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saiyaman

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Everything posted by saiyaman

  1. I think my tactic should give a better context. In order to maximize the times my AMC can attempt through balls, I play two Inside Forwards on Attack with the Advanced Forward. My midfield is a Box to Box (Worst case Deep lying playmaker) who also benefits Also my tactical instructions are simple: Pass Into Space, Work Ball inside the box with a low tempo. And little to no individual instructions.
  2. I have the same tactic since FM14 and I've had success with a Advanced Playmaker (S/A). Usually a Advanced Forward in front. I look for Composure, Decisions, Vision, Anticipation, Technique, Passing and accept mediocre attributes in others. Good flair and other physicals are a bonus along with "Tries killer balls often"
  3. This is an excellent point and is something I've experienced when I took the lazy way out: Putting the match on lower highlights being overconfident and got punished by tactical changes and subs from the opposing team. If you want to give yourself the best chance of winning, make sure you have match highlights on extended at the minimum. You need to see what is going wrong leading to a chance not be satisfied with what caused the goal.
  4. I'm not sure how many would agree with me but I consider Park the Bus and Gegenpressing to be extremes on the opposite ends. Both are high level intensity, high pressure and very risky to have them be played for 90 minutes
  5. I think there is a problem in the match engine where defensive play is not represented to the extent where it is good. I've seen defenders running away from the ball sometimes. It's probably a bug which allows more attackers to be free. I'm not sure how much RNG is coded into FM because Football in real life can mean you being on good form and considered the top player in the world only to go on a bad run of games.
  6. I'm late to this but I want to add that as much as people put tactics on a pedestal, it's half the job. Taking the example of park the bus there are a lot more factors which come into play. There are other factors like attributes: * Concentration (How well the player stays alert when parking the bus) * Work Rate (Does he even keep working till the end?) plus does he have the Stamina to do the job * Determination (How badly he reacts to negativity like conceding a goal) All of that is for one player and I've not even mentioned Marking, Tackling, Positioning. This is for one player. If you take that and apply for all players, the amount of things which can go wrong is way more than you think. Then you've got the hidden attributes, Morale, Form, mindset with team talk. If you have risky tactical instructions on top of that a team will crumble like they're nothing.
  7. While free modders and people working in their spare time do a good job, there's also the additional aspect which people forget: SI has accountability since they release a paid product and have to support the patch which is released. Something which free modders won't have to worry about. The text in bold is completely untrue. While you are right about the other aspects you've indicated in your post, you are objectively wrong for stating that a person who spent their money forfeits the right to complain about a bad product. (Now whether it's bad or good is entirely up to their subjective opinion) Even if they did buy it with little self control the fact is it's their money and it's not your product. SI haven't had a stance of "don't complain if you buy it", they invite feedback. Your stance is wrong.
  8. I want to take this further and add that xG as a concept itself is a meme. Ever since I found out about xG I understood that it was a glorified form of you and your friend watching your favourite team lose after creating good chances and then having the conversation of "MAN we should have won that game if we scored from those 4 chances". Yeah every man and his dog knows that. Honestly I'm not sure why it is a important factor in football. If anyone's wanting to get better in the game, I would ask you to watch your chances and decide whether it was a good chance and also look at whether the person who was supposed to score is having a good game or on poor form. There's a good reason why only some players are capable of turning half chances into clear cut chances.
  9. I should have done more research on this. Thanks for explaining.
  10. Thank you so much I was going mad wondering how I was having the game do something different. Also thanks for pointing out where the freekick takers are found.
  11. So I'm not sure whether I'm missing something here. I started a save with Liverpool after the game was released. I didn't play the beta. I have two issues: 1. When the set piece creator had the corners routines created, I saw that Andy Robertson (DL) was the primary taker on Left Foot (?) and Trent Alexander (DR) was the primary taker on Right Foot (?). This was set by Assistant and I assumed this was for Left and Right corners although I didn't see text indicating what side the corners were on. When I went into a match, on the right side I had Robertson taking the corner and on the left side I had Trent. Basically their roles were inverted for some reason. I tried to go in and change Corner takers to opposite sides but it looks like the game refuses to list Trent on the Left because he's right footed. Can someone tell me if this is a bug? Because this is gamebreaking on a major level. If my left back is taking a right side corner kick when I don't intend him to, a wrong incident may cause the opposition's right side winger to have space enough to run towards my goal which will draw my Central Defenders or others out of position which means others are trying to make up for the fact that my Fullback is trying to get back to his position. 2. Where are the Freekick takers? I don't know if I'm missing something but the Set Piece routines seem to be built for corners and there isn't a Freekick taker screen. I can see Penalties on a separate tab.
  12. Not really. Expecting a headline feature to work as advertised is not living in cloud cuckoo land. Paying money for advertised features and giving them a pass for not fixing it is.
  13. SI's Football Manager is just a Football Manager game. EA's FIFA or PES's games are: Arcade Simulations + Manager (not enough depth as SI) + Card game microtransaction game mode + Other game modes (minor). I don't think it's fair to say that EA got "stomped" by SI when Football Management simulation isn't high on their list of priorities since they integrated FIFA Manager into the Career Mode umbrella. Their priority is Ultimate Team. They aren't even in the market to want to compete with SI, they blow SI out of the water when it comes to people who buy Football games. Football Management games are a niche market. I say all this as a person who prefers to buy FM over FIFA every single time.
  14. I've said this before: xG is just someone telling you "Damn bro that's crazy you had 100 shots with 50 on target, imagine on a good day you would be 20+ goals up, its ok try again lmao cya" a.k.a the useless thing which makes Clear Cut Chances look like a game changer
  15. I said I wasn't going to buy it and I haven't. I've played since FM 12. My last FM was FM 21 which I bought despite it being light on features in order to support SI during tough times. But that's where my charity ends. SI isn't a charity org and neither am I a donator to for profit orgs. I was going to buy FM 23 if it had at least a major feature but the following aren't major features: * Reskinning Squad Depth as Squad Planner * Playing the Champion's League Anthem along with a revamped screen where I click Draw All for all competitions. I could care less about the CL drawing screen, it's a template used across all competitions. * Reskinned Board Confidence into Supporter Confidence. Nice touch but not major. * Year highlight screen which is yea okay but not major. * Scouting and Recruitment changes which are more of a small evolution. * Match Engine improvements and animations, which are a nice touch and possibly a major feature but I can't be bothered looking at graphics which look the same as FM 21. What I was interested in was about how they spoke about Manager AI but I had my doubts and it seems like it's not working at the level everyone expected.
  16. I do see flashy ball playing defenders and yea they have an impact in buildup but I guess it's rare, I've seen them contribute to losing possession and a counter attack a lot more when they tend to become overconfident and take a sort of CM position leaving their midfielder to pick up the slack. Maybe if they do nerf them it will be more realistic xD
  17. Alright fair enough. Usually it can be solved through tactics. Creating a good tactic is half of the game. The other half is adapting to the match events. The person dribbling through could be having a good game or your defender's morale is low leading him to make more mistakes if his Composure, Concentration, Decisions and Determination are low. He might be feeling overwhelmed after this one guy beat him again and again so surrounding him with his defenders would be a better thing. If you still feel there's a bug then yea fair play. Let's wait for SI to fix it.
  18. Okay I could be wrong and I'll be clear: I'm not defending anything about the new game. Have you tried the following: * Setting Dribble Less, Changing pass instructions to Take Lower Risks for the defender who dribbles or even Shorter passing or the option Play Safer * Setting the Central Defender as Cover or just a slightly lower defensive line to keep any one dribbling central surrounded
  19. Yeah I have no idea about SI's processes but they obviously felt this was ready for release otherwise they wouldn't have marked it as ready.
  20. I haven't bought the game but as a Software Developer myself, I think I understand what SI mean when they say that this is the release there's no changelog. This is just my theory but in general, a period of time between the not final version released to public and the final version determined by SI is where you'll find the changelog. In other words, the changelog is essentially the list of changes made from when the game was announced to go into beta to the time when it got released.
  21. Correct me if I'm wrong but don't the console versions have FM Touch and not the full fat version? If so, then SI doesn't even trust modern cut down PCs to run the full fat version. This should be the solution to those "What about my old PC I got last decade". FM Touch should be the way forward for ancient configurations. FM Full should continue to pave forward for innovations. I see this as the only solution to the forum fighting with FM being designed for old machines vs FM being designed for new machines.
  22. Disappointed in what passes for a major feature these days. I'll be waiting for news on Fm 24 next year.
  23. That's wrong. I've bought FM 12, 14, 17, 18, 20, 21. I've said I'm not going to buy 22 for example and I didn't bother because it was not that big at all. I think the path SI is following in design is good. But the amount of effort is clearly the definition of "Buy it or leave it" because there's no competitor. It's like they're repackaging the Squad Depth and calling it Squad Planner and a headline feature with a few changes. Same for Supporter feature. It's just the Board Vision module reused for supporters. Nothing big. This version doesn't seem worth my money. I will probably wait for 24
  24. I'm more afraid if they spend time on the UI considering how much they deleted in terms of Matchday in FM 21. The lesser the time they spend removing things and "fixing" the UI the better EDIT: One of the weirdest things ever I've seen in fm is the famed xG. It kind of replaced clear cut chances. Added almost nothing to the game except, hey you had so many chances you should have scored so many goals damn bro that's so crazy better luck next time. I could have understood that just by looking at Shots, Shots on Target and Clear Cut Chances. *shrug*
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