Pumpkinner said: Players are not very familiar with their position. But when i'm running a season in holiday mode it looks better. So i dont know what to do because i don't want to run my game in holiday mode ^^ Expand
Using players with ability in the position is very important. Do not worry with the star rates, what matters is the green circle for their position. Players without ability in a position will perform much worse.
Pumpkinner said: in the small team it's around 10-12, but with France yes almost everyone has more than 14 in these stats. And with the big teams it was around 13 or 14 Expand
It should work more often than not. Are your players proficient in their position (green circle)? Try running a season in holiday mode to see if it gets the same results. There are too many factors that affect the game, so it is hard to say anything without knowing.
Testing a slightly lower trigger press in team instructions, to increase the influence of player instructions, especially for players set to press less often.
Testing a neutral trigger press in team instructions, to increase the influence of player instructions, especially for players set to press less often.
I also noticed that when I was attacking, the gap between back 3 defenders and front 7 attackers is really big, and in many cases the opponent can easily pass the ball to someone in this gap area and start counterattack. Do you have any suggestions on covering this gap area when attacking? Would that be a bad trade-off by sacrifing attacking? Expand
The gap between backline and frontline is influenced mostly by the line of engagement, defensive line, trigger press, and defensive transition. The space you see happens because of the deep defensive line paired with high press, trigger press more often, and counter-press. In short, the frontline players are attacking the ball as soon as the opponents gain possession, while the backline is staying as deep as possible to avoid longer passes, which are very effective in the current match engine. You can decrease this gap by moving the defensive line higher up, but that would leave you more vulnerable to long balls, or you could make the players press less and focus on defending on your field instead, but that would cost you efficiency in your counter attacks.
You are welcome to make those changes if you want. Most of those things were extensively tested earlier when FM26 was released, until stabilizing in the current meta. It does not mean in any way that you cannot find a better tactic by changing those things, just that people tried before and it was not very effective in the specific configurations they tested.
Unfortunately it would not work very well. The out of possession part of the tactic is not just for defense, but also has direct influence in where you recover the ball for counter attacks and what options you have available when the ball is recovered. The same for the other way around, with in possession part of the tactic being very important for defense.
One practical example of what I am talking about is to have a lower defensive line to create more space behind the enemy defenders to exploit with long balls.
Sunlife said: Unfortunately, the answer was still unclear. There are two versions of “general”—which one should I use? Expand
The one called "ZaZ - General - 1 Match" is to be used in weeks with one match, and "ZaZ - General - 2 Matches" for weeks with two matches. If there is no match during the week, you can usually set up a friendly match.
marimo said: hi @ZaZ , i have a quick question about game. When you create your manager profile at the start of a save, which options do you usually choose (manager style etc.) and also do you think these choices have any noticeable impact on the match engine. Thanks for all the amazing work Expand
Each manager attribute is important for something different. The coaching attributes are great to have because you can be assigned as coach for all teams (main and youth), but not exactly important because you can simply hire other coaches. Personally, I just focus on having good Fitness and Working With Youngster, because pace and acceleration are the most important player attributes of the game.
The mental attributes, on the other hand, are where you should focus. Adaptability: Increases your chance to be picked as manager for new teams. Not important if you do not plan to switch teams. Authority: How much players respect your decisions instead of getting angry. Max it. Determination: How much effort you put in training players. Try to max it if you will participate in training. Motivation: How well your team talk and shouts perform. Max it. People Management: How well players react to chat, like praising or criticizing them. Max it.
So, my manager usually max the following: Fitness, Working With Youngster, Authority, Determination, Motivation and People Management.
Using players with ability in the position is very important. Do not worry with the star rates, what matters is the green circle for their position. Players without ability in a position will perform much worse.
It should work more often than not. Are your players proficient in their position (green circle)? Try running a season in holiday mode to see if it gets the same results. There are too many factors that affect the game, so it is hard to say anything without knowing.
I also noticed that when I was attacking, the gap between back 3 defenders and front 7 attackers is really big, and in many cases the opponent can easily pass the ball to someone in this gap area and start counterattack. Do you have any suggestions on covering this gap area when attacking? Would that be a bad trade-off by sacrifing attacking?
The gap between backline and frontline is influenced mostly by the line of engagement, defensive line, trigger press, and defensive transition. The space you see happens because of the deep defensive line paired with high press, trigger press more often, and counter-press. In short, the frontline players are attacking the ball as soon as the opponents gain possession, while the backline is staying as deep as possible to avoid longer passes, which are very effective in the current match engine. You can decrease this gap by moving the defensive line higher up, but that would leave you more vulnerable to long balls, or you could make the players press less and focus on defending on your field instead, but that would cost you efficiency in your counter attacks.
You are welcome to make those changes if you want. Most of those things were extensively tested earlier when FM26 was released, until stabilizing in the current meta. It does not mean in any way that you cannot find a better tactic by changing those things, just that people tried before and it was not very effective in the specific configurations they tested.
Thanks a lot!
Unfortunately it would not work very well. The out of possession part of the tactic is not just for defense, but also has direct influence in where you recover the ball for counter attacks and what options you have available when the ball is recovered. The same for the other way around, with in possession part of the tactic being very important for defense.
One practical example of what I am talking about is to have a lower defensive line to create more space behind the enemy defenders to exploit with long balls.
The one called "ZaZ - General - 1 Match" is to be used in weeks with one match, and "ZaZ - General - 2 Matches" for weeks with two matches. If there is no match during the week, you can usually set up a friendly match.
i have a quick question about game. When you create your manager profile at the start of a save, which options do you usually choose (manager style etc.) and also do you think these choices have any noticeable impact on the match engine.
Thanks for all the amazing work
Each manager attribute is important for something different. The coaching attributes are great to have because you can be assigned as coach for all teams (main and youth), but not exactly important because you can simply hire other coaches. Personally, I just focus on having good Fitness and Working With Youngster, because pace and acceleration are the most important player attributes of the game.
The mental attributes, on the other hand, are where you should focus.
Adaptability: Increases your chance to be picked as manager for new teams. Not important if you do not plan to switch teams.
Authority: How much players respect your decisions instead of getting angry. Max it.
Determination: How much effort you put in training players. Try to max it if you will participate in training.
Motivation: How well your team talk and shouts perform. Max it.
People Management: How well players react to chat, like praising or criticizing them. Max it.
So, my manager usually max the following: Fitness, Working With Youngster, Authority, Determination, Motivation and People Management.
If you want to use my recommended training schedules, then you can either use General the whole year, or alternate between the Growth and Rebalance.