Tyler said: Okay no problem, also how would u go about recruiting players as i obviously cant download the files on console Expand
I have no clue since I do not play on the console. In PC, you can go to player database, then filter by attributes, or add columns of each attribute so you can sort by them and pick the best ones for scouting or trials.
Lowchamp said: One other quick question. You mention earlier that an ideal player has 18++ pace/acceleration. Does this apply to Defensive midfielder role too (this role does not have pace/accel highlighted as an important attribute) Expand
Some attributes have higher or lower influence depending on position, like central defenders needing more jumping reach or flank player needing more dribbling, but overall, speed is great in all positions, even when pace and acceleration are not highlighted. In Autumn 4.5, for example, the CHMs receive balls into space all time, so speed enables them to score more often, and out of possession they work as DMs defending against similar moves.
Lowchamp said: Thanks for the reply. Then do you recommend I only use growth 2 regardless of how many matches there are in a week because that one is 2x physical 2x attack (comapred to 5x each for growth 1)? Expand
Yeah. Growth 1 has less CA growth, so it is more focused on pace and acceleration. Growth 2 is the most effective to grow CA and the important attributes. It is weird that 2x grows more CA than 5x, but that is how it is.
Lowchamp said: Hi ZaZ thanks for these training schedules. I do have one question
If my goal for these training sessions is to make as many players as possible reach full PA (so like 180/180) then should I just spam growth for both youth and first team, with rebalance like once every 2 months or something? Expand
Then ignore rebalance and do just Growth (2x physical + 2x attack). That will give a very good CA growth, and some good focus in the important attributes. What Rebalance does is to basically "pause" growth of some attributes while allowing Pace and Acceleration to keep growing, allowing you to have higher Pace and Acceleration when you reach PA.
adibjr23 said: @ZaZ Why doesn't this training schedule include Match Practice? why is it only Physical and Attacking? Expand
As I listed in the first post, these are the most effective training schedules, which focus on the most important attributes for performance. Any of those could do the trick, like the first one which includes match practice.
- 339 [Quickness][Attacking][Match Practice]: 35.72 CA - 263 [Physical]x5[Attacking]x5: 27.85 CA - 214 [Physical]x2[Attacking]x2: 33.83 CA - 081 [Quickness]: 18.78 CA - 100 [Match Review]x2: 17.72 CA - 139 [Physical][Quickness][Resistance][Defending]: 28.71 CA - 080 [Resistance]: 18.72 CA - 340 [Physical]x2[Attacking Wings][Attacking]: 31.27 CA - 243 [Quickness][Match Practice][Attacking]x2: 37.93 CA - 077 [Penalties]: 18.01 CA
I decided to go with 214 because it has the best balance, affecting the attributes I want to increase without negatives. 339, if I remember correctly, did not hit one or two attributes that I think are important, which is why I went for 214.
oge1948 said: I'm a console player; what are individual instructions Expand
All: Tackle Harder GK: Pass Shorter BCB: Pass Shorter, Trigger Press More Often OCB: Shoot Less Often, Take More Risks, Pass Shorter, Trigger Press Less Often AWB: Sit Narrower, Cross From Byline and Shoot Less Often, Trigger Press More Often CHM: Roam From Position IF: Stay Wider CHF: Make More Runs, Trigger Press More Often
SleeperKeeper said: Sorry, reading your reply I erroneously deduced that there were three drop-down slots: 1. General position/role, 2. in possession and 3. out of possession. False memory, forgot to check in-game. So it's EITHER a role that helps producing more flexible backups OR a role that boosts acceleration and pace, got it now. Expand
There is no position training, the position is deduced from the In Possession role. So, you choose the position you want to train, then pick any role that favours pace and acceleration from that position.
SleeperKeeper said: Thanks for this detailed insight! So I'm going to set up the first slot for a needful role allowing to back up other players (AML -> IFR; CM -> SS). Second slot: Anything that boosts pace and acceleration, like, putting everybody on AF, for example? Third slot: Ignore. Thanks again! Expand
I put BPD by mistake for defenders, but I actually train them in OCB because of pace and acceleration.
About what you said, I do not know what is first slot, second and third slot. I only see IP role and OoP role, which I do the roles I said for IP, and None for OoP. For reference, I play on PC.
SleeperKeeper said: Great tactic, thanks a lot! I'm using it with your Growth & Rebalance training across 1. squad, second squad and u19 (2. squad and u19 only on Rebalance). I know you frequently said that one does not need to specify any roles in individual training. However, since your tactic features roles that a lot of my players aren't most comfortable with at the beginning of my save, would you advice training these roles if they are too far off from the player's skills? Or is Growth training and playing games enough to get them better fitting into the scheme (plus a pending squad rebuild)? Edit: Much more precise: What's the downside of training these specific roles in and out of possession? Expand
There is no such thing as players being comfortable in a role. The role proficiency is just cosmetic and does not affect performance, it is just the opinion of your staff about how the attributes of a player match their role, but in the match engine they only consider position proficiency. That being said, it is fine to train roles if you want to increase their position proficiency. In fact, I usually put all my players to train roles, something like:
I do that because that allows me to cover all line positions with four players, so with nine reserves I can have two reserves for each player, plus a goalkeeper. Something like two defenders, two wingbacks, two midfielders, and two wingers. All wingbacks and wingers are trained to play in both sides, and the midfielders are trained to play in both MC and AMC. This makes easier to handle injuries and to upgrade squad with the best players.
The "in position" role training is only used to give position proficiency and to define what attributes will grow during training. They serve no other purpose, so you should pick a role that increases good attributes like pace and acceleration. About out of position role, it serves no purpose, so just ignore it and set to none.
Yarema said: How about the bonuses? I feel like I can save some money (but only up to a point) by putting in goal/assist bonuses, team of the year ... even signing bonus. And the classic "after 1 international appearance" exploit. Expand
I will investigate bonuses again, but I remember checking before in FM24 and effects were not the most noticeable.
Just sharing some data about how to optimize profit on sales and contracts. First, this is the data of an offer for my player which was set as target by another team.
No difference for them, so free to add Percentage of Next Sale: 50% Arrange Friendly
About contracts, here is a study of minimum accepted values:
Clean (no clauses or bonuses): 650k Non Promotion: 525k (-20%) Non Promotion + Minimum Fee (Higher Division): 475k (-27%) Non Promotion + Minimum Fee (Higher Division) + Agent Discount: 400k (-38%) Non Promotion + Minimum Fee (Higher Division) + Minimum Fee (Foreign) + Agent Discount: 375k (-42%) Non Promotion + Minimum Fee (Higher Division) + Agent Discount + Sell On Fee (50%): 300k (-53%)
Non Promotion does not stack with Relegation release clause. Minimum Fee clauses have the same effect for any duration, so if you have a choice, make it last for 6 months (minimum). Those values are considering zero signing bonuses.
Let me know if you have other interesting data about how to optimize finances.
Jackson Teller said: Hey, thank you so much for all the work here! I personally use a slightly different version with a Defensive Midfielder instead of one of the OCB + both my CB are BCB. Out of Possession, I do have my DM going as central back. Quick question though regarding the defensive & light option of this tactic. How much of a problem it is to have the striker as a PCM when OOP since most of the time my striker won't have that as a natural role ? Thanks for your guidance here Expand
You only need to consider IP proficiency for team selection, because OoP proficiency is not relevant to results.
oge1948 said: I'm a console player; what are individual instructions? Expand
All: Tackle Harder GK: Pass Shorter BCB: Pass Shorter, Trigger Press More Often OCB: Shoot Less Often, Take More Risks, Pass Shorter, Trigger Press Less Often AWB: Sit Narrower, Cross From Byline and Shoot Less Often, Trigger Press More Often CHM: Roam From Position IF: Stay Wider SS: Move Into Channels, Trigger Press More Often
I have no clue since I do not play on the console. In PC, you can go to player database, then filter by attributes, or add columns of each attribute so you can sort by them and pick the best ones for scouting or trials.
I do not know the difference between console and PC, and I have only played on PC.
Some attributes have higher or lower influence depending on position, like central defenders needing more jumping reach or flank player needing more dribbling, but overall, speed is great in all positions, even when pace and acceleration are not highlighted. In Autumn 4.5, for example, the CHMs receive balls into space all time, so speed enables them to score more often, and out of possession they work as DMs defending against similar moves.
First post has a description of best stats.
Yeah. Growth 1 has less CA growth, so it is more focused on pace and acceleration. Growth 2 is the most effective to grow CA and the important attributes. It is weird that 2x grows more CA than 5x, but that is how it is.
If my goal for these training sessions is to make as many players as possible reach full PA (so like 180/180) then should I just spam growth for both youth and first team, with rebalance like once every 2 months or something?
Then ignore rebalance and do just Growth (2x physical + 2x attack). That will give a very good CA growth, and some good focus in the important attributes. What Rebalance does is to basically "pause" growth of some attributes while allowing Pace and Acceleration to keep growing, allowing you to have higher Pace and Acceleration when you reach PA.
Why doesn't this training schedule include Match Practice? why is it only Physical and Attacking?
As I listed in the first post, these are the most effective training schedules, which focus on the most important attributes for performance. Any of those could do the trick, like the first one which includes match practice.
- 339 [Quickness][Attacking][Match Practice]: 35.72 CA
- 263 [Physical]x5[Attacking]x5: 27.85 CA
- 214 [Physical]x2[Attacking]x2: 33.83 CA
- 081 [Quickness]: 18.78 CA
- 100 [Match Review]x2: 17.72 CA
- 139 [Physical][Quickness][Resistance][Defending]: 28.71 CA
- 080 [Resistance]: 18.72 CA
- 340 [Physical]x2[Attacking Wings][Attacking]: 31.27 CA
- 243 [Quickness][Match Practice][Attacking]x2: 37.93 CA
- 077 [Penalties]: 18.01 CA
I decided to go with 214 because it has the best balance, affecting the attributes I want to increase without negatives. 339, if I remember correctly, did not hit one or two attributes that I think are important, which is why I went for 214.
All: Tackle Harder
GK: Pass Shorter
BCB: Pass Shorter, Trigger Press More Often
OCB: Shoot Less Often, Take More Risks, Pass Shorter, Trigger Press Less Often
AWB: Sit Narrower, Cross From Byline and Shoot Less Often, Trigger Press More Often
CHM: Roam From Position
IF: Stay Wider
CHF: Make More Runs, Trigger Press More Often
There is no position training, the position is deduced from the In Possession role. So, you choose the position you want to train, then pick any role that favours pace and acceleration from that position.
I put BPD by mistake for defenders, but I actually train them in OCB because of pace and acceleration.
About what you said, I do not know what is first slot, second and third slot. I only see IP role and OoP role, which I do the roles I said for IP, and None for OoP. For reference, I play on PC.
No. Someone tested it and there was no evidence of gain in performance.
Gratz!
There is no such thing as players being comfortable in a role. The role proficiency is just cosmetic and does not affect performance, it is just the opinion of your staff about how the attributes of a player match their role, but in the match engine they only consider position proficiency. That being said, it is fine to train roles if you want to increase their position proficiency. In fact, I usually put all my players to train roles, something like:
- GK: BGK
- CD: OCB
- WBL: AWB(R)
- WBR: AWB(L)
- CM: SS
- AM: CHM (MC)
- AML: IF(R)
- AMR: IF(L)
I do that because that allows me to cover all line positions with four players, so with nine reserves I can have two reserves for each player, plus a goalkeeper. Something like two defenders, two wingbacks, two midfielders, and two wingers. All wingbacks and wingers are trained to play in both sides, and the midfielders are trained to play in both MC and AMC. This makes easier to handle injuries and to upgrade squad with the best players.
The "in position" role training is only used to give position proficiency and to define what attributes will grow during training. They serve no other purpose, so you should pick a role that increases good attributes like pace and acceleration. About out of position role, it serves no purpose, so just ignore it and set to none.
I will investigate bonuses again, but I remember checking before in FM24 and effects were not the most noticeable.
Here is more info about it. The difference is inside the margin of error, so we can assume the difference is zero or too small to make a huge difference.
https://fm-arena.com/thread/18292-the-impact-of-oop-position-proficiency-on-the-result-fm26/
First, this is the data of an offer for my player which was set as target by another team.
Initial offer: 1.1m
Accepted offer options
Fee: 2.7m
Fee + Installment 1x(6 months): 3.3m = 1.6m + 1.7m (+22%)
Installments 1x(6 months): 3.5m (+30%)
Installments 1x(12 months): 3.6m (+33%)
Installments 3x(12 months): 3.7m (37%)
Installments 6x(6 months): 3.8m (+40%)
No difference for them, so free to add
Percentage of Next Sale: 50%
Arrange Friendly
About contracts, here is a study of minimum accepted values:
Clean (no clauses or bonuses): 650k
Non Promotion: 525k (-20%)
Non Promotion + Minimum Fee (Higher Division): 475k (-27%)
Non Promotion + Minimum Fee (Higher Division) + Agent Discount: 400k (-38%)
Non Promotion + Minimum Fee (Higher Division) + Minimum Fee (Foreign) + Agent Discount: 375k (-42%)
Non Promotion + Minimum Fee (Higher Division) + Agent Discount + Sell On Fee (50%): 300k (-53%)
Non Promotion does not stack with Relegation release clause. Minimum Fee clauses have the same effect for any duration, so if you have a choice, make it last for 6 months (minimum). Those values are considering zero signing bonuses.
Let me know if you have other interesting data about how to optimize finances.
You only need to consider IP proficiency for team selection, because OoP proficiency is not relevant to results.
They are in the tactic.
https://discord.gg/Rj6xpsmaVs
All: Tackle Harder
GK: Pass Shorter
BCB: Pass Shorter, Trigger Press More Often
OCB: Shoot Less Often, Take More Risks, Pass Shorter, Trigger Press Less Often
AWB: Sit Narrower, Cross From Byline and Shoot Less Often, Trigger Press More Often
CHM: Roam From Position
IF: Stay Wider
SS: Move Into Channels, Trigger Press More Often