You don't tell your ST to join the attack, you don't tell him to stand next to the GK or in the net - you tell him to be more attacking. Just like a blue on a DC is not telling him to join the GK, it tells him to focus more on defensive skills.
All its doing is is increasing the chance of using attacking skills. How much difference it makes is debatable because it depends on the initial chance of Attack and the increase applied....and the assumption (mine) that there is a number crunch/comparison in engine decision making.
We can't know how much influence anything has - but we can try to work it out or feel/sense what happens when we change things - without actually knowing.
But Nordeus has said things like (paraphrasing because I don't recall the exact text, they broke my favourites by moving news items I think >.<):
- an aml with red arrow will use striker skills (which I guess means 'attacking' skills rather than 'become a striker')
- red arrows focus a player more on attacking skills
- will move forward (which I consider means try to get forward more rather than ML+red = AML
)
It is also noticed that condition used increases with arrowed players (increasing physical skill use?) who are involved in play, just like those involved in pressing or higher intensity tackles or other physical activities.
.......and not knowing doesn't stop us making claims about formations, possession. mentality, tackling etc and performance.Do ratings determine the results or does the result determine the ratings?
Its not like a large mmorpg where we can look at combat/action logs and individual results of actions and crunch the numbers - there are 'no wins a tackle'/'tackles for 99', 'loses the ball', misplaces pass', 'shoots', 'retains possession', 'moves to block', etc logged. Commentary is just a tiny snapshot of selected events and not even always the most important ones.).
So I guess, work out, apply thought, read what they say, observe.....and come up with my own special brand of guff.![]()