dakka said: hello @ZaZ do i have to put this schedule every week manually?
or this schedule automatically applied in each week?
anyway can you capture your Double Match Schedule? and re upload? Expand
Both schedules are in the picture, and also in the attachments.
About putting every week manually, unfortunately that is how it works in FM. I have complained about it for years, and instead of improving, they even removed the copy and paste button...
Kamas1 said: What if we play an away match and one rest is replaced by a trip? Expand
Rest only recovers condition if there are no other sessions in the same day, and any other session makes it useless (this includes Travel, Recovery, Team Bonding and Community Outreach). When that happens, I push super rest to the day after, and do some other training in the travel day.
Faker said: with this set up is there still any need of using the one day training rest after each match to get bigger recovery ? Expand
If you use my training schedule (which already has 3x rest after matches) and set automatic intensity the same way as the picture (double intensity when full condition, no pitch or gym work below that), it will do the super rest automatically.
Super rest is not exactly "needed", but there is no reason not to use it. It will prevent injuries and allow your players to perform better in matches.
CBP87 said: @ZaZ Hey mate, great work, just to clarify, when using the schedules above, after a game, are you still selecting the starting 11 from that game and setting them to rest?
Also, I'm curious as to why you would have a physical session the day before a game?
Thanks pal Expand
Automatic intensity sends players to rest when "no pitch or gym work". It has the same effect as right clicking and sending them to rest. So, it is up to you if you want to do it manually every match, or to set up automatic intensity to do it for you when players are not at full condition.
About the Physical before the match, it is simply a matter of minimizing the maximum daily intensity, to reduce the chance of injuries. If I moved Match Practice there, the maximum intensity would increase, because Match Focus has a small amount of training intensity.
To explain my training schedule: - 2x Physical to tilt attribute growth towards physical - 2x Match Practice, Attacking, and Defending to maximize CA growth (more revenue from selling players) - Set Piece Routines because I feel like I score more from set pieces when I train it. I did no tests on that, it is just my personal feeling - Resting after matches, for super-rest
Important: This schedule assumes you use double intensity at excellent condition, and quickness focus for line players (as well as no pitch or gym work when not at excellent condition). This is needed to skew attribute gain towards Pace and Acceleration.
max 737 said: @ZaZ Can you please have a look if this is the correct way to train the position and not the roles? Ive selected only the playing position and OOP role none? Expand
If you pick a role for training, the player will gain position proficiency and it will grow the highlighted attributes for that role in training sessions. If you don't pick a role, the game will default training for the player's favorite role and position, and it will only gain position proficiency based on playtime in that position.
In my personal opinion, I prefer to put a role with focus on pace and acceleration, for the position they are supposed to play. I don't do micro-optimization to get players with 20 Pace and Acceleration, I prefer to play it like a normal human being, buy young fast players, and accept if they only grow them to 18-19 instead.
I am just doubling down in my in-game perception that flanks closer to the middle work better, so I added instruction to promote underlaps, together with stay narrower and cut to the middle. It didn't work as well in the first time without underlaps, though, but I want to try anyway before dropping the idea.
max 737 said: Can you please help me set this up in the game? Expand
There isn't much to it. Just remove all training sessions after every match, possibly using some premade training schedule, then set players to "no pitch or gym training) if they are low on energy (which would be true for all players participating in matches).
I will add my training schedule here if you are interested, but I didn't test to know how it compares to other schedules (keep in mind my schedule assumes double intensity when full condition).
pixar said: What you're saying might be true. However, in many tests I believe originated from China, the key to increasing the game's most important attributes—speed and acceleration—was achieved through these training methods (7 recovery, 1 attack, 1 practice, 1 quickness).
You can even find information about this on this forum. Expand
They used recovery sessions to count as "non-rest, non-training", and not to rest players. That was made to skew the attribute gain in the direction of the other sessions (quickness, attacking, practice), which they believe increase the most effective attributes for players. In my opinion, even if you want to use that training schedule, you should still add a super-rest after matches, to reduce injuries and improve your performance during the season. Also, growing attributes is not just about performance, but also about finances. Players with higher CA sell for more, which allows you to hire more young players with higher initial pace and acceleration.
I run the team using this training system. Instead of Rest, I find it more effective to schedule three Recovery sessions.
I assign Quickness as individual training to all outfield players, and Reflexes as individual training to all goalkeepers.
I do not use positional training sessions, either In Possession or Out of Possession. Expand
I made lots of experiments with those sessions, together with Max from EFBM (credits to him too since it was a joint effort), and our conclusion was that Recovery is simply not worth it. It is basically equivalent to "not resting and not training". If your goal is to recover condition or preventing injuries, then resting is simply better, even more if you use super-rest (3x rest + send home to rest). The only benefit is to slow down the decay of match sharpness, which also happens if you have any training session during the day other than Rest. Even if it made a big difference in match sharpness, you would be sacrificing the growth of your entire squad just for the possibility to rotate less to keep sharpness of the squad, which in turn would reduce even more the growth of your entire squad (more rotation = more player growth due to play time). Totally not worth it.
I would also advise against double intensity below excellent condition. I don't believe it is worth to risk injuries just to avoid resting one more day, because injured players not only stop training, but also harm the performance of your team during the current season.
Summer is supposed to be a hyper-aggressive tactic, but so far I have not been successful in making it work, simply because a backline of four is not working well in this version. Now I am trying it with a backline of five, and hopefully it will be able to be one of the top scoring tactics of the table.
Just adding here too, you can automatize the process by setting "no pitch or gym training" for players below full condition, and making the training sessions after match be full rest (3x rest). That will trigger the super-rest after every match, making it a breeze to handle condition during the season.
I've checked and found that the "manual" rest exploited is still working in FM26.
It still looks like a game breaking exploit that allows restoring the Condition attribute almost at full for 1 day.
But I'm not sure if there's any negative consequences from using after every match.
For example, your players might start complaining that you "send" them home too often or something like that. Expand
There was no negative in FM24. You can even automatize it by adding 3 rests after every match, and send players below full condition to no pitch or gym training. That automatically sends all players that participated in the match to rest at home, triggering the super-rest.
Reactions.
It depends on your schedule. For my schedule, I use double when full.
do i have to put this schedule every week manually?
or this schedule automatically applied in each week?
anyway
can you capture your Double Match Schedule?
and re upload?
Both schedules are in the picture, and also in the attachments.
About putting every week manually, unfortunately that is how it works in FM. I have complained about it for years, and instead of improving, they even removed the copy and paste button...
Rest only recovers condition if there are no other sessions in the same day, and any other session makes it useless (this includes Travel, Recovery, Team Bonding and Community Outreach). When that happens, I push super rest to the day after, and do some other training in the travel day.
If you use my training schedule (which already has 3x rest after matches) and set automatic intensity the same way as the picture (double intensity when full condition, no pitch or gym work below that), it will do the super rest automatically.
Super rest is not exactly "needed", but there is no reason not to use it. It will prevent injuries and allow your players to perform better in matches.
I train for role, but not the one they play. Just put any role in the same position with focus on pace and acceleration (highlighted attributes).
Also, I'm curious as to why you would have a physical session the day before a game?
Thanks pal
Automatic intensity sends players to rest when "no pitch or gym work". It has the same effect as right clicking and sending them to rest. So, it is up to you if you want to do it manually every match, or to set up automatic intensity to do it for you when players are not at full condition.
About the Physical before the match, it is simply a matter of minimizing the maximum daily intensity, to reduce the chance of injuries. If I moved Match Practice there, the maximum intensity would increase, because Match Focus has a small amount of training intensity.
To explain my training schedule:
- 2x Physical to tilt attribute growth towards physical
- 2x Match Practice, Attacking, and Defending to maximize CA growth (more revenue from selling players)
- Set Piece Routines because I feel like I score more from set pieces when I train it. I did no tests on that, it is just my personal feeling
- Resting after matches, for super-rest
Important: This schedule assumes you use double intensity at excellent condition, and quickness focus for line players (as well as no pitch or gym work when not at excellent condition). This is needed to skew attribute gain towards Pace and Acceleration.
If you pick a role for training, the player will gain position proficiency and it will grow the highlighted attributes for that role in training sessions. If you don't pick a role, the game will default training for the player's favorite role and position, and it will only gain position proficiency based on playtime in that position.
In my personal opinion, I prefer to put a role with focus on pace and acceleration, for the position they are supposed to play. I don't do micro-optimization to get players with 20 Pace and Acceleration, I prefer to play it like a normal human being, buy young fast players, and accept if they only grow them to 18-19 instead.
I didn't test it after the ME changes, but it is still the one I am using.
There isn't much to it. Just remove all training sessions after every match, possibly using some premade training schedule, then set players to "no pitch or gym training) if they are low on energy (which would be true for all players participating in matches).
I will add my training schedule here if you are interested, but I didn't test to know how it compares to other schedules (keep in mind my schedule assumes double intensity when full condition).
You can even find information about this on this forum.
They used recovery sessions to count as "non-rest, non-training", and not to rest players. That was made to skew the attribute gain in the direction of the other sessions (quickness, attacking, practice), which they believe increase the most effective attributes for players. In my opinion, even if you want to use that training schedule, you should still add a super-rest after matches, to reduce injuries and improve your performance during the season. Also, growing attributes is not just about performance, but also about finances. Players with higher CA sell for more, which allows you to hire more young players with higher initial pace and acceleration.
I run the team using this training system.
Instead of Rest, I find it more effective to schedule three Recovery sessions.
I assign Quickness as individual training to all outfield players,
and Reflexes as individual training to all goalkeepers.
I do not use positional training sessions, either In Possession or Out of Possession.
I made lots of experiments with those sessions, together with Max from EFBM (credits to him too since it was a joint effort), and our conclusion was that Recovery is simply not worth it. It is basically equivalent to "not resting and not training". If your goal is to recover condition or preventing injuries, then resting is simply better, even more if you use super-rest (3x rest + send home to rest). The only benefit is to slow down the decay of match sharpness, which also happens if you have any training session during the day other than Rest. Even if it made a big difference in match sharpness, you would be sacrificing the growth of your entire squad just for the possibility to rotate less to keep sharpness of the squad, which in turn would reduce even more the growth of your entire squad (more rotation = more player growth due to play time). Totally not worth it.
I would also advise against double intensity below excellent condition. I don't believe it is worth to risk injuries just to avoid resting one more day, because injured players not only stop training, but also harm the performance of your team during the current season.
I've checked and found that the "manual" rest exploited is still working in FM26.
It still looks like a game breaking exploit that allows restoring the Condition attribute almost at full for 1 day.
But I'm not sure if there's any negative consequences from using after every match.
For example, your players might start complaining that you "send" them home too often or something like that.
There was no negative in FM24. You can even automatize it by adding 3 rests after every match, and send players below full condition to no pitch or gym training. That automatically sends all players that participated in the match to rest at home, triggering the super-rest.