didn't use superrest before Brighton match and after Aston Villa match on sunday 31.12.? Expand
He couldn't. If you look at both examples there are only 2 days between matches. 1st day after match has travel and 2nd day after match has match focus for the next day match. Both of these are fixed and cannot be removed so superrest cannot take place
ZaZ said: I am currently trying the schedule below. The goal is to use double intensity to allow me to focus on sessions that really matter, aiming to maximize CA growth while having good emphasis on physical attributes. Expand
@ZaZ How would you adapt the schedule for weeks when theres travel? If travel after the Saturday game, I'm doing full rest with manual rest on monday and moving match practice to wednesday and moving defending to tuesday just to make the load for each day a bit less (not sure if that matters). What training would you put on the previous sunday, the day after the game?
ZaZ said: I am currently trying the schedule below. The goal is to use double intensity to allow me to focus on sessions that really matter, aiming to maximize CA growth while having good emphasis on physical attributes. Expand
Footballenjoyer said: The only issue with this schedule is there's no significant increase between 2x physical training and 7 x physical training per week shown in multiple test ran in other posts in this forum.
Looks like the only way to speed up physical attribute growth is intensity. Then it's either max CA growth schedule on half intensity or the Chinese forum method that prioritize physical while trying to delay as much decay of non physical attributes. Expand
Can you share the link to the other forum where they discuss 2 x physical vs 7 x physical?
ZaZ said: Unfortunately, travel gets in the way of super rest. In that case, it might be wiser to set rest for the next day after travel. Expand
@ZaZ If you're travelling and set the superrest for Matchday + 2, would you have trainings on the Matchday +1? My thinking is using your rest setup, only the guys who havent played or played minimally anyway and it would give them a chance to get extra training or would you have 2 days of rest with the 2nd being the superrest day?
Otherwise based on various tests
https://community.sports-interactive.com/forums/topic/451185-knap-fm24-and-fm23-fm22_fm-21-fm-20-fm-19-tactic-list/?do=findComment&comment=14631785
So you believe this tactic is better than your 424 which is top of the FM Arena testing league? Why do you believe that? Obviously FM Arena tests in a different way so just curious what you think
Gotcha, thanks!
As for your ST ratings showing 0%, that’s because the rating file was created by @Bafici using the Target Striker (TS) position instead of Fast Striker (FS). Just switch the layout to TS, and it should display correctly.
Thanks mate!
Can you say the same thing again but pretend you are explaining it to a 5 year old?
How would you filter the players? If I world scouting range, playing as Newcastle, I'll filter by age first so nobody over 30 and only players that are interested in joining me. This gives me 197,000 players which is obviously too much. I could do it by position but I still think its too many. Is there a way to filter further so im only putting the top players into your spreadsheet?
Ratings
Thanks! On 1st glance they seem a bit unbalanced. Best GK is 78% whereas best ST is 88%. I suppose it doesnt really matter if we are just picking the best player from the list though. Also seems to be an error on the ST. Don't know if it's with me or the ratings but when looking at my own team all ST ratings are 0.00%
Here's how it works:
First, you need to import specified views. I created two sets of these: one for your team (for squad view) and one for scouting tab - both with CA & PA hidden - and another set with CA & PA visible for those who like to spoil the fun a little bit. Download and paste them into "views" folder in your Documents (C:\Users\your_name\Documents\Sports Interactive\Football Manager 2024\views is the default path).
When you load the view, you need to select every player, so click on one player and than ctrl+a to select everyone in the team or in the scouting range. Just bear in mind the more players you select, the more time it takes, so if you're about to select over 1000 players, give it a few seconds to work.
Then, press cltr+p to "print" the selection into HTML file. Save it wherever you want, name it whatever you want.
Then, you need the spreadsheet (MS Excel file). Open it and then in the Excel go to to File->Open and select the html file with your set of players. Copy it's whole contents (ctrl+a, then ctrl+c) and paste them into my spreadsheet in the blank sheet called "IMPORT" then switch the sheet to the one called "CALCULATION" and it should automatically calculate values for every player for each position using coefficients from this thread. Additionalli I added sections with CA, PA and difference between them (it will work only when you used views with PA and CA obviously).
Of course you can use whatever filters you want on the scouting section to narrow down the amount of players to whatever you really need.
At first glance it may sound complicated a bit but it's pretty easy to use. If you find any trouble using it, I'll try to help.
Spreadsheet link: https://www.mediafire.com/file/huj2qrmavoqnd6x/meta.xlsx/file
The spreadsheet is editable so do whatever you want with it, if you find any room for improvements, go for it.
I get an error message saying the 'All Players' views are not valid for the panel. Any solutions? The own team view works. I'm using own team view in squads and all players view in scouting -> shortlist
This would be really great!
Has anyone else experienced this?
U18: [Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity] +[Additional Focus Quickness]
B Team: [Rest]+[Double Intensity]+[Addtional Focus Quickness]
Then move players into first team once Acc and Pace >16
First Team: [Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]
Additional focus is removed so that CA growth becomes less specific to quickness and creates a more rounded player once my 16 threshold is met.
Thanks! Are the rest settings all no training and double with full condition?
Based on the data the best training strategies are either Strategy 17 (1 in the previous version) or Strategy 21 (2 in the previous version).
Atm I prefer Strategy 21.
To apply this to the game do as follows:
1. Use Plan 1 or 3 for the u18s (2 years, age 15/16-18)
2. when they age out move to B Team where you should use the opposite of what you used for u18s
3. Then when either CA high enough or Pace/Acc high enough (depends which way round you did it), move to senior squad. I stop actively training Pace/Acc when both are >16
4. When in senior squad remove Quickness additional focus
HOWEVER, I have some questions:
In the image I compare the growth patterns for the 2 different strategies (Note: Strat 1=Strat 17, and Strat 2=Strat 21, they just have different starting parameters).
1. When comparing Strat 1 vs Strat 2 something is wrong with your data @harvestgreen22 . Strat 2 has a much higher final CA, but overall has lower attributes, even when taking attribute weighting into account.
2. Additionally, when comparing Strat 17 vs Strat 21, Strat 17 appears to be slightly better. Which makes me question the CA values in the initial Strat 1 vs Strat 2 test even more.
Thanks again, @harvestgreen22 . Hopefully this is useful for everyone.
@twkmax Can you confirm this is what you do?
Up until U18 - [Rest]+[Double Intensity]+[Addtional Focus Quickness]
18 and over - [Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]
These elements can be organised in anyway so I can still respect @Zaz superrest method?
Is double intensity only for full health? Are the others 'no training'?
Why wouldn't you have additional focus? Is there a negative?
So, if we look on Zaz example, after AFC match there is travel and we can not use superrest but why he didn't use superrest before Brighton match and after Aston Villa match on sunday 31.12.?
He couldn't. If you look at both examples there are only 2 days between matches. 1st day after match has travel and 2nd day after match has match focus for the next day match. Both of these are fixed and cannot be removed so superrest cannot take place
@ZaZ How would you adapt the schedule for weeks when theres travel? If travel after the Saturday game, I'm doing full rest with manual rest on monday and moving match practice to wednesday and moving defending to tuesday just to make the load for each day a bit less (not sure if that matters). What training would you put on the previous sunday, the day after the game?
How would you adapt this for 2 matches per week?
Looks like the only way to speed up physical attribute growth is intensity. Then it's either max CA growth schedule on half intensity or the Chinese forum method that prioritize physical while trying to delay as much decay of non physical attributes.
Can you share the link to the other forum where they discuss 2 x physical vs 7 x physical?
@ZaZ If you're travelling and set the superrest for Matchday + 2, would you have trainings on the Matchday +1? My thinking is using your rest setup, only the guys who havent played or played minimally anyway and it would give them a chance to get extra training or would you have 2 days of rest with the 2nd being the superrest day?