Let me know if there is extra info you would want me to show. Also, there won't be many big scores since I always change to Light Blue when winning by two goals (only 11 players in squad).
Pip said: @ZaZ Thanks for all the hard work you do... I have a couple of quick recruitment questions if you could help...
My shadow striker (Dele Alli) is struggling to make an impact, what attributes are key here?
Also for the wide midfielders do I go for a pure winger type (pace & dribbling but cant do much else) or a more rounded player (obvs still pretty quick)? Expand
Check the section "Important Attributes" in the first post, as well as "Role Ability".
Gonna play a journey from lowest division in England to Champions League. Results will be posted here after each five or so games. The team chosen was Concord, from Vanarama South. I chose that one because of the poor facilities, low odds in the league and cool colors (vanity reasons). Tactics used will be Blue and Light Blue (https://fm-arena.com/tactic/1889-zaz-blue-dm/).
For this season, I expect to be promoted in the first year, since the lower leagues are usually very easy. Media prediction was 17th. I hired three players for the first season: Zak Brown, Jordan Aina and Alfie Matthews. All deadwood was loaned out or sold to improve finances, leaving only eleven players in the squad (usually it's fine to use gray players in this kind of league).
After the first five matches, here are the stats, including finances, facilities, squad and player in best recent form. Got two ties after matches with little time to rest, but things should get back to victories now.
As always, one of my goals is to make sure my finances are positive before hiring anyone. I also plan to improve my facilities and becoming professional in the next couple of years. Let me know what you think!
DoubleR said: @ZaZ For the 1000x time, thank you for everything you do. How is your current view on this ME? Do you feel its 'breakable' ? Or is this probably the best we are going to get? Expand
Thanks! I think the current ME is a bit leaky in the defense. Unless you play PSG, Liverpool or another top team, it's extremely hard to end the season with less than 40 goals conceded. That leakiness makes any tactic more inconsistent, and consistency is all you need to make the game "breakable". I have lost count of the number of matches I dominated completely, then the opponent got a late equalizer with a powerful shot from just outside the area.
I still think we can improve a bit in this patch, but tactics will hardly get as dominant as in FM21. Just remember that 5.4 in this testing base is way more than 5.4 in FM21 table, because opponents are stronger.
Mornon said: I completed 3 runs on a testing database, which is more or less the one used on FMBase with two team, one CA165 and the other CA140. I used FMRTE editor to freeze all staff members and players.
Here's the result, 80 games each run Expand
Thank you for testing! That would make 314 points, which seems pretty good considering we can't reach the same win rate of last version. For reference, Blue and Phoenix scored less than that when tested in FM-Base last year.
Tejash said: count me in....how do I insert the training schedules you mentioned? Can you help Expand
Training, calendar, then you can set it to any week. After that, press copy button, then past to all other weeks manually. Sorry, FM training system sucks.
saycarramrod said: @Mark@ZaZ Have either of you looked at the Genie Role ratings while using either of your rating files? Seems that it DOES change the underlying positional ratings you have modified, while also giving additional percentage points to the critical role attributes. Just wondering if that helps to even further differentiate better players, although I understand ZaZ's point of "wasting" CA on useless attributes. Expand
I'm not sure what you mean. Our files are genie role ratings. If I remember well, Mark's version considers the standard ratings of FM Genie Scout in his calculations.
FMAddict said: Hi ZaZ. Using this tactic for the past 3 ingame seasons now, works wonders with an average team in the league.
I have 2 questions: 1. My strikers seem to score a very low amount of goals, 16 goals in 40 games seems a bit low. They aren't the best strikers I could have however and I was wondering if there is any particular attribute you look for in a striker to be successful. 2. I see you covered the training schedules for 1,2 MPW and preseason. My question is, for example if you have 2 away games in a week you lose the Defensive Shape training for that week because travel is placed instead of it. Is that ok? And another thing is how would you structure the schedule for a week in which the matches are Wed - Sun or Thu - Sat or any of that variation. I have these 2 schedules that tackle this particular question, would you consider this approach ok for this point?
I have also removed the Tackle Harder instruction from most of the roles because I was getting too many yellow cards. I have seen a decrease in yellow cards received by about 30% over the past 2 seasons and the results have not decreased whatsoever. Expand
1. In this tactic, goals are evenly distributed between the three strikers (counting the shadow strikers). 20 goals for each is pretty normal. It's not like other tactics that have a single striker scoring most goals, so you will probably not win the golden boot.
2. I will check into that, but if you have travel before the game, just remove team bonding for the week, or quickness training if you want to save more energy.
About your variation, you only need one teamwork, defensive positioning and attacking movement before each match. In you wed-sun training, you are doing two teamworks in a row, but their match bonus don't stack (as far as I know). You can remove teamwork from thursday and add quickness or match practice instead (or another recovery if your players are too tired).
CBP87 said: I get your points but I'm sorry I don't agree with the only thing that counts is the score from the test. If he had stated in the OP that he had used the editor then fair enough but he didn't and in a way to me that is a way of trying to con us that the tactic is better than what it actually is. All I was asking is why he had saved the game an excessive number of times and he became defensive and abusive. I was actually trying to help him by asking him about the excessive saving as people were showing that he had potentially cheated.
One thing I don't like is people misleading others, whether you see it as wrong or right or the fact that the only thing that is relevant is the test results. We should be honest about our own testing Expand
Well, everyone has a different way to show results here. Some people post holiday tests, some people test with lower leagues, some people test with a godly team in 2026 while others just play normaly and show how their season is going. Maybe he used saves to backtrack in case of bad luck, or maybe he just saves a lot since he says he doesn't have much time. I don't see all this witch hunt in other posts with deceiving results, it's borderline bullying.
Zippo said: Sure, on the next patch we'll test it instead of the RPM version.
Btw, we've gathered enough data to conclude that some other changes like Wingers(S) -> Defensive Wingers(S) or Box To Box (S) -> Central Midfielders (S) make a smaller difference than the RNG even after 6 runs ( 912 matches ).
Even the difference between Vol(A) and RMP(S) is hardly can be caught on 6 runs ( 912 matches ). Expand
Thanks for the info! It would be nice if you guys could make a thread to share those info based on data.
Main reason for me to create this was to have a hub of information with the frequently asked questions, specially because of console players asking me to show screenshots of set pieces and instructions. I could technicaly have done that in the old thread, but now it's too late. =)
Zippo said: If DLP instead of RPM is the only difference then there's no point in testing it because the RNG is bigger than that change even after 6 runs. Expand
Basically, DLP instead of RPM, but I wanted to create a thread with more information to prepare for next patches. It might not be tested for 22.2, but it could get a test on 22.3 instead of Blue DM. In my tests, this one is better.
I think this is a pointless discussion. It's pretty irrelevant if he saved or not before matches for his screenshot, the only thing that counts for score is the test on FM-Arena. I have lost account of how many people come with titles like "won all trophies", "unbeatable in 300 matches", "999 goals", "best tactic in fm22" or so on, and in the end they are just average tactics, but no one complains.
RPM and DLP play very differently. The former roams around and is often seen close to the area, while the later usually holds position so you are always covered and always have an option for passing. They can both work well, like we had Afterlife and Blue in FM21.
I'm currently testing this version. I would really appreciate if anyone could test it and give me feedback. It seems better than Blue DM for my test league.
Mnj said: Thank you ZaZ and Mark for all your work! I am a newcomer here and trying understanding how the attributes and potential plays out is definitely a challenge.
I already downloaded Mark's filter and I would like to compare them with yours ZaZ but the WeTransfer link expired I would be very grateful if you could upload it again. I am playing mostly in lower league so it may be better to find cheap players.
I was also wondering if you guys ever tried playing with negative percentages in the Genie rating for the expensive attributes with little effects? I vaguely remember that negative percentages worked in previous versions but I am not sure. Expand
About negative values, I've used to a couple of attributes, like injury proneness. I was thinking about using it for undesired attributes, but then it would be a metric for player potential, and not for player general ability.
Thanks.
Let me know if there is extra info you would want me to show. Also, there won't be many big scores since I always change to Light Blue when winning by two goals (only 11 players in squad).
is this one works well with ME 22.3 ?
It does.
My shadow striker (Dele Alli) is struggling to make an impact, what attributes are key here?
Also for the wide midfielders do I go for a pure winger type (pace & dribbling but cant do much else) or a more rounded player (obvs still pretty quick)?
Check the section "Important Attributes" in the first post, as well as "Role Ability".
For this season, I expect to be promoted in the first year, since the lower leagues are usually very easy. Media prediction was 17th. I hired three players for the first season: Zak Brown, Jordan Aina and Alfie Matthews. All deadwood was loaned out or sold to improve finances, leaving only eleven players in the squad (usually it's fine to use gray players in this kind of league).
After the first five matches, here are the stats, including finances, facilities, squad and player in best recent form. Got two ties after matches with little time to rest, but things should get back to victories now.
As always, one of my goals is to make sure my finances are positive before hiring anyone. I also plan to improve my facilities and becoming professional in the next couple of years. Let me know what you think!
Thanks! I think the current ME is a bit leaky in the defense. Unless you play PSG, Liverpool or another top team, it's extremely hard to end the season with less than 40 goals conceded. That leakiness makes any tactic more inconsistent, and consistency is all you need to make the game "breakable". I have lost count of the number of matches I dominated completely, then the opponent got a late equalizer with a powerful shot from just outside the area.
I still think we can improve a bit in this patch, but tactics will hardly get as dominant as in FM21. Just remember that 5.4 in this testing base is way more than 5.4 in FM21 table, because opponents are stronger.
Mornon said: I completed 3 runs on a testing database, which is more or less the one used on FMBase with two team, one CA165 and the other CA140.
I used FMRTE editor to freeze all staff members and players.
Here's the result, 80 games each run
Thank you for testing! That would make 314 points, which seems pretty good considering we can't reach the same win rate of last version. For reference, Blue and Phoenix scored less than that when tested in FM-Base last year.
Training, calendar, then you can set it to any week. After that, press copy button, then past to all other weeks manually. Sorry, FM training system sucks.
just me said: Newcastle 2nd season
Thanks for testing! Hope you get some trophies there!
I have yet to find a variation that is solid in the back.
Gonna start a FM cult.
I'm not sure what you mean. Our files are genie role ratings. If I remember well, Mark's version considers the standard ratings of FM Genie Scout in his calculations.
I have 2 questions:
1. My strikers seem to score a very low amount of goals, 16 goals in 40 games seems a bit low. They aren't the best strikers I could have however and I was wondering if there is any particular attribute you look for in a striker to be successful.
2. I see you covered the training schedules for 1,2 MPW and preseason. My question is, for example if you have 2 away games in a week you lose the Defensive Shape training for that week because travel is placed instead of it. Is that ok? And another thing is how would you structure the schedule for a week in which the matches are Wed - Sun or Thu - Sat or any of that variation. I have these 2 schedules that tackle this particular question, would you consider this approach ok for this point?
I have also removed the Tackle Harder instruction from most of the roles because I was getting too many yellow cards. I have seen a decrease in yellow cards received by about 30% over the past 2 seasons and the results have not decreased whatsoever.
1. In this tactic, goals are evenly distributed between the three strikers (counting the shadow strikers). 20 goals for each is pretty normal. It's not like other tactics that have a single striker scoring most goals, so you will probably not win the golden boot.
2. I will check into that, but if you have travel before the game, just remove team bonding for the week, or quickness training if you want to save more energy.
About your variation, you only need one teamwork, defensive positioning and attacking movement before each match. In you wed-sun training, you are doing two teamworks in a row, but their match bonus don't stack (as far as I know). You can remove teamwork from thursday and add quickness or match practice instead (or another recovery if your players are too tired).
One thing I don't like is people misleading others, whether you see it as wrong or right or the fact that the only thing that is relevant is the test results. We should be honest about our own testing
Well, everyone has a different way to show results here. Some people post holiday tests, some people test with lower leagues, some people test with a godly team in 2026 while others just play normaly and show how their season is going. Maybe he used saves to backtrack in case of bad luck, or maybe he just saves a lot since he says he doesn't have much time. I don't see all this witch hunt in other posts with deceiving results, it's borderline bullying.
Btw, we've gathered enough data to conclude that some other changes like Wingers(S) -> Defensive Wingers(S) or Box To Box (S) -> Central Midfielders (S) make a smaller difference than the RNG even after 6 runs ( 912 matches ).
Even the difference between Vol(A) and RMP(S) is hardly can be caught on 6 runs ( 912 matches ).
Thanks for the info! It would be nice if you guys could make a thread to share those info based on data.
Main reason for me to create this was to have a hub of information with the frequently asked questions, specially because of console players asking me to show screenshots of set pieces and instructions. I could technicaly have done that in the old thread, but now it's too late. =)
Do this instead of RPM on next patch, please.
Basically, DLP instead of RPM, but I wanted to create a thread with more information to prepare for next patches. It might not be tested for 22.2, but it could get a test on 22.3 instead of Blue DM. In my tests, this one is better.
I already downloaded Mark's filter and I would like to compare them with yours ZaZ but the WeTransfer link expired I would be very grateful if you could upload it again. I am playing mostly in lower league so it may be better to find cheap players.
I was also wondering if you guys ever tried playing with negative percentages in the Genie rating for the expensive attributes with little effects? I vaguely remember that negative percentages worked in previous versions but I am not sure.
New link here.
About negative values, I've used to a couple of attributes, like injury proneness. I was thinking about using it for undesired attributes, but then it would be a metric for player potential, and not for player general ability.