Mark said: Wow - that is so impressive. DId you go up every season or did it take a few season at some levels Expand
Yeah, all in a row. But I definitely don't expect to do anything in the first year of Premier League. I'll be happy if I manage to grab a spot in the Europe Cup, but I'm actually expecting just to survive the first year. For reference, I've got 350k euros from TV last year in the lower division, while Premier League will pay me over 70mi euros. My entire team's wage was around 1mi euros, while players now ask for almost 1mi to sign a contract in Premier League. I can't afford that yet, so I set my wage ceiling to 300k, 500k if extremely good player, then I'll increase it to 1mi next year. It's a year to build up squad and facilities. My new stadium just finished building (started at League One) and both coaching and recruitment are at max level. Now I want to max training (adequate) and youth (good) facilities.
Below is how my team went through the seasons. 20/21: Champion in Vanarama North + FA Trophy 21/22: Champion in Vanarama National 22/23: Champion in Vanarama League Two 23/24: Champion in Vanarama League One + Papa John Cup 24/25: 5th in Skybet Championship (promoted in qualifiers)
My squad still have three players that were with me the entire journey from Vanarama North. Below are their stats. I also added Sol Hamilton, the best player in my team.
Zippo said: No worries, thank you for your comprehension.
The previous versions are far from being useless because it's always very useful to know what worked well for the previous patches and how you've been changing your tactics from patch to patch. Also, there are some people that keep their Steam clients in 'Offline mode' to avoid updates so they are still on the previous patches.
Also, having different tactics with the same name is extremely confusion. Imagine, people were discussing and positing results for a tactic that was called Blue 2.0 but you've deleted it and uploaded a different tactic with the same name. Now people are discussing and uploading results for a tactic that's is also called Blue 2.0 but it's a different tactic. Could you imagine how confusing it will be for people that only recently stumbled across your thread?
Higher version number should indicate a more recent tactic.
If you think that some of the previous versions(e.g. Blue 2.1) is the best for the 21.4 patch then there's nothing wrong in uploading it once more but with a different name(e.g. Blue 3.0).
Please, let me know when you sort it out.
Thanks. Expand
Ohh, didn't think it would be fine to just rename it to higher number. Gonna update it.
Deleting your tactics, especially those which were tested, creates great confusion for everyone and nullifies our work. Please, never do that.
Tell me when you sort out your threads and I'll add your new tactics in the queue.
Thanks. Expand
Sorry, I thought it wasn't useful anymore since you can't roll back to previous patch. I will get it back immediately. I deleted because I thought it would confuse people to have a version 2.2 that is outdated while version 2.1 is considered the one to be used in this patch, so I thought it would confuse people to leave them there.
Updated for this patch. Since I Blue 2.1 performed better in my experiments, this one is a variation of that tactic instead of 2.2 or 3.0 (which failed).
Dark Blue is just a very attacking option of Blue, just like the very attacking version of Phoenix. I put it there because a few people asked for it before.
I've removed Blue 2.2 from the first post since it now performs worse than 2.1. If anyone still wants to use it, it's the same as 2.1, but with "Use Tighter Marking" option enabled.
I'll keep Blue 2.1 for this patch since my attempt of 3.0 was also performing worse than 2.1. Unfortunately, Phoenix became too similar to Blue, so I'll probably set it aside for a while to work in different formations. @Zippo can test Blue 2.1 anytime.
@Mark, my Leamington side just reached Premier League. It wasn't as easy as the other seasons, since I ended 5th and only got promoted on playoffs. I guess the final playoff was the most stressing match I played in a long while, with my team barely holding a 1-0 lead against a much stronger team. For reference, a single player from the worst team in Sky Bet Championship (second division in Englad) has the wage of my entire team.
JTC said: You have already forewarned us that this is a high intensity tactic and will kill our players if the squad is not big enough and there is not enough rotation. Well this is killing my squad now. I am only in Dec and my 5 main attackers (wingers x 2, CM(a), SS x2) all play with low fatigue (although full green condition) which is affecting their performance (e.g. you see them miss easy sitters). I am also using your in-season training schedule. I did a fair bit of rotation but there are players who demand to play in as many games as possible or else they become unhappy with game time. Is there a quick (or any) fix? Should I tone down the training or even rest some of the key players for a few days? I have been wondering whether I do need to start with extremely high tempo in every single game or perhaps can start from normal tempo in home games when my team should be doing more comfortably. Expand
Unfortunately, the best way to solve fatigue is by skipping matches. Before every season, I always reduce the agreed playing time of all players to as low as possible, as I stated in the link below (without the exploit part). https://fm-arena.com/thread/991-playing-time-exploit/
If some player still wants high playing time, then wait until he gets tired and promisse to rest them, or send them in vacation. Up to regular starter, they still get happy even if you rest them every other match. For those annoying star players, you can make a plan to rest them with substitutions when matches are definitely won, like 2 or 3 goals ahead.
For training, you can use some week with only one match to rest players. For example, you can get the wednesday to do two recovery and one rest sessions, and maybe do the same for the teamwork, attacking movement and defensive positioning, since you only need one of these for each match.
P.S.: You can also change the training intensity for that player to lower values. Usually all my players have double intensity when full condition, but you can lower to normal intensity or even half intensity for a week or two. I don't do that because I always forget to change back to full intensity.
Kyle said: Sorry if you've already answered this but have you tried messing around with throwins? Not sure about others but regardless how I setup longthrows since the last update they just don't seem very effective and almost cost me more chances than they create. I see that you have long throwins on 2.2 so curious if it's just me not having much success or if you've just kind of left it like that because you haven't tested alternatives. Expand
I did lots of experiments in the set pieces thread. I tried different deliveries and players in different positions, but this one got me the best results. However, it's very hard to improve throw-ins because they are pretty hard to test, since their impact in the game is not so big. Actually, I found out that good defensive throw-ins are more effective than good attacking throw-ins, because you can get some nice counter attacks if done right.
ta2199 said: Maybe because that routine try to use an old ones from previous fm versions. Since Fm 21 doesn't provide the " Taker " roles in set piece
Also recently I found a useful tip is go to Tactic - Filter - Check the Reserve Squad. This provide good rotation for the first team if you are a lazy man Expand
Yeah, I end up setting takers manually (choosing specific players) because setting the position doesn't work. I got this version of corners from Motion, if I recall correctly. We were experimenting those things int the set pieces thread, where I first gave some attention to set pieces. I believe most people got the base for their set pieces from Duke or Maverick, which took from even older versions.
Django said: @ZaZ is it make any differance MR takes left side, ML takes right side? or should they use it from their own side? MR = Right corners / ML = Left corners etc.. Expand
I use their own side for two reasons. First, if a goal doesn't happen, you don't have the opposite side empty. Second, if a goal doesn't happen and the ball return to them, they have the right foot to dribble and cross again. There might be something else to corner taker, like different curve effect depending on favorite foot, but I didn't dig that far into it.
Yes.. Yes... I'm very cruel
Nah, you are completely right!
P.S.: Funny thing that this is just 2.1 renamed to 3.0. I couldn't improve it and kinda gave up.
Yeah, all in a row. But I definitely don't expect to do anything in the first year of Premier League. I'll be happy if I manage to grab a spot in the Europe Cup, but I'm actually expecting just to survive the first year. For reference, I've got 350k euros from TV last year in the lower division, while Premier League will pay me over 70mi euros. My entire team's wage was around 1mi euros, while players now ask for almost 1mi to sign a contract in Premier League. I can't afford that yet, so I set my wage ceiling to 300k, 500k if extremely good player, then I'll increase it to 1mi next year. It's a year to build up squad and facilities. My new stadium just finished building (started at League One) and both coaching and recruitment are at max level. Now I want to max training (adequate) and youth (good) facilities.
Below is how my team went through the seasons.
20/21: Champion in Vanarama North + FA Trophy
21/22: Champion in Vanarama National
22/23: Champion in Vanarama League Two
23/24: Champion in Vanarama League One + Papa John Cup
24/25: 5th in Skybet Championship (promoted in qualifiers)
My squad still have three players that were with me the entire journey from Vanarama North. Below are their stats. I also added Sol Hamilton, the best player in my team.
The previous versions are far from being useless because it's always very useful to know what worked well for the previous patches and how you've been changing your tactics from patch to patch. Also, there are some people that keep their Steam clients in 'Offline mode' to avoid updates so they are still on the previous patches.
Also, having different tactics with the same name is extremely confusion. Imagine, people were discussing and positing results for a tactic that was called Blue 2.0 but you've deleted it and uploaded a different tactic with the same name. Now people are discussing and uploading results for a tactic that's is also called Blue 2.0 but it's a different tactic. Could you imagine how confusing it will be for people that only recently stumbled across your thread?
Please, check this - https://fm-arena.com/find-comment/3977/
Thanks.
Fixed.
Higher version number should indicate a more recent tactic.
If you think that some of the previous versions(e.g. Blue 2.1) is the best for the 21.4 patch then there's nothing wrong in uploading it once more but with a different name(e.g. Blue 3.0).
Please, let me know when you sort it out.
Thanks.
Ohh, didn't think it would be fine to just rename it to higher number. Gonna update it.
Please, check this - https://fm-arena.com/find-comment/3967/.
Thanks.
Fixed. Sorry for the trouble.
Please, restore the 2.2 version which was tested.
Deleting your tactics, especially those which were tested, creates great confusion for everyone and nullifies our work. Please, never do that.
Tell me when you sort out your threads and I'll add your new tactics in the queue.
Thanks.
Sorry, I thought it wasn't useful anymore since you can't roll back to previous patch. I will get it back immediately. I deleted because I thought it would confuse people to have a version 2.2 that is outdated while version 2.1 is considered the one to be used in this patch, so I thought it would confuse people to leave them there.
Dark Blue is just a very attacking option of Blue, just like the very attacking version of Phoenix. I put it there because a few people asked for it before.
I'll keep Blue 2.1 for this patch since my attempt of 3.0 was also performing worse than 2.1. Unfortunately, Phoenix became too similar to Blue, so I'll probably set it aside for a while to work in different formations. @Zippo can test Blue 2.1 anytime.
Are you going to update this for the 21.4 patch?
Thanks.
Yes, I will post the version based on 3.0 as soon as I am satisfied with this version.
Not much changed, it still works.
P.S.: I will play around with attacking throw-ins and create a 3.0 version. It might take a few days since I'm quite busy with other assignments.
Unfortunately, the best way to solve fatigue is by skipping matches. Before every season, I always reduce the agreed playing time of all players to as low as possible, as I stated in the link below (without the exploit part).
https://fm-arena.com/thread/991-playing-time-exploit/
If some player still wants high playing time, then wait until he gets tired and promisse to rest them, or send them in vacation. Up to regular starter, they still get happy even if you rest them every other match. For those annoying star players, you can make a plan to rest them with substitutions when matches are definitely won, like 2 or 3 goals ahead.
For training, you can use some week with only one match to rest players. For example, you can get the wednesday to do two recovery and one rest sessions, and maybe do the same for the teamwork, attacking movement and defensive positioning, since you only need one of these for each match.
P.S.: You can also change the training intensity for that player to lower values. Usually all my players have double intensity when full condition, but you can lower to normal intensity or even half intensity for a week or two. I don't do that because I always forget to change back to full intensity.
I did lots of experiments in the set pieces thread. I tried different deliveries and players in different positions, but this one got me the best results. However, it's very hard to improve throw-ins because they are pretty hard to test, since their impact in the game is not so big. Actually, I found out that good defensive throw-ins are more effective than good attacking throw-ins, because you can get some nice counter attacks if done right.
Also recently I found a useful tip is go to Tactic - Filter - Check the Reserve Squad. This provide good rotation for the first team if you are a lazy man
Yeah, I end up setting takers manually (choosing specific players) because setting the position doesn't work. I got this version of corners from Motion, if I recall correctly. We were experimenting those things int the set pieces thread, where I first gave some attention to set pieces. I believe most people got the base for their set pieces from Duke or Maverick, which took from even older versions.
I use their own side for two reasons. First, if a goal doesn't happen, you don't have the opposite side empty. Second, if a goal doesn't happen and the ball return to them, they have the right foot to dribble and cross again. There might be something else to corner taker, like different curve effect depending on favorite foot, but I didn't dig that far into it.