Due to language barriers, I haven't translated some of my test into English These results should be able to relieve the concerns of some players
1.Meta ,Gegenpress In the test The initial values of Flair, Work rate, Leadership, Aggression, Teamwork and Determination are 10 The initial values of other attributes are 12
Table 1 Change this attribute to 18, the change value of the win rate
Table 2 Change this attribute to 1, the change value of the winning rate
Table 3 Subtracting Table 2 from Table 1, we can obtain the difference in win rates between attribute 18 and attribute 1, which can roughly represent the importance of this attribute
I Did an attribute importance test, and this test was based on meta tactics, that is, tactics developed from Gegenpress
What if it's not Gegenpress?
2.non Gegenpress , Preset - Control Possession 4231 In the test The initial value of all attributes is 13
Table 2 Change this attribute to 3, the change value of the win rate
Table 3 Taking the opposite of the values in Table 2 can roughly represent the importance of this attribute Note: The number of samples tested is relatively small. To save time
3.non Gegenpress , Preset - Tiki-Taka 433 In the test The initial value of all attributes is 13
Table 2 Change this attribute to 3, the change value of the win rate
Table 3 Taking the opposite of the values in Table 2 can roughly represent the importance of this attribute Note: The number of samples tested is relatively small. To save time
4.non Gegenpress , Preset - Wing Play 442 In the test The initial value of all attributes is 13
Table 2 Change this attribute to 3, the change value of the win rate
Table 3 Taking the opposite of the values in Table 2 can roughly represent the importance of this attribute Note: The number of samples tested is relatively small. To save time
5.non Gegenpress , Preset - Route One 433 In the test The initial value of all attributes is 13
Table 2 Change this attribute to 3, the change value of the win rate
Table 3 Taking the opposite of the values in Table 2 can roughly represent the importance of this attribute Note: The number of samples tested is relatively small. To save time
6.non Gegenpress , Preset - Route One 433 In the test The initial value of all attributes is 13
Table 2 Change this attribute to 3, the change value of the win rate
Table 3 Taking the opposite of the values in Table 2 can roughly represent the importance of this attribute Note: The number of samples tested is relatively small. To save time
8.You can notice that their eigenvalues are very similar
Those most important attributes remain significant in other preset tactics. And those attributes with minimal impact remain the least important in other preset tactics. Only some of the "medium" attributes between them will change
This actually denies what some of our players think, for instance, " Gegenpress does not require Passing But Tiki-Taka requires Passing " No, they basically adopted the same set of logic
9."Position/Role/Duty" "Key Attributes" Next, do some tests based on Preset Wing Play 442
Find Central Defender (De) in the tactics His key attribute is the highlighted parts along the way
Add His Marking, Tackling, Heading, Positioning +5 ( to 18) Add His Work Rate, Concentration, Decisions, Aggression, Bravery, Anticipation, Composure +2 ( to 15)
According to the game's rating, he is already a five-star top league player. If you look at the key attributes in the game, you would think he is very strong. These enhancements cost him approximately 30 to 40 CA points more
The other group only increased Acceleration by +1 These enhancements cost him approximately 2 CA points
A. Add His Marking, Tackling, Heading, Positioning +5 ( to 18) Add His Work Rate, Concentration, Decisions, Aggression, Bravery, Anticipation, Composure +2 ( to 15) Win Rate +2.1% cost 30 to 40 CA points
B. Acceleration +1 Win Rate +3.0% cost 2 CA points
10.Box to Box Midfielder (Su) Preset Wing Play 442 , Box to Box Midfielder (Su) , His key attribute is the highlighted parts along the way
Add His Passing, Technique, Tackling, Finishing, First Touch, Long Shots, Positioning, Decisions, Aggression, Teamwork +5 ( to 18) Add His Work Rate, Anticipation, Composure , Dribbling +2 ( to 15) These enhancements cost him 40+ CA
The other group only increased Acceleration by +1 These enhancements cost him approximately 2 CA points
A. Add His Passing, Technique, Tackling, Finishing, First Touch, Long Shots, Positioning, Decisions, Aggression, Teamwork +5 ( to 18) Add His Work Rate, Anticipation, Composure , Dribbling +2 ( to 15) Win Rate +4.0% cost 40 to 50 CA points
B. Acceleration +1 Win Rate +5.8% cost 2 CA points
11.Ball Winning Midfielder (De) Preset Wing Play 442 , His key attribute is the highlighted parts along the way
Add His Marking, Tackling, Positioning, Work Rate, Concentration , Aggression , Teamwork , Bravery , Anticipation +5 ( to 18) These enhancements cost him about 40 CA
The other group only increased Acceleration by +1 These enhancements cost him approximately 2 CA points
A. Add His Marking, Tackling, Positioning, Work Rate, Concentration , Aggression , Teamwork , Bravery , Anticipation +5 ( to 18)
Win Rate +2.3% cost about 40 CA
B. Acceleration +1 Win Rate +4.4% cost 2 CA points
12.Repeat the statement , I won't look at the players' ratings; I only look at the team's winning rate
You can see that players who consumed a large amount of CA on key attributes were defeated by +1 Acceleration as a result. Moreover, the CA spent is not at the same level at all
This conclusion is also the same in other preset tactics, those with lower Tempo and lower Mentality
13.Some players in our community said:
Why does your test increase/decrease all "Finishing" at once? In the entire team, only two or three players frequently take shots.
——So, logically , the differences in the Finishing attributes of these two or three players should contribute to the overall difference in win rate/goal difference Such tests would underestimate the importance of Finishing
Now , take Preset Wing Play 442 's two ST for example , They completed the majority of the shots in the team
What if we change the Finishing of these two players separately?
14. First, change all players Finishing -10 The result is as shown in the table, with a winning rate of -6.7%
Then,change the Finishing of these two players separately , -10 Finishing The winning rate -1.2%
-1.2%/-6.7% ≈ 18%
This is what I said before. Logically, STs, Wings, contributed almost all the shots If all attributes increase together, it seems that the effect of Finishing is underestimated But in fact, it is not.
In fact, the Finishing of players who hardly shoot, The Crossing of players who never do Crossing ... also taking effect on the entire team
This is why I adopted the approach of adding or removing attributes together as a team to measure the importance of attributes
15.Players in our community have pointed out that such tests all involve "test dummies" with the same attributes. In actual play, it's players with different attributes. Does this conclusion mean it's incorrect?
I found such a league where players are divided into 4 groups, from strong to weak, all of which are players with real attributes in the game Then verification was conducted and it was found to be consistent, indicating that there was no problem
16.Other content, I remade a league. Out of curiosity, I tested the intensity of 20 AI famous coaches using preset Gegenpress 433
This time, only one tactic was used to measure the result, which may not fully reflect the intensity, but it can be roughly referred to Note: The "strength" of the coach (whether it is good for the game engine) has nothing to do with the "strength" of the players at all. Strong players can also be paired with weak coaches
Gerhard·Struber from FC Red Bull Salzburg is the best-performing one
Dino·Toppmöller from Eintracht Frankfurt is the second best
Luis Enrique·Martínez García from Paris Saint-Germain F.C. is the second worse
Pep·Guardiola from Manchester City F.C. is the The worst
Due to language barriers, I haven't translated some of my test into English
























These results should be able to relieve the concerns of some players
1.Meta ,Gegenpress
In the test
The initial values of Flair, Work rate, Leadership, Aggression, Teamwork and Determination are 10
The initial values of other attributes are 12
Table 1
Change this attribute to 18, the change value of the win rate
Table 2
Change this attribute to 1, the change value of the winning rate
Table 3
Subtracting Table 2 from Table 1, we can obtain the difference in win rates between attribute 18 and attribute 1, which can roughly represent the importance of this attribute
I Did an attribute importance test, and this test was based on meta tactics, that is, tactics developed from Gegenpress
What if it's not Gegenpress?
2.non Gegenpress , Preset - Control Possession 4231
In the test
The initial value of all attributes is 13
Table 2
Change this attribute to 3, the change value of the win rate
Table 3
Taking the opposite of the values in Table 2 can roughly represent the importance of this attribute
Note: The number of samples tested is relatively small. To save time
3.non Gegenpress , Preset - Tiki-Taka 433
In the test
The initial value of all attributes is 13
Table 2
Change this attribute to 3, the change value of the win rate
Table 3
Taking the opposite of the values in Table 2 can roughly represent the importance of this attribute
Note: The number of samples tested is relatively small. To save time
4.non Gegenpress , Preset - Wing Play 442
In the test
The initial value of all attributes is 13
Table 2
Change this attribute to 3, the change value of the win rate
Table 3
Taking the opposite of the values in Table 2 can roughly represent the importance of this attribute
Note: The number of samples tested is relatively small. To save time
5.non Gegenpress , Preset - Route One 433
In the test
The initial value of all attributes is 13
Table 2
Change this attribute to 3, the change value of the win rate
Table 3
Taking the opposite of the values in Table 2 can roughly represent the importance of this attribute
Note: The number of samples tested is relatively small. To save time
6.non Gegenpress , Preset - Route One 433
In the test
The initial value of all attributes is 13
Table 2
Change this attribute to 3, the change value of the win rate
Table 3
Taking the opposite of the values in Table 2 can roughly represent the importance of this attribute
Note: The number of samples tested is relatively small. To save time
8.You can notice that their eigenvalues are very similar
Those most important attributes remain significant in other preset tactics. And those attributes with minimal impact remain the least important in other preset tactics. Only some of the "medium" attributes between them will change
This actually denies what some of our players think, for instance,
"
Gegenpress does not require Passing
But Tiki-Taka requires Passing
"
No, they basically adopted the same set of logic
9."Position/Role/Duty" "Key Attributes"
Next, do some tests based on Preset Wing Play 442
Find Central Defender (De) in the tactics
His key attribute is the highlighted parts along the way
Add His Marking, Tackling, Heading, Positioning +5 ( to 18)
Add His Work Rate, Concentration, Decisions, Aggression, Bravery, Anticipation, Composure +2 ( to 15)
According to the game's rating, he is already a five-star top league player. If you look at the key attributes in the game, you would think he is very strong.
These enhancements cost him approximately 30 to 40 CA points more
The other group only increased Acceleration by +1
These enhancements cost him approximately 2 CA points
A. Add His Marking, Tackling, Heading, Positioning +5 ( to 18)
Add His Work Rate, Concentration, Decisions, Aggression, Bravery, Anticipation, Composure +2 ( to 15)
Win Rate +2.1%
cost 30 to 40 CA points
B. Acceleration +1
Win Rate +3.0%
cost 2 CA points
10.Box to Box Midfielder (Su)
Preset Wing Play 442 ,
Box to Box Midfielder (Su) , His key attribute is the highlighted parts along the way
Add His Passing, Technique, Tackling, Finishing, First Touch, Long Shots, Positioning, Decisions, Aggression, Teamwork +5 ( to 18)
Add His Work Rate, Anticipation, Composure , Dribbling +2 ( to 15)
These enhancements cost him 40+ CA
The other group only increased Acceleration by +1
These enhancements cost him approximately 2 CA points
A. Add His Passing, Technique, Tackling, Finishing, First Touch, Long Shots, Positioning, Decisions, Aggression, Teamwork +5 ( to 18)
Add His Work Rate, Anticipation, Composure , Dribbling +2 ( to 15)
Win Rate +4.0%
cost 40 to 50 CA points
B. Acceleration +1
Win Rate +5.8%
cost 2 CA points
11.Ball Winning Midfielder (De)
Preset Wing Play 442 , His key attribute is the highlighted parts along the way
Add His Marking, Tackling, Positioning, Work Rate, Concentration , Aggression , Teamwork , Bravery , Anticipation +5 ( to 18)
These enhancements cost him about 40 CA
The other group only increased Acceleration by +1
These enhancements cost him approximately 2 CA points
A. Add His Marking, Tackling, Positioning, Work Rate, Concentration , Aggression , Teamwork , Bravery , Anticipation +5 ( to 18)
Win Rate +2.3%
cost about 40 CA
B. Acceleration +1
Win Rate +4.4%
cost 2 CA points
12.Repeat the statement , I won't look at the players' ratings; I only look at the team's winning rate
You can see that players who consumed a large amount of CA on key attributes were defeated by +1 Acceleration as a result.
Moreover, the CA spent is not at the same level at all
This conclusion is also the same in other preset tactics, those with lower Tempo and lower Mentality
13.Some players in our community said:
Why does your test increase/decrease all "Finishing" at once?
In the entire team, only two or three players frequently take shots.
——So, logically , the differences in the Finishing attributes of these two or three players should contribute to the overall difference in win rate/goal difference
Such tests would underestimate the importance of Finishing
Now , take Preset Wing Play 442 's two ST for example ,
They completed the majority of the shots in the team
What if we change the Finishing of these two players separately?
14.
First, change all players Finishing -10
The result is as shown in the table, with a winning rate of -6.7%
Then,change the Finishing of these two players separately , -10 Finishing
The winning rate -1.2%
-1.2%/-6.7% ≈ 18%
This is what I said before.
Logically,
STs, Wings, contributed almost all the shots
If all attributes increase together, it seems that the effect of Finishing is underestimated
But in fact, it is not.
In fact, the Finishing of players who hardly shoot, The Crossing of players who never do Crossing ... also taking effect on the entire team
This is why I adopted the approach of adding or removing attributes together as a team to measure the importance of attributes
15.Players in our community have pointed out that such tests all involve "test dummies" with the same attributes. In actual play, it's players with different attributes. Does this conclusion mean it's incorrect?
I found such a league where players are divided into 4 groups, from strong to weak, all of which are players with real attributes in the game
Then verification was conducted and it was found to be consistent, indicating that there was no problem
16.Other content, I remade a league. Out of curiosity, I tested the intensity of 20 AI famous coaches using preset Gegenpress 433
This time, only one tactic was used to measure the result, which may not fully reflect the intensity, but it can be roughly referred to
Note: The "strength" of the coach (whether it is good for the game engine) has nothing to do with the "strength" of the players at all. Strong players can also be paired with weak coaches
Gerhard·Struber
from FC Red Bull Salzburg
is the best-performing one
Dino·Toppmöller
from Eintracht Frankfurt
is the second best
Luis Enrique·Martínez García
from Paris Saint-Germain F.C.
is the second worse
Pep·Guardiola
from Manchester City F.C.
is the The worst