Mark
Floppyaams said: Hi, I am using the ZAZ under 50 minus 25 filter for fm genie right now. How does ykykyk differ from ZAZ under 50?

ZaZ takes up to 25 points off all the attributes that are rated under 50 points in the ykykyky calculations. This means that the ratings are skewed to only the most important ratings.
opq said: I tried double DM(de) at one of "cross" iterations, and think I was fooled by playing it with top team in weak league(Ferencvaros). It was like long ball to my defenders -> header to DM, who are pretty low positioned -> plenty of time to decide and space between them and opposition, cuz no1 pressed on them.
And at EPL it wasn't that perfect, cuz DMs were on constant pressing from opposition: less time to decide leading to mistakes at passes.


Let's see how it plays. It has been much more solid in defence for me
Droid said: @Mark, you forgot to put a screenshot of the tactic.

Thanks Droid. Cant believe I would forget the most important thing after working through all the new requirements.
This tactic is based on 424 Alhamdulillah II 0.8 by opq, a tweak of the original Delicious tactic. I have used some of the hints from Zippo. So a big thanks to all of them. The intent was to improve the defence of the tactic.

I have included a much lower D line, removed pass into space, included work the ball into the box and removed get stuck in.  I have also incorporated the Reliable set pieces.

Positionally I have changed the Volantes to DM DM Defend.

I tested the new tactic with Liverpool and St Albans (expecting relegation), after trialing it with Didcot Town in the 8th tier of the English Competition structure over a couple of seasons in a save (getting two promotions against the odds) - hence the name. It worked well in all testing, either playing the team or running holiday tests.

Results are below:







Howling said: modified three-back

You need to read this thread and follow its requirements if you want your tactic tested.

Tactic testing requirements
handong said: 4-2-3-1 Or 4-5-1

You need to read this thread and follow its requirements if you want your tactic tested.

Tactic testing requirements
handong said: make tactics first time

You need to read this thread and follow its requirements if you want your tactic tested.

Tactic testing requirements
ZaZ said: For development, the best is to loan them to an inactive league. That apparently makes them count as used  for all matches, which increases attribute growth.


How good is Max
It is looking like tornado time
northestpoin said: Vertical Tiki-taka with high line gegenpress

You need to read this thread and follow its requirements if you want your tactic tested.

Tactic testing requirements
I don't like that the blocks from opposition defenders always bob straight up in the air to their goalkeeper
Daz said: Aren't the position rating supposed to be just cosmetic as @Bogeyman said?

No, as @Bogeyman  said, the role ratings are cosmetic. the position rating is important
Daz said: I have a few questions tho

1) I'm managing mid-bottom teams in the premier league and i choose players by setting a pace and acceleration filter (sometimes dribbling and anticipation too) to like 14 for CB or 16 for wingers, then I choose. Do you think i could push those fliters up a little?

2) you use you method on every position? So you look at dribbling and anticipation even when looking for a CB?

3) Do you end up with tall pace merchants or with balanced players?

Thanks.


Have a look at the positional ratings thread. I have found that Pace and Acceleration are not quite as important for DMs. If I use the ykykyky Genie Scout ratings for those 2 players in my game (1 season in), Player B comes out on top even though he only has a DM position rating of 18/20 vs Player 1 20/20.
opq said: 433 is kinda hard to transform into during match, cuz u have to move one of AFs to CM
I’d prefer set of 424, 4132 and 4231
so basically 424 as goto, 4132 when u need goals and 4231 to close the match when comfortably winning
and all those 3 are much easier to transform one into another than with 433


It depends on your players. My preference is what I said
My strategy has now changed. Base tactic will be 424 Alhamdulillah II. To chase goals I will move a DM up to AM and use 4132 Poirer XIV. To protect a lead I will drop a ST back to DM and use this tactic. Perfect use of the Delicious tactics, best tactic, best attack and best defence. And relatively easy to move between them.
I do think that if you have made that decision then you also need to test any tactics that could get to number 1 through RNG. For instance, the top tactic could be as high as 59 through RNG but there are currently 8 tactics that could get to 60. I would have thought they should be also tested.
Zippo said: Hi,

I'm sure you guys are aware that we've been testing player attributes to find out which of them make the most difference - https://fm-arena.com/table/18-fm23-attribute-testing/

But I think there might be people who don't fully understand why we're doing that and how it can be used in their saves.

So I just want to reveal you the power of the player attributes testing. :)

Here's a striker from our tactic testing league. He is about 145CA:



If you look at the results of our attribute testing then you'll notice that some attributes such as 'Acceleration' or 'Pace' makes a huge difference and some attributes such as 'Teamwork' or 'Off The Ball' almost doesn't make any difference.

Of course, it's important to understand that 'Acceleration' and 'Pace' attributes are much more expensive in terms of CA(Current Ability) than 'Teamwork' or 'Off The Ball' attributes. For example, 1 Point of Acceleration costs about 2.5CA when 1 Point of Teamwork costs only 0.3CA.

But what if take our striker and redistribute his CA from less important attributes such as Composure, Teamwork, Off The Ball, Long Shots to very important important attributes such as Acceleration and Pace keeping the same CA:


 

Notice that the CA of our striker hasn't changed, it's still 145CA, we just redistributed it.

Now, let's do a similar redistribution for other positions keeping the same CA and then test it:


Default Attributes Result:




Redistributed Attributes Result:







As you can see the points have skyrocketed from 53 to 90 and the G.D. has skyrocketed  from +3 to +62 but the CA of the players hasn't changed!

From the result above we can conclude if players have the same CA then it doesn't mean they are equal quality, some of them might be much better than others. Obviously, in FM some attributes such as Acceleration and Pace are game-changing attributes, they make a huge difference and you should prioritize them.


@Zippo is there any chance you can share the screen shots of the other positions before and after.

Thanks
Zippo said: Yes, that might be correct. I think when I checked the striker in our testing league he got few playing positions, for example, STC, AML, AMR, ML and so on. That's why his RCA was higher than for a pure striker.

That makes sense. Thanks. I was just checking the different Genie Scout ratings files against the 2 Strikers. When I took the second one up to 145 CA it made more sense. I had them both as Natural Strikers with no other positions
Zippo said: Hi,

I'm sure you guys are aware that we've been testing player attributes to find out which of them make the most difference - https://fm-arena.com/table/18-fm23-attribute-testing/

But I think there might be people who don't fully understand why we're doing that and how it can be used in their saves.

So I just want to reveal you the power of the player attributes testing. :)

Here's a striker from our tactic testing league. He is about 145CA:



If you look at the results of our attribute testing then you'll notice that some attributes such as 'Acceleration' or 'Pace' makes a huge difference and some attributes such as 'Teamwork' or 'Off The Ball' almost doesn't make any difference.

Of course, it's important to understand that 'Acceleration' and 'Pace' attributes are much more expensive in terms of CA(Current Ability) than 'Teamwork' or 'Off The Ball' attributes. For example, 1 Point of Acceleration costs about 2.5CA when 1 Point of Teamwork costs only 0.3CA.

But what if take our striker and redistribute his CA from less important attributes such as Composure, Teamwork, Off The Ball, Long Shots to very important important attributes such as Acceleration and Pace keeping the same CA:


 

Notice that the CA of our striker hasn't changed, it's still 145CA, we just redistributed it.

Now, let's do a similar redistribution for other positions keeping the same CA and then test it:


Default Attributes Result:




Redistributed Attributes Result:







As you can see the points have skyrocketed from 53 to 90 and the G.D. has skyrocketed  from +3 to +62 but the CA of the players hasn't changed!

From the result above we can conclude if players have the same CA then it doesn't mean they are equal quality, some of them might be much better than others. Obviously, in FM some attributes such as Acceleration and Pace are game-changing attributes, they make a huge difference and you should prioritize them.


When I set players up with the attributes your before and after Striker has, the original has an RCA of 145 but the adjusted striker has an RCA around 130?
I was thinking about doing this very thing last night. Good on you @Alan Bessa. I hope it scores well