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minvis80 Its a big disappointment 04-23-2021, 10:53 AM
milpol Hi minvis, and welcome to the... 04-23-2021, 10:59 AM
minvis80 Some can train player for... 04-23-2021, 11:09 AM
InvincibleGinger FC Then quit, boohoo. These... 04-23-2021, 02:04 PM
minvis80 Can see that you dont... 04-23-2021, 02:44 PM
HeavensAAA The new FA system of... 04-23-2021, 02:48 PM
minvis80 Everyone has their own... 04-23-2021, 02:49 PM
InvincibleGinger FC If you don't like the game,... 04-23-2021, 03:11 PM
Guido van den Berg Please, minvis80, do... 04-23-2021, 02:49 PM
minvis80 Im already not playing,just... 04-23-2021, 03:52 PM
HeavensAAA Your understanding of the... 04-23-2021, 04:10 PM
a.gavrilin Well I have no idea who you... 04-23-2021, 07:07 PM
HeavensAAA Point by point: 1) Length... 04-23-2021, 08:27 PM
a.gavrilin Well it was a nice and very... 04-23-2021, 09:35 PM
HeavensAAA With your quoted example, it... 04-24-2021, 02:26 AM
a.gavrilin Let's go to PM and arrange a... 04-24-2021, 02:16 PM
bigboss77 Y lo poco me gusta ver... 04-23-2021, 04:06 PM
minvis80 If i would be... 04-23-2021, 04:30 PM
HeavensAAA You are having a laugh. My... 04-23-2021, 04:35 PM
Altiplano This thread is so funny. 04-23-2021, 05:57 PM
minvis80 Formations.can tell u... 04-23-2021, 09:52 PM
minvis80 For example.one season i... 04-23-2021, 10:47 PM
Flow im curious, are OP view same... 04-24-2021, 12:54 AM
Der_Ryan_M No offense to you @a.gavrilin... 04-24-2021, 08:40 AM
a.gavrilin Well this is actually what... 04-24-2021, 02:16 PM
No more Welcome minvis, You will... 04-24-2021, 03:30 PM
a.gavrilin Well, no news from HeavensAAA... 04-25-2021, 06:23 PM
HeavensAAA Apologies for any delays in... 04-25-2021, 07:20 PM
a.gavrilin check you pm 04-25-2021, 08:30 PM
a.gavrilin I still keep waiting 04-26-2021, 07:40 PM
HeavensAAA Yes, got your message earlier... 04-27-2021, 12:13 AM
Jani0608 This is all a big scam,... 04-28-2021, 12:05 PM
Jani0608 Scam 04-28-2021, 12:49 PM
InvincibleGinger FC Results are not... 04-28-2021, 12:58 PM
Ristiina FC After three seasons this is... 04-28-2021, 01:20 PM
minvis80 Almost every match you can... 04-28-2021, 07:25 PM
hitman0013 When you buy players, you... 04-28-2021, 07:34 PM
a.gavrilin I would also believe that... 04-28-2021, 07:59 PM
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  1. #1
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    Quote Originally Posted by a.gavrilin View Post
    Well I have no idea who you are or what your level is but minvis80 is absolutely right and I totally share his point of view. I have been playing this bs for almost 8 years. I'm playing on top level of my server right now and it should be some 90+ seasons by now and I have won incredible amount of quadruples including the 2nd World Cup competition (just to prove that I'm not a passer-by here). But having reached the top level I saw all the problems the game has. My perfectly trained team is being rapped by any possible low quality bot with incredible scores like 9-0. I play hard in my league but still I'm only 10th this season, I have told this hundreds of time - the engine makes predetermined or random results. While being on lower levels you can't understand this, life is perfect, you keep winning everything and you think you are almighty manager knowing tacticts and strategies. But you are wrong. I play one more team won lower levels with just the same strategies and keep winning easily while my main team struggles to survive.

    And once again to what minvis80 said - 90% of the game is just a visual picture that has no impact. Or are there really anyone who believes that height, weight, foot of the player matters, together with sp or position? you can put your gk as a striker and he can easily score goals, you can easily win with red card to your player after losing 4-0. Training bonus is just a waste of time - I haven't trained bonus even once but still I win quadruples. Match up and draw system is one total crap - my main team with 110% avq has to play against 160-185 opponents. And bugs are everywhere - today we had a server maintenance for almost 2 hours while most teams had FA matches and CL finals. I can't even imagine what will happen on Sunday when the new update comes.
    Point by point:

    1) Length of playing time vs game knowledge and understanding:

    No disrespect to how long you have played as 90+ seasons is very long indeed. But how deep we understand the game and engine works has no resemblance with how long we play after a certain period of learn, improve and eventually master. That probably would take 1 year max for those who are both interested in playing the game better and also willing to learn from mistakes and others’ strengths (such as watching finals learning of how to play different formations and orders that we are not very familiar with). A player who has some 2 years of ongoing in-depth exploration of the game could easily possess a similar level of knowledge and ability to win a match like a 9-year-seasoned player, when one is diligent enough just to read through all the useful posts in this forum written by the most experienced managers around.

    2) Higher quality does not always win

    the team with the better team quality does not always win (Just to be clear I am comparing quality in the sense of proportional whites quality advantage), regardless if we have already preset the globally-recognised best-ever counter formation and orders against our opposition. That is because there is a well-known 60%-quality troll rule where the weaker team could have a chance on their day.

    The engine will set up certain matches where our team would suffer in every single aspect, such as all front and midfielders starters are off-form and cannot score, all the supposedly ‘correct’ orders in the perfect counter formation are ‘switched’ in the other way round, opponent would somehow get 1 FK/CK/PK/long shot chance and score with 100% conversion rate with that single shot-on-target in that particular match too. This setup is purposefully done to cause an upset to even up the minuscule 1% chance of an extremely inferior team to get a result when the superior team would have won 99% of the 100 matches without even attending. That is called probability and the system will ‘fairly’ allocate these matches to us to balance things up. In reality, this is like a non-league team in England knocking out a Premier league team in the FA Cup., if you need a comparable example.

    So, it is up to us managers to attend that match (that is clearly our own fault to presume a game is won without attendance before a ball is kicked), make multiple in-match formation and player position movements switches, try all different kinds of mentality and orders, sub on our match-winner scoring sub at the right time to score that extremely hard winner or comeback decider. Sitting there waiting for miracles when it is crystal clear that 80% of shots off target, and then doing minimal expecting the same formula to work 100% of the time and only try a ST sub at 80th min won’t cut it (in the sense that manager is still naive in match approach to expect all 340% finishing attackers would score hattricks in every match).

    3) Formation and orders:

    Do not claim any counter formation does not work, and also do not even try to convince ourselves that every time when we lose just because of bad luck. There is no such thing as bad luck, or even troll match. Troll match is very similar to what I illustrated in point 2 above - everything is set against us despite we should have been doing everything right on-paper. It is up to us managers to find a way through to change enough of in-match options to turn the match to our favour.

    We may still occasionally lose a troll match every season or so, despite us having tried every trick in the box, And yes, that single loss could be excusable as a troll when everything just fails, but claiming anything more than that single loss as trolls is all about face-saving in not admitting our own incapability in losing to a better opposition manager (even when that minor shortfall is very insignificant).

    And obviously there will be explainable losses which simply reflects the quality difference of our team against opponents.

    Eg, 2 teams of equal quality. 1 plays a 4-2-2-2H and his opposition plays a 5-3-1-1 via defensive middle counter. I can guarantee that the latter team will win 80-90% of the time (the rest of 10%-20% is likely to be a draw because the engine favours the former team in settings). And same goes with every formation with every counters, when each team has 11 players and can only cover well of certain areas of the field, leaving space in certain areas for opponents to effectively exploit. As the manager of the latter team with the ‘correct’ counter, it is our job to find the suitable in-match changes to turn the win rate from 80-90% to close to 100%.

    Managers who are able to increase that chance to close to 100% are the top ones, especially applicable to higher level managers who are vastly experienced; those who can’t and blame the game engine in giving him a troll draw/loss are good ones at best.

    And not knowing how to counter every different formations and counters then go to suggest formation counters, tactics and orders are cosmetic are simply lazy managers who are unwilling to learn, despite long years of playing the game.

    4) High vs low level managers

    By claiming high level club managers would find it more difficult to use the exact same team against the same opposition to win than lower level managers make people speechless. In every football game, there could be 2 result: a draw, or one with a winner and loser. When we lose, our opposition gets that win. So how would that even make sense? We could suggest lower level managers, in general, understands the game not as well as the higher level managers, hence an experienced manager playing a lower level manager who would not be as tactically sound as the experienced manager, and so the experienced manager would win more than lose.

    Then it only points to 1 single thing: that experienced manager is simply not good enough as his high level competitors to win. Not the game engine discriminating that particular manager in making him lose more often than others.

    5) Animations, cosmetic factors, win rate & training bonus factor:

    It is universally known under numerous youtubers channels that managers can distinguish opposition team’s mentality, pressing type, passing focus, etc. by simply observing the animations.

    It is also basic game knowledge that feature stats, such as left/right foot, height, weight, etc. within the player tab are cosmetics. But do not attempt to mix these few cosmetic features up with other player factors such as position, SA, etc. to make a wrong conclusion from incorrect assumptions. These are totally different: position & SA would affect the player performance, while cosmetic features like height, weight & foot would not.

    Win rate is the chance where our team could win a matchup, and we can try to help our team by providing as much favourable factors as possible, such as team player bonus, match win bonus, superb or on-fire morale status, max 99% conditions, etc. Doing none may have a win rate of 90%, and doing all mentioned could increase it to, say, 99%.

    In-match attendance could give another 15% to our preferred advantage onto attack, defence or possession. Non-attendance is simply giving attending opposition a 15% advantage.

    What would a manager with the absolute winning mentality do? And what would an average manager who wishes to cut all corners do? Simple as that.

    6) Game bugs and issues

    As a manager myself, I am as equally angry with the bug today, as shown by my complaints in the bug/issue section.

    But I would not confuse the association matchday bug that logged everybody out to be the same as perceived bugs of game engine making us to lose a match.

    A systemic bug which impacts the whole community in unable to log in for matches applies to everyone, in the way that no managers could play a match properly.

    A perceived and unproven bug which a manager thinks the engine is inherited with which negatively influence a manager’s chance of winning a match.

    Any manager with a bit of common sense would see the difference, so do not mix them up and treat them as equal to disguise the fact that losing matches is not the manager’s inability but the engine’s fault.

    Long reply, because there are some so-called experienced managers are simply trying to use the years of playing factor to claim the game is biased against them.
    Winning is a form of art. Consistently winning is a show-hand of skills and luck.

  2. #2
    Dreamer a.gavrilin's Avatar
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    Quote Originally Posted by HeavensAAA View Post
    Point by point:

    1) Length of playing time vs game knowledge and understanding:

    No disrespect to how long you have played as 90+ seasons is very long indeed. But how deep we understand the game and engine works has no resemblance with how long we play after a certain period of learn, improve and eventually master. That probably would take 1 year max for those who are both interested in playing the game better and also willing to learn from mistakes and others’ strengths (such as watching finals learning of how to play different formations and orders that we are not very familiar with). A player who has some 2 years of ongoing in-depth exploration of the game could easily possess a similar level of knowledge and ability to win a match like a 9-year-seasoned player, when one is diligent enough just to read through all the useful posts in this forum written by the most experienced managers around.

    2) Higher quality does not always win

    the team with the better team quality does not always win (Just to be clear I am comparing quality in the sense of proportional whites quality advantage), regardless if we have already preset the globally-recognised best-ever counter formation and orders against our opposition. That is because there is a well-known 60%-quality troll rule where the weaker team could have a chance on their day.

    The engine will set up certain matches where our team would suffer in every single aspect, such as all front and midfielders starters are off-form and cannot score, all the supposedly ‘correct’ orders in the perfect counter formation are ‘switched’ in the other way round, opponent would somehow get 1 FK/CK/PK/long shot chance and score with 100% conversion rate with that single shot-on-target in that particular match too. This setup is purposefully done to cause an upset to even up the minuscule 1% chance of an extremely inferior team to get a result when the superior team would have won 99% of the 100 matches without even attending. That is called probability and the system will ‘fairly’ allocate these matches to us to balance things up. In reality, this is like a non-league team in England knocking out a Premier league team in the FA Cup., if you need a comparable example.

    So, it is up to us managers to attend that match (that is clearly our own fault to presume a game is won without attendance before a ball is kicked), make multiple in-match formation and player position movements switches, try all different kinds of mentality and orders, sub on our match-winner scoring sub at the right time to score that extremely hard winner or comeback decider. Sitting there waiting for miracles when it is crystal clear that 80% of shots off target, and then doing minimal expecting the same formula to work 100% of the time and only try a ST sub at 80th min won’t cut it (in the sense that manager is still naive in match approach to expect all 340% finishing attackers would score hattricks in every match).

    3) Formation and orders:

    Do not claim any counter formation does not work, and also do not even try to convince ourselves that every time when we lose just because of bad luck. There is no such thing as bad luck, or even troll match. Troll match is very similar to what I illustrated in point 2 above - everything is set against us despite we should have been doing everything right on-paper. It is up to us managers to find a way through to change enough of in-match options to turn the match to our favour.

    We may still occasionally lose a troll match every season or so, despite us having tried every trick in the box, And yes, that single loss could be excusable as a troll when everything just fails, but claiming anything more than that single loss as trolls is all about face-saving in not admitting our own incapability in losing to a better opposition manager (even when that minor shortfall is very insignificant).

    And obviously there will be explainable losses which simply reflects the quality difference of our team against opponents.

    Eg, 2 teams of equal quality. 1 plays a 4-2-2-2H and his opposition plays a 5-3-1-1 via defensive middle counter. I can guarantee that the latter team will win 80-90% of the time (the rest of 10%-20% is likely to be a draw because the engine favours the former team in settings). And same goes with every formation with every counters, when each team has 11 players and can only cover well of certain areas of the field, leaving space in certain areas for opponents to effectively exploit. As the manager of the latter team with the ‘correct’ counter, it is our job to find the suitable in-match changes to turn the win rate from 80-90% to close to 100%.

    Managers who are able to increase that chance to close to 100% are the top ones, especially applicable to higher level managers who are vastly experienced; those who can’t and blame the game engine in giving him a troll draw/loss are good ones at best.

    And not knowing how to counter every different formations and counters then go to suggest formation counters, tactics and orders are cosmetic are simply lazy managers who are unwilling to learn, despite long years of playing the game.

    4) High vs low level managers

    By claiming high level club managers would find it more difficult to use the exact same team against the same opposition to win than lower level managers make people speechless. In every football game, there could be 2 result: a draw, or one with a winner and loser. When we lose, our opposition gets that win. So how would that even make sense? We could suggest lower level managers, in general, understands the game not as well as the higher level managers, hence an experienced manager playing a lower level manager who would not be as tactically sound as the experienced manager, and so the experienced manager would win more than lose.

    Then it only points to 1 single thing: that experienced manager is simply not good enough as his high level competitors to win. Not the game engine discriminating that particular manager in making him lose more often than others.

    5) Animations, cosmetic factors, win rate & training bonus factor:

    It is universally known under numerous youtubers channels that managers can distinguish opposition team’s mentality, pressing type, passing focus, etc. by simply observing the animations.

    It is also basic game knowledge that feature stats, such as left/right foot, height, weight, etc. within the player tab are cosmetics. But do not attempt to mix these few cosmetic features up with other player factors such as position, SA, etc. to make a wrong conclusion from incorrect assumptions. These are totally different: position & SA would affect the player performance, while cosmetic features like height, weight & foot would not.

    Win rate is the chance where our team could win a matchup, and we can try to help our team by providing as much favourable factors as possible, such as team player bonus, match win bonus, superb or on-fire morale status, max 99% conditions, etc. Doing none may have a win rate of 90%, and doing all mentioned could increase it to, say, 99%.

    In-match attendance could give another 15% to our preferred advantage onto attack, defence or possession. Non-attendance is simply giving attending opposition a 15% advantage.

    What would a manager with the absolute winning mentality do? And what would an average manager who wishes to cut all corners do? Simple as that.

    6) Game bugs and issues

    As a manager myself, I am as equally angry with the bug today, as shown by my complaints in the bug/issue section.

    But I would not confuse the association matchday bug that logged everybody out to be the same as perceived bugs of game engine making us to lose a match.

    A systemic bug which impacts the whole community in unable to log in for matches applies to everyone, in the way that no managers could play a match properly.

    A perceived and unproven bug which a manager thinks the engine is inherited with which negatively influence a manager’s chance of winning a match.

    Any manager with a bit of common sense would see the difference, so do not mix them up and treat them as equal to disguise the fact that losing matches is not the manager’s inability but the engine’s fault.

    Long reply, because there are some so-called experienced managers are simply trying to use the years of playing factor to claim the game is biased against them.
    Well it was a nice and very reasonable reply. Thank you. I appreciate you point of view.

    As for my opinion - these thoughts are not taken from anywhere but are proved by screenshots from the game. Unfortunately I can't load them now as I'm writing from PC and playing the game on mobile (maybe tomorrow). But just one recent example - my last match I was playing with an order to attach from both flanks with arrows up on dl dr and aml amr. In the end in the report I see 65% attacks through center and some 15-20% for the flanks. Wanna more? The most interesting feature of the game is counter attacks. When you see your opponent plays attack or even hard attack you would actually chose defence with counter attacks BUT there will be no counter attacks from your side, not in a single match! just and opposite - your opponents will keep catching your team on counter attacks. Then you switch on attacking, switch off counter attacks and what a miracle - you team at once starts counter attacking. Well there are a lot of such examples.

    But don't blame it on our laziness - soon you will see it yourself. The only thing I can offer you - wanna play a friendly match? I don't mind. You can just check how lazy me and my team is)))

  3. #3
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    Quote Originally Posted by a.gavrilin View Post
    Well it was a nice and very reasonable reply. Thank you. I appreciate you point of view.

    As for my opinion - these thoughts are not taken from anywhere but are proved by screenshots from the game. Unfortunately I can't load them now as I'm writing from PC and playing the game on mobile (maybe tomorrow). But just one recent example - my last match I was playing with an order to attach from both flanks with arrows up on dl dr and aml amr. In the end in the report I see 65% attacks through center and some 15-20% for the flanks. Wanna more? The most interesting feature of the game is counter attacks. When you see your opponent plays attack or even hard attack you would actually chose defence with counter attacks BUT there will be no counter attacks from your side, not in a single match! just and opposite - your opponents will keep catching your team on counter attacks. Then you switch on attacking, switch off counter attacks and what a miracle - you team at once starts counter attacking. Well there are a lot of such examples.

    But don't blame it on our laziness - soon you will see it yourself. The only thing I can offer you - wanna play a friendly match? I don't mind. You can just check how lazy me and my team is)))
    With your quoted example, it is difficult to deduce why that happens, but I can have a guess (because I nearly play a different formation every match for most 51 matches a season, probably 45 different pre-match ones at least, with lots of them tailor-made counters to attack opponent’s weakest player, flank, area and certain space, hence know a bit more about positioning).

    In general, if we put our passing focus to 1-flank, that flank’s attacking arrow will be around 55-60%; both flanks then it would be 40% on each flank with the middle 20%; playing middle would usually have 60% middle, with 20% on each flank. This is general, assuming that we use symmetrical formations with most players at default positions.
    However, when we put 4 or even 5 players onto 1 of our flanks and attack via that 1 flank only (eg. 3-1-4-1L/R-1, with DMC at DL region & ST at AML region, so effectively a 5-man-overlapping flank attack), match stats may show a 65 to even 70% attacking arrow on the left flank, and that is a direct reflection of average players positioning and their actual attacking threat. Same applies when we play a 3n-4-1-2 via middle with ML & MR at MC region, middle arrow will show 80%+ attacks there, simply because all players do move central with formation and order setting, and then player positioning dictates it further.

    If the above is understood, I can confidently say that some players of yours, such as MC & ST are placed very central to have affected the % of play negatively onto the flanks. If all MCs are moved to ML & MR regions, all ST(s) move to AML & AMR regions, then the flank attacking % will be enhanced positively for a pre-set both flanks attacks. And my guess is you may have used mixed passing, instead of both flanks, so the players’ own form will further dictate where most play goes, instead of enforced order to flanks only.

    And then comes to point of counter attacking. Other managers would call that risky, but I turn on CA for 80% of matches and so I may have slightly more experience with counter attacks than others. CA-on function simply means as it states: our team DMC or defenders will be willing to risk keeping hold of safe possession turnover upon successful defensive moves, such as tackling and pass interception, for an increased chance of launching counter attacks (eg. In animations, when defenders opt not to launch counter attacks, he will pass the possession gained to a teammate, typically sideway or back-pass, just to hold possession; when CA is on, there will be an increase of chances that an immediate long [cross-field] pass will be made upon gained possession, followed by team moves leading to a shot on goal, which could be a goal, save or miss).

    And obviously it does not stop there. When our team has a significant quality advantage over opposition, our huge advantage in possession means opposition could hardly get hold of the ball, let alone deep into our half, hence using CA against very weak opposition is a waste of extra conditions no matter what mentality we choose; when our team faces a slightly weaker opponent (eg, opponent attacker whites of around 120%, and our defenders whites around 150%), then CA will be very useful when we turn our mentality to hard attacking plus long pass when it seems to be a silly move. Very hard attacking in such quality difference scenario would not only push our attackers to score more via riskier moves, but also purposefully losing long passes to be intercepted by our opponents who are just good enough to get the possession turnover and then do not possess the required attacking whites to threaten our defenders, and then our defenders expectedly get back the possession turnover to launch a counter attack for another goal. Needless to say, we can only play this kind of strategy when we already have fully analysed opposition threat (so it will be a counter goal to us, but not a possession turnover to opponent leading to goal against). This scenario will still happen with CA off, but just more frequently with CA on. And it goes without saying that this also is a very good strategy to get a 1-0 win when frontline and midfielders simply would not score via direct open play or set pieces.

    All about of use with a combination of quality difference, mentality, passing type and if it is a suitable situation to apply it.

    So, all in all, animations could both initiate our change of orders (eg. when 2 long passes are intercepted by opposition in first half, we should change to short), substitution (certain attacker missing all easy chances via animations), identification of opposition orders (press, pass & direction types) and also be a reflection of our orders (CA moves). Personally, I am more than genuinely happy if opposition treats animation as useless when they would have missed important signals and information which could have prompted in-match changes to benefit their teams.

    More than welcome to play friendlies and test it out there
    Winning is a form of art. Consistently winning is a show-hand of skills and luck.

  4. #4
    Dreamer a.gavrilin's Avatar
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    Quote Originally Posted by HeavensAAA View Post
    With your quoted example, it is difficult to deduce why that happens, but I can have a guess (because I nearly play a different formation every match for most 51 matches a season, probably 45 different pre-match ones at least, with lots of them tailor-made counters to attack opponent’s weakest player, flank, area and certain space, hence know a bit more about positioning).

    In general, if we put our passing focus to 1-flank, that flank’s attacking arrow will be around 55-60%; both flanks then it would be 40% on each flank with the middle 20%; playing middle would usually have 60% middle, with 20% on each flank. This is general, assuming that we use symmetrical formations with most players at default positions.
    However, when we put 4 or even 5 players onto 1 of our flanks and attack via that 1 flank only (eg. 3-1-4-1L/R-1, with DMC at DL region & ST at AML region, so effectively a 5-man-overlapping flank attack), match stats may show a 65 to even 70% attacking arrow on the left flank, and that is a direct reflection of average players positioning and their actual attacking threat. Same applies when we play a 3n-4-1-2 via middle with ML & MR at MC region, middle arrow will show 80%+ attacks there, simply because all players do move central with formation and order setting, and then player positioning dictates it further.

    If the above is understood, I can confidently say that some players of yours, such as MC & ST are placed very central to have affected the % of play negatively onto the flanks. If all MCs are moved to ML & MR regions, all ST(s) move to AML & AMR regions, then the flank attacking % will be enhanced positively for a pre-set both flanks attacks. And my guess is you may have used mixed passing, instead of both flanks, so the players’ own form will further dictate where most play goes, instead of enforced order to flanks only.

    And then comes to point of counter attacking. Other managers would call that risky, but I turn on CA for 80% of matches and so I may have slightly more experience with counter attacks than others. CA-on function simply means as it states: our team DMC or defenders will be willing to risk keeping hold of safe possession turnover upon successful defensive moves, such as tackling and pass interception, for an increased chance of launching counter attacks (eg. In animations, when defenders opt not to launch counter attacks, he will pass the possession gained to a teammate, typically sideway or back-pass, just to hold possession; when CA is on, there will be an increase of chances that an immediate long [cross-field] pass will be made upon gained possession, followed by team moves leading to a shot on goal, which could be a goal, save or miss).

    And obviously it does not stop there. When our team has a significant quality advantage over opposition, our huge advantage in possession means opposition could hardly get hold of the ball, let alone deep into our half, hence using CA against very weak opposition is a waste of extra conditions no matter what mentality we choose; when our team faces a slightly weaker opponent (eg, opponent attacker whites of around 120%, and our defenders whites around 150%), then CA will be very useful when we turn our mentality to hard attacking plus long pass when it seems to be a silly move. Very hard attacking in such quality difference scenario would not only push our attackers to score more via riskier moves, but also purposefully losing long passes to be intercepted by our opponents who are just good enough to get the possession turnover and then do not possess the required attacking whites to threaten our defenders, and then our defenders expectedly get back the possession turnover to launch a counter attack for another goal. Needless to say, we can only play this kind of strategy when we already have fully analysed opposition threat (so it will be a counter goal to us, but not a possession turnover to opponent leading to goal against). This scenario will still happen with CA off, but just more frequently with CA on. And it goes without saying that this also is a very good strategy to get a 1-0 win when frontline and midfielders simply would not score via direct open play or set pieces.

    All about of use with a combination of quality difference, mentality, passing type and if it is a suitable situation to apply it.

    So, all in all, animations could both initiate our change of orders (eg. when 2 long passes are intercepted by opposition in first half, we should change to short), substitution (certain attacker missing all easy chances via animations), identification of opposition orders (press, pass & direction types) and also be a reflection of our orders (CA moves). Personally, I am more than genuinely happy if opposition treats animation as useless when they would have missed important signals and information which could have prompted in-match changes to benefit their teams.

    More than welcome to play friendlies and test it out there
    Let's go to PM and arrange a match there so not to flood the topic