Jump to content

danstam

Members+
  • Posts

    56
  • Joined

  • Last visited

Posts posted by danstam

  1. 17 minutes ago, delaneytomlinson said:

    a CM should be good at creating and chipping in with a goal every now and then, I play with a CM and DLP.

    Yeah it’s just this game is very random, sometimes a player will be 6.5 one minute and 7.0 the next and they didn’t do anything, and players almost perform randomly sometimes regardless of their attributes. I feel like Yaya Toure would have been perfect for this tactic, I notice the CM in Cerber dribbles a lot.

  2. 12 minutes ago, delaneytomlinson said:

    A CM should have a good mix of all stats technical, mental and phyiscal.

    I guess a better question is... what is the role of the CM exactly? Is he mainly to score goals, provide assists, dribble up the pitch? For example I signed Jaka Bijol as a backup CM, and he scored a bunch of goals off the bench even though his attributes are not impressive at all. Meanwhile Arne Maier is almost a complete CM but he barely influences the game.

  3. 6 hours ago, Totalfootballfan said:

     

    If we take the 1st season then Arne Maier is a 130CA player and his CA is distributed better for the DM position

    Yes he fits the filter for DM but not CM by the end of the season. What makes him a better DM than CM? I ask because I want to understand better how to choose the best CM, because this position has been a bit of a problem for me.

  4. Well after winning the title in my first season I have 107 million pounds to spend, with 650,000 pounds additional wage budget. This could either be an epic transfer window or epic disaster. Anyone using Cerber have suggestions/hidden gems etc.? Also @Totalfootballfan I've been playing Arne Maier as a CM, would he work better as a DM? I have to decide if I want a new CM or DM in this window.

  5. 6 minutes ago, Demosisto said:

    The difference is in FM20, Man City would have had 10+ shots by now to show for their possession, when in reality they've only had one. Crosses are far more effective in the ME and also Man City would rain down long shots from outside the box. 

    Also if you saw how threatening Man U are on the break today, it's because the midfield four pushed forward and capitalised on the spaces left by the City defense, and occasional mistake. Also they look vulnerable to through balls for Martial to run on to. All of the aforementioned I never see in the ME simply because the defending is too organised and flawless in the game at the moment, and complete lack of movement and creativity in the final third. 

    EDIT: Martial has had 3 shots in 45 minutes, I barely see my strikers get more than one shot (that's not a header) in 90 minutes in the game.

    I agree partially, I think this is why gegenpressing tactics are so overpowered, because using this style I think you can create space the way Man Utd have using this style in the game (even though I wouldn't describe Man Utd as gegenpressing irl). There's definitely too many shots in the game. I think individual attributes in this game are definitely more important than ever before, because for example playing as Chelsea Abraham fits the advanced forward role really well in terms of attributes and he scores tonnes of goals and gets lots of chances in my game, but Batshuayi, who lacks key attributes in off-the-ball movement and such can barely get a sniff in the game. I just disagree that there is a complete lack of movement and creativity, but it is arguably too hard to achieve in the game. With a good advanced forward you can definitely get good striker movement though (I've also had unusually great success with target men, and they can score a lot with their feet and even get in behind). 

    I personally think the more realistic the game gets, the better. But there is a real question as to whether this should be the goal. After all, most football matches irl can be described as boring.

  6. Watching the Manchester derby, is it really that dissimilar to the type of play people are describing on FM? Man Utd defend the central spaces, forcing City to constantly pass the ball wide where there is space, often resulting in an aimless cross; there isn't exactly a tonne of central play except for when Man Utd have space on the counter, which you absolutely see on FM. And a set piece goal to boot.

    My gripe isn't so much with the people complaining about what they see on FM, because it's largely accurate. Rather, I disagree that FM isn't real football in its current state, because it seems to reflect real life football quite well, except for perhaps excessive chance creation and such on FM. I'm just not sure where people find frequent real-life examples of teams cutting through the centre of the pitch like butter when the opponents are parking the bus. This logically only happens when there is lots of space to play through, either on the counter or in an end-to-end game between two attack-minded/aggressive pressing teams.

  7. I don’t know if morale is overpowered, but it is certainly different than previous iterations. In FM 19, if I had a played undeservedly asking for a contract, and I shut him down, I could still trust him to play and play well. In FM 20, this is much more difficult. This aspect is more realistic.

    But morale also fluctuates pretty wildly: players can go into a game with superb morale, and if it’s 0-0 at half-time, even with my team dominating, the morale is down several notches. Maybe my squad doesn’t have a good personality, but if my team is that weak-willed, I shouldn’t be able to yell at them aggressively and get a 90%+ green reaction every time.

  8. It’s previously been said that in order to allow as many people to play, specs have to be kept relatively low and thus we probably won’t be getting a significant update to the 3D in the future. But I do wonder whether having PES or FIFA style graphics would make issues with the match engine seem more obvious. It’s sometimes hard to tell whether the 3D is simply badly reflecting the underlying code with the sometimes silly movements we see, or whether the underlying code for a specific issue needs work.

  9. 17 minutes ago, pheelf said:

    For e.g. the whole lack of central play mantra which is often wheeled out which seems to ignore the fact that the central areas are the easiest areas to defend. In previous games (FM17 being a prime example) you could exploit the central areas because the opposition wouldn't defend properly. Yes, it may have been more fun to play the game seeing your team shredding teams through the middle but that doesn't make it a better representation of real football. 

    What makes it more bizarre for me is that I play a flat 4-4-2 which is definitely not designed to exploit central play and I see plenty of central play (through passes, movement into the channels, balls over the top). I'm just theorizing but maybe what is being missed is that in order to have good central play your players need to have space and the only way that is going to happen is by having good width and depth to your attacks. 

    Exactly. Ask Pep Guardiola what he tells  his team to do when a team is too hard to break down (hint: starts with c and ends with ross).

    Also I have the same experience with the 4-4-2, it has been a powerful formation since FM 19.

  10. The match engine isn't perfect by any stretch, but let's not forget the disaster that was constant hoof-ball over the defense before this. You can say that it shouldn't have been released like this in the first place, but in any case they fixed it after all the comments. In any case, I'd like to add that set pieces can definitely be exploited, not that there is any one exploitable routine but have a decent routine and train attacking corners every week and you will score goals from corners consistently (but training defending set pieces will cut down concessions enormously). However, I'm not convinced that all the complaints about central play are attributable to the match engine. I don't wish to insult those who are having issues, but... it may possibly be your tactics (cliche, I know).

  11. 3 hours ago, Neil Brock said:

    Saying that I'll try and expand as much as I can. With software development as I have said on a number of occasions, it's extremely difficult to give timescales as any changes require variable amounts of time. Not only in terms of coding, but most certainly testing and any knock-ons which would need to be thoroughly checked. You may think that process isn't that long, but if just one knock-on is found that extends any process considerably. 

    In terms of an explanation, as I said, we're already working on another update which, whilst in doing so doesn't make it impossible to release a hotfix, would place a significant number of challenges on the team due to the processes required and the work already ongoing. In terms of prioritising as I said just a few posts ago, we tend to look at the number of people who would be affected and how much it infringes the ability for people to play the game. In this instance we don't feel this specific issue necessitates a hotfix given a number of factors, including that we're already preparing for an update after the February Window closes. We understand a number of users on these forums disagree with this decision and will take that on board moving forward. 

    I appreciate you saying this, and I’m not having a go at you specifically, but ultimately a bug that means some people will be unwilling to start a save game is not wise to leave in there. Indeed it has been a feature of the game for many years that one has been able to do this, and it seems odd to suggest that a transfer update, which SI have done for many years can suddenly break this feature. And unfortunately I’m also left to conclude that the update was released knowing the bug was there (I’m happy to be contradicted on this point as it is my own theory). These are the kinds of basic things which lose you customers, and every decision that affects 3% of customers adds up over time. All I can say is, I wasn’t particularly bothered about the match engine, I thought it was alright, everything else was very good. What I can’t tolerate is basic errors like this, and thus I can’t imagine buying a new iteration for a few years. I just worry there will be two week spells where I may not be willing to play (see also determination bug from the first release).

  12. 13 minutes ago, Gee_Simpson said:

    Surely this has to be fixed asap? Not starting my save until it is, unfortunately. 

    For me it even caused a problem for a save I started right before the patch came out. Everton signed Taraabt on loan... Mind you there was already a problem with this whereby once the English window closed and clubs got some money added to their transfer budget on September 1st, they could sign players (E.g. Dortmund signed Vignato from Chievo for ~250K).

  13. (I do intend on raising this in the bugs forum when I get the chance but...) Has anyone with a Chelsea save (or anyone with a club vision of “1 year contracts for players 30+) been unable to extend the contract of 30+ year olds... I can only offer Willian improved terms until 2020 without actually being able to extend? Surely this is not how it is intended to work.

  14. 6 minutes ago, Arrows said:

    Any tactic testing complete yet on 20.2.4? Can’t find anything on FM base or arena yet. Would be good to see for this difficult match engine 🤷‍♂️

    There is on FM arena, go to tables and then patch 20.2.4. Cerber was first in terms of points for favourite and underdog last time I checked, although only a few tactics have been tested.

×
×
  • Create New...