The update of september 2015 added 2 boosters, one for MtM and another for high press.
The attack booster, is linked to the High Pressure, and the defense one is linked to Man to man option, both are actually active in exchange of more condition, and both options (boosters) works like the training bonuses, these bonuses of 10% (15% activated) just affect a random number of players inside the team (5-6 in more measure).
Activate always MtM and High press give more guarantee, in exchange of a higher condition usage.
Same as the win bonus, that one can say that, don't affect, but it does in some way (a % of win options), too you have the option to activate the condition bonus during the match, what saves condition in a X number of players mainly and allow a resources saving.
I defended literally, that the orders are not linked to a system that faces the 1vs1 settings, simply the game selects what works and what do not work individually and separately for each team, as you know can be "obvious" that if the oppo loses the DR, attack for the left side but, if the game has chosen by default that you only will have success for the right, then there's no way.
Too I wrote many times about the mentioned point, that orders are not linked in a way that, are faced "tactically". Some people comes here and thinks that, High pressure = pressure in the oppos field, and that's wrong. Play inoppos field = attack/hard attack mentality and the pressure is like the "effort" or, play calmly to save condition in the low pressure.
And well, my thesis always has been this, that counters don't work, as the main source to do the calculations are the internal qualities of the players, and there's no guide of how to win in a let's say, a 70% of guarantee, there wasn't, and now that the beatability margin seems that has been increased and you can draw 1-1 vs a -40% these guides works less....IMO
Knowing this, exist the option to, set the game to "provoke the fail" creating a weakness. As the game set's the match scenario looking at your starting orders, for example in my last Cup finale, after use a 4-2-3w-1 during all edition, I moved the ST as AMR, playing without ST and, x2 AMs, so the game looks this, does the calculations (giving more, or less chances in your favour) and if the game selects that with this setting you only can win, by switching a player as ST, that's the way.
