The data in this table is presented more intuitively. I conducted this test under different conditions (There are notes in excel). If necessary, I can also upload the test save. The test data is included in the Excel file. I haven't finished this test completely yet, but I think it's okay to have a general look at it.
among them, “97” is "[Chance Creation][Attacking][Aerial Defense][Handling][Defending from the Front][Quickness]" (As you mentioned)
among them, “99” is the "3 Def + 2 Att + 3 Phy + 2 MP + 1 GD" from "Evidence Based Football Manager"
The table is divided into "non-goalkeeper" and "goalkeeper", and they are respectively located on pages 1 and 2 (I had ignored the goalkeeper in the previous tests). Expand
Could you try Handling, Shot Stopping, Attacking, Defending, Aerial Defence, Ground Defence, Chance Creation, Chance Conversion.
This is my latest Training Schedule and I am getting good improvement.
If you have time, I suggest you directly go to the Excel file and look for the column related to this attribute. It's quite easy to find the exact information you need. Expand
It does appear to be difficult to grow Concentration (important attribute) without also growing Decisions (useless attribute) as well. Also something i was think if you put every player in the same training unit would that then make training not work as you wouldn't have 2 units against each other or would it not make a difference?
The data in this table is presented more intuitively. I conducted this test under different conditions (There are notes in excel). If necessary, I can also upload the test save. The test data is included in the Excel file. I haven't finished this test completely yet, but I think it's okay to have a general look at it.
among them, “97” is "[Chance Creation][Attacking][Aerial Defense][Handling][Defending from the Front][Quickness]" (As you mentioned)
among them, “99” is the "3 Def + 2 Att + 3 Phy + 2 MP + 1 GD" from "Evidence Based Football Manager"
The table is divided into "non-goalkeeper" and "goalkeeper", and they are respectively located on pages 1 and 2 (I had ignored the goalkeeper in the previous tests). Expand
Very nice
To start with, it's pleasing to me to see a verification of my own schedule idea, and with more precision
Compared to Quickness + Attacking + Match Practice + Recoveryx7 + Quickness focus, mine is:
+40% Agility (+0.8) (I assume this was without agility focus) -8.3% Reflexes (-0.2) +25% Aerial Reach (+0.2)
Attackingx3 + Quickness focus is interesting. Although it has higher decisions & technique, and set pieces will decline, it does seem like it would be both more higher performing and more efficient overall. And it implies a Quickness module isn't necessary.
I tested Attackingx3 + Quickness focus and compared it to my own schedule, and found my own to be significantly superior, though we are talking the difference between A and A+ here.
Based on my genie scout ratings file, I've assumed that 1 ant = 0.58 con = 0.45 drib = 0.12 pace/acc, and looking at the positional results in detail for concentration and dribbling, I figure the following:
Dribbling only:
match practice 6.3 play from the back 6.23 attacking 6.16 aerial defense 6.15 one on ones 6.09 chance creation 6.04 transition press 5.95
Dribbling + Anticipation:
match practice 6.576 play from the back 6.475 attacking 6.407 aerial defense 6.31 one on ones 6.243 chance creation 6.24 transition press 6.2
Dribbling + Anticipation + Concentration:
match practice 7.009 aerial defense 6.675 (haven't calculated precisely yet for the others, but generally those others would still feature)
Best for GK (roughly, and unordered):
aerial defense defending from the front chance creation defending wide ground defense attacking overlap match practice
The numbers represent what's relevant (i.e. pace + acc + drib) expressed as just pace/acc.
You can't take it as the gospel truth, for even just adding quickness focus probably changes things up a bit, but the idea here is to find out what modules are worth considering. Those are 7 that stood out to me, but there's a few more worth considering. For instance Defending Shadow Play is very high in anticipation and vision, high in concentration, but doesn't quite make the cut because of dribbling/pace/acc.
I tried one combo based on this, it was slightly inferior to my existing best, so not worth mentioning.
I think 'defending from the front' needs to go from my schedule, and 'Handling' doesn't seem that great either.
Robbo84FM said: Was it correct it's better not to use recovery sessions for youth players and just use rest or does it not really matter? Expand
Robbo84FM said: When you did these tests in FM26 how many sessions did you have in a week for each schedule, example when testing the "Attacking" schedule how many attacking sessions in a week? when testing "Attacking direct" how many sessions in a week? when testing "Chance creation" how many sessions in a week ect ect? Expand
Robbo84FM said: This doesn't seem to work in FM26, when i create a new training schedule i select Match day and nothing else appears in the schedule, no generated recovery session. Expand
Mark said: Could you try Handling, Shot Stopping, Attacking, Defending, Aerial Defence, Ground Defence, Chance Creation, Chance Conversion.
This is my latest Training Schedule and I am getting good improvement.
Thanks Expand
Robbo84FM said: It does appear to be difficult to grow Concentration (important attribute) without also growing Decisions (useless attribute) as well. Also something i was think if you put every player in the same training unit would that then make training not work as you wouldn't have 2 units against each other or would it not make a difference? Expand
+40% Agility (+0.8) (I assume this was without agility focus) -8.3% Reflexes (-0.2) +25% Aerial Reach (+0.2)
Attackingx3 + Quickness focus is interesting. Although it has higher decisions & technique, and set pieces will decline, it does seem like it would be both more higher performing and more efficient overall. And it implies a Quickness module isn't necessary.
I tested Attackingx3 + Quickness focus and compared it to my own schedule, and found my own to be significantly superior, though we are talking the difference between A and A+ here.
Based on my genie scout ratings file, I've assumed that 1 ant = 0.58 con = 0.45 drib = 0.12 pace/acc, and looking at the positional results in detail for concentration and dribbling, I figure the following:
Dribbling only:
match practice 6.3 play from the back 6.23 attacking 6.16 aerial defense 6.15 one on ones 6.09 chance creation 6.04 transition press 5.95
Dribbling + Anticipation:
match practice 6.576 play from the back 6.475 attacking 6.407 aerial defense 6.31 one on ones 6.243 chance creation 6.24 transition press 6.2
Dribbling + Anticipation + Concentration:
match practice 7.009 aerial defense 6.675 (haven't calculated precisely yet for the others, but generally those others would still feature)
Best for GK (roughly, and unordered):
aerial defense defending from the front chance creation defending wide ground defense attacking overlap match practice
The numbers represent what's relevant (i.e. pace + acc + drib) expressed as just pace/acc.
You can't take it as the gospel truth, for even just adding quickness focus probably changes things up a bit, but the idea here is to find out what modules are worth considering. Those are 7 that stood out to me, but there's a few more worth considering. For instance Defending Shadow Play is very high in anticipation and vision, high in concentration, but doesn't quite make the cut because of dribbling/pace/acc.
I tried one combo based on this, it was slightly inferior to my existing best, so not worth mentioning.
I think 'defending from the front' needs to go from my schedule, and 'Handling' doesn't seem that great either. Expand
Was it correct it's better not to use recovery sessions for youth players and just use rest or does it not really matter? ————They ("recovery" and "rest" can be consider the same. You can take a look at the Excel file in the link.
these tests in FM26 how many sessions ————I conducted the test using FM24. I examined the training file directory of FM26 and compared the changes before and after. I found that the training files of the two games were the same. Therefore, I believe the conclusion of FM24 can be applied to FM26.
Then, In Excel, there are comment test conditions. That state that the test last for 12 months, during which 2 matches each week, totaling 100 matches. In fact, these 100 games are far more than the maximum number of games required for normal growth. So you can simply consider this as already being the maximum growth possible under these testing conditions.
This doesn't seem to work in FM26, when i create a new training schedule i select Match day and nothing else appears in the schedule, no generated recovery session. ————It might have failed in FM26. If it's impossible to create 21 recovery, then the 7 recovery that are normally usable are actually fine.
Handling, Shot Stopping, Attacking, Defending, Aerial Defence, Ground Defence, Chance Creation, Chance Conversion It's in the Excel part 2 , 129 rows
At first glance compare to "[Quickness][Attacking][Match Practice][Recovery] x7"] New: column 130 [Physical][Quickness][Aerial Defence]x2 And Column 121 [Physical][Quickness][Aerial Defence]
Pretty good. Better than before. Advantages : It has fewer "Decision, Technique, First touch", a slightly higher number of "Jumping reach, Acceleration, Pace, Work rate", Disadvantages: "Dribbling, Anticipation, Composure" being slightly reduced.
If you have any sudden whim ideas, you can mention the schedule which you think it might good.
+40% Agility (+0.8) (I assume this was without agility focus) -8.3% Reflexes (-0.2) +25% Aerial Reach (+0.2)
Attackingx3 + Quickness focus is interesting. Although it has higher decisions & technique, and set pieces will decline, it does seem like it would be both more higher performing and more efficient overall. And it implies a Quickness module isn't necessary.
I tested Attackingx3 + Quickness focus and compared it to my own schedule, and found my own to be significantly superior, though we are talking the difference between A and A+ here.
Based on my genie scout ratings file, I've assumed that 1 ant = 0.58 con = 0.45 drib = 0.12 pace/acc, and looking at the positional results in detail for concentration and dribbling, I figure the following:
Dribbling only:
match practice 6.3 play from the back 6.23 attacking 6.16 aerial defense 6.15 one on ones 6.09 chance creation 6.04 transition press 5.95
Dribbling + Anticipation:
match practice 6.576 play from the back 6.475 attacking 6.407 aerial defense 6.31 one on ones 6.243 chance creation 6.24 transition press 6.2
Dribbling + Anticipation + Concentration:
match practice 7.009 aerial defense 6.675 (haven't calculated precisely yet for the others, but generally those others would still feature)
Best for GK (roughly, and unordered):
aerial defense defending from the front chance creation defending wide ground defense attacking overlap match practice
The numbers represent what's relevant (i.e. pace + acc + drib) expressed as just pace/acc.
You can't take it as the gospel truth, for even just adding quickness focus probably changes things up a bit, but the idea here is to find out what modules are worth considering. Those are 7 that stood out to me, but there's a few more worth considering. For instance Defending Shadow Play is very high in anticipation and vision, high in concentration, but doesn't quite make the cut because of dribbling/pace/acc.
I tried one combo based on this, it was slightly inferior to my existing best, so not worth mentioning.
I think 'defending from the front' needs to go from my schedule, and 'Handling' doesn't seem that great either. Expand
I forgot to say, My idea is tominimize "Decision" as much as possible.
"The 'Characteristics' of '[Attacking]' (appearing in columns 47 and 4 respectively) is itself quite good, but the drawbacks are very obvious. The 'Decision' has a high weight."
After it has been repeated several times, for example in the "89th" column, with "[Attacking]" x3 , this drawback is further magnified (and of course, the weight of its advantages is also further increased)
So, I made random combinations in an attempt to achieve the goal of introducing other elements to reduce its "Decision".
Introducing "additional Focus" (comparing "4" and "47" has significantly reduced its "Decision". But this is not enough. My idea is to select those entries from "44" to "86" where the "Decision" value is low in order to balance the weight of "Decision". At the same time, try to minimize the addition of new disadvantages while maintaining the original advantages.
For the time being, Column 130 and Column 121 have achieved the expected results. Let's see if there are any better ones later.
harvestgreen22 said: I forgot to say, My idea is tominimize "Decision" as much as possible.
"The 'Characteristics' of '[Attacking]' (appearing in columns 47 and 4 respectively) is itself quite good, but the drawbacks are very obvious. The 'Decision' has a high weight."
After it has been repeated several times, for example in the "89th" column, with "[Attacking]" x3 , this drawback is further magnified (and of course, the weight of its advantages is also further increased)
So, I made random combinations in an attempt to achieve the goal of introducing other elements to reduce its "Decision".
Introducing "additional Focus" (comparing "4" and "47" has significantly reduced its "Decision". But this is not enough. My idea is to select those entries from "44" to "86" where the "Decision" value is low in order to balance the weight of "Decision". At the same time, try to minimize the addition of new disadvantages while maintaining the original advantages.
For the time being, Column 130 and Column 121 have achieved the expected results. Let's see if there are any better ones later. Expand
So i am trying to do something a bit different with my training and my thinking is that most senior/older players just don't grow their physicals much more so i don't want to waste any time having any physical training on my first team and just try and focus on more important attributes like Concentration/Anticipation/Positioning/Composure/Dribbling/Finishing, of course i know it's not easy to simply target specific attributes without growth in others which i am fine with.
Most of my first team is full of senior players i only have a few 22/23yo players and the rest are older, i try to keep all my top youth players in the youth teams for as long as possible no matter how good they are but they also get picked in my first team squad and made unavailable for the youth teams. My U18 is all about physical growth and U21 and combo of continued physical growth and now growth in other areas, my thinking is i want these youth prospects to get as much of this specific training as possible while getting 1st team experience.
So that being said what would possibly be the best training session or combo of sessions for the first team to try and attain growth in those specific attributes? i look at the spreadsheets you have posted and while i sort of understand some of it i can't lie i suck at charts and numbers and figuring it all out haha
Robbo84FM said: So i am trying to do something a bit different with my training and my thinking is that most senior/older players just don't grow their physicals much more so i don't want to waste any time having any physical training on my first team and just try and focus on more important attributes like Concentration/Anticipation/Positioning/Composure/Dribbling/Finishing, of course i know it's not easy to simply target specific attributes without growth in others which i am fine with.
Most of my first team is full of senior players i only have a few 22/23yo players and the rest are older, i try to keep all my top youth players in the youth teams for as long as possible no matter how good they are but they also get picked in my first team squad and made unavailable for the youth teams. My U18 is all about physical growth and U21 and combo of continued physical growth and now growth in other areas, my thinking is i want these youth prospects to get as much of this specific training as possible while getting 1st team experience.
So that being said what would possibly be the best training session or combo of sessions for the first team to try and attain growth in those specific attributes? i look at the spreadsheets you have posted and while i sort of understand some of it i can't lie i suck at charts and numbers and figuring it all out haha
Hope this makes sense haha Expand
[Attacking]x2 with "Addtional Focus Quickness" with "[Double Intensity]"==“Training Intensity Scheduling”set:"no pitch,no pitch,no pitch,Double Intensity,Double Intensity""
It is a very balanced schedule. It can be said that a balance has been achieved among the three major categories of attributes. However, this balance also means that it is not "Meta" enough.
It perfectly meets all of your requirements, great for Concentration/Anticipation/Positioning/Composure/Dribbling/Finishing , but at the cost of increasing "Decision , Technique , First touch" , which is useless , and cost a lot of CA
What can be considered “meta” today in FM24? For the first team and especially for youth players. I mostly do Youth Academy careers and I’d like to find the ideal training setup for my young players.
harvestgreen22 said: new Excel:
https://pixeldrain.com/u/pcRwnxi8
This new Excel file might be helpful to you.
The data in this table is presented more intuitively. I conducted this test under different conditions (There are notes in excel). If necessary, I can also upload the test save.
The test data is included in the Excel file. I haven't finished this test completely yet, but I think it's okay to have a general look at it.
among them,
“97” is "[Chance Creation][Attacking][Aerial Defense][Handling][Defending from the Front][Quickness]" (As you mentioned)
among them,
“99” is the "3 Def + 2 Att + 3 Phy + 2 MP + 1 GD" from "Evidence Based Football Manager"
The table is divided into "non-goalkeeper" and "goalkeeper", and they are respectively located on pages 1 and 2 (I had ignored the goalkeeper in the previous tests).
Could you try Handling, Shot Stopping, Attacking, Defending, Aerial Defence, Ground Defence, Chance Creation, Chance Conversion.
This is my latest Training Schedule and I am getting good improvement.
Thanks
harvestgreen22 said: new Excel:
https://pixeldrain.com/u/pcRwnxi8
It's [Tactical]
If you have time, I suggest you directly go to the Excel file and look for the column related to this attribute.
It's quite easy to find the exact information you need.
It does appear to be difficult to grow Concentration (important attribute) without also growing Decisions (useless attribute) as well. Also something i was think if you put every player in the same training unit would that then make training not work as you wouldn't have 2 units against each other or would it not make a difference?
harvestgreen22 said: new Excel:
https://pixeldrain.com/u/pcRwnxi8
This new Excel file might be helpful to you.
The data in this table is presented more intuitively. I conducted this test under different conditions (There are notes in excel). If necessary, I can also upload the test save.
The test data is included in the Excel file. I haven't finished this test completely yet, but I think it's okay to have a general look at it.
among them,
“97” is "[Chance Creation][Attacking][Aerial Defense][Handling][Defending from the Front][Quickness]" (As you mentioned)
among them,
“99” is the "3 Def + 2 Att + 3 Phy + 2 MP + 1 GD" from "Evidence Based Football Manager"
The table is divided into "non-goalkeeper" and "goalkeeper", and they are respectively located on pages 1 and 2 (I had ignored the goalkeeper in the previous tests).
Very nice
To start with, it's pleasing to me to see a verification of my own schedule idea, and with more precision
Compared to Quickness + Attacking + Match Practice + Recoveryx7 + Quickness focus, mine is:
+9.14% CA (+3.16)
+4.5% Anticipation (+0.1)
+20.7% Concentration (+0.46)
+26.8% Dribbling (+0.3)
+1.7% Decisions (+0.04)
+0.7% Acceleration (+0.02)
+0.7% Pace (+0.02)
And for GK:
+40% Agility (+0.8) (I assume this was without agility focus)
-8.3% Reflexes (-0.2)
+25% Aerial Reach (+0.2)
Attackingx3 + Quickness focus is interesting. Although it has higher decisions & technique, and set pieces will decline, it does seem like it would be both more higher performing and more efficient overall. And it implies a Quickness module isn't necessary.
I tested Attackingx3 + Quickness focus and compared it to my own schedule, and found my own to be significantly superior, though we are talking the difference between A and A+ here.
Based on my genie scout ratings file, I've assumed that 1 ant = 0.58 con = 0.45 drib = 0.12 pace/acc, and looking at the positional results in detail for concentration and dribbling, I figure the following:
Dribbling only:
match practice 6.3
play from the back 6.23
attacking 6.16
aerial defense 6.15
one on ones 6.09
chance creation 6.04
transition press 5.95
Dribbling + Anticipation:
match practice 6.576
play from the back 6.475
attacking 6.407
aerial defense 6.31
one on ones 6.243
chance creation 6.24
transition press 6.2
Dribbling + Anticipation + Concentration:
match practice 7.009
aerial defense 6.675
(haven't calculated precisely yet for the others, but generally those others would still feature)
Best for GK (roughly, and unordered):
aerial defense
defending from the front
chance creation
defending wide
ground defense
attacking overlap
match practice
The numbers represent what's relevant (i.e. pace + acc + drib) expressed as just pace/acc.
You can't take it as the gospel truth, for even just adding quickness focus probably changes things up a bit, but the idea here is to find out what modules are worth considering. Those are 7 that stood out to me, but there's a few more worth considering. For instance Defending Shadow Play is very high in anticipation and vision, high in concentration, but doesn't quite make the cut because of dribbling/pace/acc.
I tried one combo based on this, it was slightly inferior to my existing best, so not worth mentioning.
I think 'defending from the front' needs to go from my schedule, and 'Handling' doesn't seem that great either.
Robbo84FM said: Was it correct it's better not to use recovery sessions for youth players and just use rest or does it not really matter?
can be consider the same. You can take a look at the Excel file in the link.
Robbo84FM said: When you did these tests in FM26 how many sessions did you have in a week for each schedule, example when testing the "Attacking" schedule how many attacking sessions in a week? when testing "Attacking direct" how many sessions in a week? when testing "Chance creation" how many sessions in a week ect ect?
Robbo84FM said: This doesn't seem to work in FM26, when i create a new training schedule i select Match day and nothing else appears in the schedule, no generated recovery session.
Mark said: Could you try Handling, Shot Stopping, Attacking, Defending, Aerial Defence, Ground Defence, Chance Creation, Chance Conversion.
This is my latest Training Schedule and I am getting good improvement.
Thanks
Robbo84FM said: It does appear to be difficult to grow Concentration (important attribute) without also growing Decisions (useless attribute) as well. Also something i was think if you put every player in the same training unit would that then make training not work as you wouldn't have 2 units against each other or would it not make a difference?
GeorgeFloydOverdosed said: Very nice
To start with, it's pleasing to me to see a verification of my own schedule idea, and with more precision
Compared to Quickness + Attacking + Match Practice + Recoveryx7 + Quickness focus, mine is:
+9.14% CA (+3.16)
+4.5% Anticipation (+0.1)
+20.7% Concentration (+0.46)
+26.8% Dribbling (+0.3)
+1.7% Decisions (+0.04)
+0.7% Acceleration (+0.02)
+0.7% Pace (+0.02)
And for GK:
+40% Agility (+0.8) (I assume this was without agility focus)
-8.3% Reflexes (-0.2)
+25% Aerial Reach (+0.2)
Attackingx3 + Quickness focus is interesting. Although it has higher decisions & technique, and set pieces will decline, it does seem like it would be both more higher performing and more efficient overall. And it implies a Quickness module isn't necessary.
I tested Attackingx3 + Quickness focus and compared it to my own schedule, and found my own to be significantly superior, though we are talking the difference between A and A+ here.
Based on my genie scout ratings file, I've assumed that 1 ant = 0.58 con = 0.45 drib = 0.12 pace/acc, and looking at the positional results in detail for concentration and dribbling, I figure the following:
Dribbling only:
match practice 6.3
play from the back 6.23
attacking 6.16
aerial defense 6.15
one on ones 6.09
chance creation 6.04
transition press 5.95
Dribbling + Anticipation:
match practice 6.576
play from the back 6.475
attacking 6.407
aerial defense 6.31
one on ones 6.243
chance creation 6.24
transition press 6.2
Dribbling + Anticipation + Concentration:
match practice 7.009
aerial defense 6.675
(haven't calculated precisely yet for the others, but generally those others would still feature)
Best for GK (roughly, and unordered):
aerial defense
defending from the front
chance creation
defending wide
ground defense
attacking overlap
match practice
The numbers represent what's relevant (i.e. pace + acc + drib) expressed as just pace/acc.
You can't take it as the gospel truth, for even just adding quickness focus probably changes things up a bit, but the idea here is to find out what modules are worth considering. Those are 7 that stood out to me, but there's a few more worth considering. For instance Defending Shadow Play is very high in anticipation and vision, high in concentration, but doesn't quite make the cut because of dribbling/pace/acc.
I tried one combo based on this, it was slightly inferior to my existing best, so not worth mentioning.
I think 'defending from the front' needs to go from my schedule, and 'Handling' doesn't seem that great either.
Was it correct it's better not to use recovery sessions for youth players and just use rest or does it not really matter?
————They ("recovery" and "rest"
these tests in FM26 how many sessions
————I conducted the test using FM24. I examined the training file directory of FM26 and compared the changes before and after. I found that the training files of the two games were the same. Therefore, I believe the conclusion of FM24 can be applied to FM26.
Then,
In Excel, there are comment test conditions. That state that the test last for 12 months, during which 2 matches each week, totaling 100 matches.
In fact, these 100 games are far more than the maximum number of games required for normal growth.
So you can simply consider this as already being the maximum growth possible under these testing conditions.
This doesn't seem to work in FM26, when i create a new training schedule i select Match day and nothing else appears in the schedule, no generated recovery session.
————It might have failed in FM26. If it's impossible to create 21 recovery, then the 7 recovery that are normally usable are actually fine.
Handling, Shot Stopping, Attacking, Defending, Aerial Defence, Ground Defence, Chance Creation, Chance Conversion It's in the Excel part 2 , 129 rows
excel(part 1)
https://mega.nz/file/4UUUDKgC#NuyR8RDaNap2_e44yi9SS2cjTkGgo2dpTL33obiUWQE
or
https://pixeldrain.com/u/pcRwnxi8
excel(part 2, the newest)
https://mega.nz/file/QZNVgQzK#xOTiw1heWmVtIDRDDPiUZqzbBnqYAbVi14RYX0W3CoQ
or
https://pixeldrain.com/u/NzTu56KH
At first glance
compare to "[Quickness][Attacking][Match Practice][Recovery] x7"]
New:
column 130
[Physical][Quickness][Aerial Defence]x2
And Column 121
[Physical][Quickness][Aerial Defence]
Pretty good. Better than before.
Advantages :
It has fewer "Decision, Technique, First touch", a slightly higher number of "Jumping reach, Acceleration, Pace, Work rate",
Disadvantages:
"Dribbling, Anticipation, Composure" being slightly reduced.
If you have any sudden whim ideas, you can mention the schedule which you think it might good.
GeorgeFloydOverdosed said: Very nice
has significantly reduced its "Decision".
To start with, it's pleasing to me to see a verification of my own schedule idea, and with more precision
Compared to Quickness + Attacking + Match Practice + Recoveryx7 + Quickness focus, mine is:
+9.14% CA (+3.16)
+4.5% Anticipation (+0.1)
+20.7% Concentration (+0.46)
+26.8% Dribbling (+0.3)
+1.7% Decisions (+0.04)
+0.7% Acceleration (+0.02)
+0.7% Pace (+0.02)
And for GK:
+40% Agility (+0.8) (I assume this was without agility focus)
-8.3% Reflexes (-0.2)
+25% Aerial Reach (+0.2)
Attackingx3 + Quickness focus is interesting. Although it has higher decisions & technique, and set pieces will decline, it does seem like it would be both more higher performing and more efficient overall. And it implies a Quickness module isn't necessary.
I tested Attackingx3 + Quickness focus and compared it to my own schedule, and found my own to be significantly superior, though we are talking the difference between A and A+ here.
Based on my genie scout ratings file, I've assumed that 1 ant = 0.58 con = 0.45 drib = 0.12 pace/acc, and looking at the positional results in detail for concentration and dribbling, I figure the following:
Dribbling only:
match practice 6.3
play from the back 6.23
attacking 6.16
aerial defense 6.15
one on ones 6.09
chance creation 6.04
transition press 5.95
Dribbling + Anticipation:
match practice 6.576
play from the back 6.475
attacking 6.407
aerial defense 6.31
one on ones 6.243
chance creation 6.24
transition press 6.2
Dribbling + Anticipation + Concentration:
match practice 7.009
aerial defense 6.675
(haven't calculated precisely yet for the others, but generally those others would still feature)
Best for GK (roughly, and unordered):
aerial defense
defending from the front
chance creation
defending wide
ground defense
attacking overlap
match practice
The numbers represent what's relevant (i.e. pace + acc + drib) expressed as just pace/acc.
You can't take it as the gospel truth, for even just adding quickness focus probably changes things up a bit, but the idea here is to find out what modules are worth considering. Those are 7 that stood out to me, but there's a few more worth considering. For instance Defending Shadow Play is very high in anticipation and vision, high in concentration, but doesn't quite make the cut because of dribbling/pace/acc.
I tried one combo based on this, it was slightly inferior to my existing best, so not worth mentioning.
I think 'defending from the front' needs to go from my schedule, and 'Handling' doesn't seem that great either.
I forgot to say,
My idea is tominimize "Decision" as much as possible.
"The 'Characteristics' of '[Attacking]' (appearing in columns 47 and 4 respectively) is itself quite good,
but the drawbacks are very obvious. The 'Decision' has a high weight."
After it has been repeated several times, for example in the "89th" column,
with "[Attacking]" x3 , this drawback is further magnified (and of course, the weight of its advantages is also further increased)
So, I made random combinations in an attempt to achieve the goal of introducing other elements to reduce its "Decision".
Introducing "additional Focus" (comparing "4" and "47"
But this is not enough. My idea is to select those entries from "44" to "86" where the "Decision" value is low in order to balance the weight of "Decision".
At the same time, try to minimize the addition of new disadvantages while maintaining the original advantages.
For the time being, Column 130 and Column 121 have achieved the expected results. Let's see if there are any better ones later.
harvestgreen22 said: I forgot to say,
has significantly reduced its "Decision".
My idea is tominimize "Decision" as much as possible.
"The 'Characteristics' of '[Attacking]' (appearing in columns 47 and 4 respectively) is itself quite good,
but the drawbacks are very obvious. The 'Decision' has a high weight."
After it has been repeated several times, for example in the "89th" column,
with "[Attacking]" x3 , this drawback is further magnified (and of course, the weight of its advantages is also further increased)
So, I made random combinations in an attempt to achieve the goal of introducing other elements to reduce its "Decision".
Introducing "additional Focus" (comparing "4" and "47"
But this is not enough. My idea is to select those entries from "44" to "86" where the "Decision" value is low in order to balance the weight of "Decision".
At the same time, try to minimize the addition of new disadvantages while maintaining the original advantages.
For the time being, Column 130 and Column 121 have achieved the expected results. Let's see if there are any better ones later.
So i am trying to do something a bit different with my training and my thinking is that most senior/older players just don't grow their physicals much more so i don't want to waste any time having any physical training on my first team and just try and focus on more important attributes like Concentration/Anticipation/Positioning/Composure/Dribbling/Finishing, of course i know it's not easy to simply target specific attributes without growth in others which i am fine with.
Most of my first team is full of senior players i only have a few 22/23yo players and the rest are older, i try to keep all my top youth players in the youth teams for as long as possible no matter how good they are but they also get picked in my first team squad and made unavailable for the youth teams. My U18 is all about physical growth and U21 and combo of continued physical growth and now growth in other areas, my thinking is i want these youth prospects to get as much of this specific training as possible while getting 1st team experience.
So that being said what would possibly be the best training session or combo of sessions for the first team to try and attain growth in those specific attributes? i look at the spreadsheets you have posted and while i sort of understand some of it i can't lie i suck at charts and numbers and figuring it all out haha
Hope this makes sense haha
Robbo84FM said: So i am trying to do something a bit different with my training and my thinking is that most senior/older players just don't grow their physicals much more so i don't want to waste any time having any physical training on my first team and just try and focus on more important attributes like Concentration/Anticipation/Positioning/Composure/Dribbling/Finishing, of course i know it's not easy to simply target specific attributes without growth in others which i am fine with.
Most of my first team is full of senior players i only have a few 22/23yo players and the rest are older, i try to keep all my top youth players in the youth teams for as long as possible no matter how good they are but they also get picked in my first team squad and made unavailable for the youth teams. My U18 is all about physical growth and U21 and combo of continued physical growth and now growth in other areas, my thinking is i want these youth prospects to get as much of this specific training as possible while getting 1st team experience.
So that being said what would possibly be the best training session or combo of sessions for the first team to try and attain growth in those specific attributes? i look at the spreadsheets you have posted and while i sort of understand some of it i can't lie i suck at charts and numbers and figuring it all out haha
Hope this makes sense haha
[Attacking]x2
with "Addtional Focus Quickness"
with "[Double Intensity]"==“Training Intensity Scheduling”set:"no pitch,no pitch,no pitch,Double Intensity,Double Intensity""
It is a very balanced schedule.
It can be said that a balance has been achieved among the three major categories of attributes. However, this balance also means that it is not "Meta" enough.
It perfectly meets all of your requirements,
great for Concentration/Anticipation/Positioning/Composure/Dribbling/Finishing
, but at the cost of increasing "Decision , Technique , First touch" , which is useless , and cost a lot of CA
What can be considered “meta” today in FM24? For the first team and especially for youth players. I mostly do Youth Academy careers and I’d like to find the ideal training setup for my young players.