Solaris said: I find ZaZ - Blue 3.2 AW also works well with weak teams.
I've tried it with Norwich, predicted 20th and got 67 points which I find a very good result.
Btw, I didn't make any transfers.
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Thanks for testing!
I would like to ask something from anyone that tests the tactic. If possible, keep an eye on set pieces and tell me where you are conceding more goals, if on near or far post (for corner, direct and indirect free kicks). Thanks in advance!
Flunshexmex said: I meant something else, will the role of inside forwards be as effective as W and DW? I would like Raphinha and Harrison to score more goals. I hope you understand what I mean Expand
The scorer is not so relevant, what matters is how many goals a team scores. In this tactic, the top scorers are strikers and shadow striker. For a winger to score a lot, it usually needs to be a inside forward or at least have an attack duty.
Flunshexmex said: Hey guys! could someone explain to me: I play for Leeds, I started using zaz-blue 3.2, but this tactic is more designed for strikers, but the strongest players in my team are wingers (Harrison, Raphinha)and the role of DW does not effective for them. What role can I set my winger in this tactic for maximum effectiveness? Expand
Read "Role Ability" in the first post and check "Blue 3.2 AW".
DeviAngel said: Blue 3.2 with my Lazio. Took them over season before this. Tons of debt, I just signed Gnonto and Arthur on a free. UCL against Dortmund, I turned it around.
I just added one version with Wingers in AML/R position instead of Defensive Wingers. Roles are as shown in the picture. I have tested all roles to substitute DW, including Mezzala and Carrillero, and that role/position has the best performance, with similar results. Depending on your players, you can also mix and have one side with DW and another with advanced W.
I would like to thank @Zippo for the suggestion, I would say it's also his tweak since I wasn't going to post it in first place.
Farinhoto said: So tell me something ZaZ, I use, ZaZ - Blue DM (Double Tweaked) because I like the players' positions more, if I implement your set pieces in this tactic it will work better too??
Thanks!! Expand
I don't think there will be much difference because they didn't have the same problem with throw ins. That doesn't mean you can't use the tweaked versions, they are still very good.
First of all congratulations on getting back to the top of the table.
In second 1 question, we continue with the same functionalities of the original tactic right?? The Trainings, which hits the corners is the DW of the corresponding side... Etc... Right??
Hugs and thanks! 😉 Expand
Everything is the same, I just fixed throw-ins that were harming the tactic performance. They were created in a context where long throw-ins had the best performance, but one of the patches made long throws worse.
Thanks for testing! Sorry for asking, but is that result good or bad? I have never heard of those clubs, don't know if that was overachievement or underachievement.
Tomen said: Big congrats for being at the top of the leaderboards again! I wonder how the different tweaks will stack up now to the original after they have seen the changes you made. Expand
Without trying to be mean, I believe the tweaks got ahead because they fixed the attacking throw ins, which was a major flaw in this tactic. I don't think those specific tweaks will get ahead again. However, I hope some other tweaks can break the wall and push the scores forward.
Mark said: I have had to start again as I realised the old tests were under the old match engine. I have picked out 4 set piece routines from original type tactics and will test each against 4 tactics. So 16 tests using 2 teams in each test. I may use further test runs if it doesn't show much. I think one of the set piece routines may be based on an older version of the ZaZ ones but that is how it plays. The routines are from ZaZ 3.2, cptdoggo, Snoop and Super Korean. The tactics will be ZaZ 3.2, Positive Tiki Taka, only my railgun and an update of my Winx v4 (I am always using this now and want to see the best set pieces to use on it. So most are easy to switch between but different enough to make it interesting. I have done the mapping across to one lot of set pieces and started to run tests. I will be away for a week from next Wednesday so hoping to finish before then. Should only be a few days but depends on trip planning and other life commitments. Expand
Just as a side note, Blue 3.2 has only attacking throw ins changed (all the rest is like Blue DM), while Blue 3.1 has most routines tweaked. I didn't put all tweaks to 3.2 because I don't know yet what actually improves performance, all I know is that they are better in goals conceded and scored from set pieces, but there is more to it like counter attacks and so on.
Blue 3.2 added, I'm currently running a test to add results to the first page. Changes in the "Changelog" section. I would like to thank @Zippo for the suggestions. Also, I'm still working with @Mark on further improvements to set pieces.
P.S.: To avoid the trouble of searching, I should just add the changes here: improved attacking throw-ins and force opposition outside.
Zippo said: @ZaZ, I've checked and it seems that removing "Play Out Defense" TI and adding "Distribute To Specific Team-Mate" TI doesn't make much difference, at least it can't be clearly seen after a 1,824 matches test for ZaZ - Blue DM. Expand
Thank you so much! I guess I just need to wait for Mark to see how the new set pieces compare to the old and the others he tested. In the mean time, I guess I can do like you suggested and upload a version with what we know works for sure (default attacking TI and Force Opposition Outside), since people keep bombarding me with messages to release it soon.
Zippo said: You know how many factors that increase RNG are eliminated in our testing methodology, not to mention that all the teams including the AI controlled teams and the human controlled teams use the same staring elven in all matches but still it requires testing 1,824 matches to clearly see the difference. Oh, gosh... I can only imagine how many matches it requires testing if there are huge RNG factors present like changing morale, conditions and different players in the starting eleven and so on. Expand
My testing league does 1k matches divided in three runs and eight teams (four teams playing 46 matches and four teams playing 38). When some variation seems promising, I run it six times to get better precision. Consider that my PC is pretty old and takes almost 3h per run (actually two runs with four teams each, two from each league). Also, I don't freeze anything, I just edited all players to have maximum consistency, natural fitness and minimum injury proneness. It's obviously less precise than the league you guys have, but still enough to give me some good input after testing, which I use on a rank based statistical analysis before drawing conclusions and finally posting here.
I've tried it with Norwich, predicted 20th and got 67 points which I find a very good result.
Btw, I didn't make any transfers.
Thanks for testing!
I would like to ask something from anyone that tests the tactic. If possible, keep an eye on set pieces and tell me where you are conceding more goals, if on near or far post (for corner, direct and indirect free kicks). Thanks in advance!
Man Utd, the 1st season
Champions Cup Final
At least in the game they can pay back for the 5-0.
The scorer is not so relevant, what matters is how many goals a team scores. In this tactic, the top scorers are strikers and shadow striker. For a winger to score a lot, it usually needs to be a inside forward or at least have an attack duty.
Read "Role Ability" in the first post and check "Blue 3.2 AW".
Gratz!
I would like to thank @Zippo for the suggestion, I would say it's also his tweak since I wasn't going to post it in first place.
No, but since it loses less possession in throw ins, it possibly gets more corners, which results in more goals.
Thanks!!
I don't think there will be much difference because they didn't have the same problem with throw ins. That doesn't mean you can't use the tweaked versions, they are still very good.
First of all congratulations on getting back to the top of the table.
In second 1 question, we continue with the same functionalities of the original tactic right?? The Trainings, which hits the corners is the DW of the corresponding side... Etc... Right??
Hugs and thanks! 😉
Everything is the same, I just fixed throw-ins that were harming the tactic performance. They were created in a context where long throw-ins had the best performance, but one of the patches made long throws worse.
I see corner routines are working well there. =)
Thanks for testing! Sorry for asking, but is that result good or bad? I have never heard of those clubs, don't know if that was overachievement or underachievement.
Without trying to be mean, I believe the tweaks got ahead because they fixed the attacking throw ins, which was a major flaw in this tactic. I don't think those specific tweaks will get ahead again. However, I hope some other tweaks can break the wall and push the scores forward.
Thanks! The routines I want to confirm their performance are all in 3.1.
Just as a side note, Blue 3.2 has only attacking throw ins changed (all the rest is like Blue DM), while Blue 3.1 has most routines tweaked. I didn't put all tweaks to 3.2 because I don't know yet what actually improves performance, all I know is that they are better in goals conceded and scored from set pieces, but there is more to it like counter attacks and so on.
Thanks!
Thanks for your efforts!
You're welcome!
P.S.: To avoid the trouble of searching, I should just add the changes here: improved attacking throw-ins and force opposition outside.
Thank you so much! I guess I just need to wait for Mark to see how the new set pieces compare to the old and the others he tested. In the mean time, I guess I can do like you suggested and upload a version with what we know works for sure (default attacking TI and Force Opposition Outside), since people keep bombarding me with messages to release it soon.
My testing league does 1k matches divided in three runs and eight teams (four teams playing 46 matches and four teams playing 38). When some variation seems promising, I run it six times to get better precision. Consider that my PC is pretty old and takes almost 3h per run (actually two runs with four teams each, two from each league). Also, I don't freeze anything, I just edited all players to have maximum consistency, natural fitness and minimum injury proneness. It's obviously less precise than the league you guys have, but still enough to give me some good input after testing, which I use on a rank based statistical analysis before drawing conclusions and finally posting here.