I would like to suggest that tactics require a short description in order to be accepted for testing. It is especially important in series of tactics that have barely the same name, and the descriptions are just "won all leagues" or "tactic for all teams". It would help a lot if they just added one line like "testing overlaps", so we know what is the difference to other similar tactics.
White Europe said: Top 30 tactics are just slight tweaks of someone else who found meta first, which was knap this year. Expand
Autumn came before that, but Gerrard probably contributed more than me. All top tactics since the beginning of FM-Arena are improved by continuous small tweaks found by others. I think we should just be happy if we find tweaks that contribute to improve all tactics overall.
YildizAli said: My wing-backs and inside forwards are ending up in the same pockets of space, often just a few yards apart. It’s a bit counterproductive as they aren't offering different passing lanes.
I’m not sure how this reflects in the data perhaps it’s even statistically better this way but it’s definitely not aesthetically pleasing. Expand
PaulCustus said: Hi @ZaZ do you train players in the roles (IP/OOP) they are playing in your chosen tactic? Expand
I put them in a role from the position they will play, with highlighted attributes containing pace and acceleration. The role itself does not matter much, it is only used to define attribute gain in training.
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.
Thank you for testing it!
Autumn came before that, but Gerrard probably contributed more than me. All top tactics since the beginning of FM-Arena are improved by continuous small tweaks found by others. I think we should just be happy if we find tweaks that contribute to improve all tactics overall.
I’m not sure how this reflects in the data perhaps it’s even statistically better this way but it’s definitely not aesthetically pleasing.
Thank you for the feedback.
I put them in a role from the position they will play, with highlighted attributes containing pace and acceleration. The role itself does not matter much, it is only used to define attribute gain in training.
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.