what do you mean with „oversize the internal player programming“?
what do you mean with „oversize the internal player programming“?
Basically, once you sign a new player, a contributive role is assigned to him. A player can have different roles, so can give assists, score, do nothing, be the FKs or Corners man, etc.. by playing against a 1* what you do is to oversize the internal programming till the max. limit distance that the simulator can reach, so a key player will probably score 3-4-5 goals, or whatever. Just try it and experiment, so you can know about the player behaviour.
Hi, Khris. Any ideas what happens when a players with active contributive role (11 goals + 5 assists + 2 MOTMs in 9 league matches, while most of the time he only plays the last 20-30' of the match and there are 2-3 other efficient attackers on the field) is moved from the attacking position (AMR) to the midfield (MR) or even defensive one (DR)? Will it be a waste of his potential or he will funnel his contribution to assists (as a CK man, for example)?
Last edited by iSusel; 07-15-2021 at 10:25 AM.
Moscow United, level 10,
League wins: 8, Cup wins: 8, CL wins: 7,
Wins: 397, Draws: 16, Losses: 12,
Top scorer: 9, Quadruples: 7.
Depend.
All is based in unlock animations, so can AMR placed as MR score, or change the team behaviour in a way that you can notice an improvement? yes, absolutely.
Remember that we are playing a smulator, and it have a system and process to simulate. The matches, works by "scenarios" where from all the available conditioants, only few matter. Too the rating variations, create patters where the players alternate -and you can predict who will contribute following the ratings like 68686 expecting the 8 after 6, and a 10 7 9 9 7 probably means that there will be a push to the max. rating again which is 9-10 (are the same both ratings). then you need to understand that the game does 2 lists, one, for attacking animations and one for defensive animations, and that by having the right settings you'll always get the attack chances despite the mentality you're using cause the engine never simulates the Defensive football style, it is like, right settings=chances and possession bar for you -so here to find the right tactics you pay attention to the possession bar, is the main source of information you have, then, the report and rating variables- so, the attack list of players have players placed first by position and then by dominance power.
There are 2 main powers you have to try to understand to resolve the posible issues that your team can have, one is the Dominance power, related to the "availability to be selected for an animation" or, to the amount of animations that a player can have, and then the Contributive Power -effectivity in chances-
So, you can have a 9* ST with high dominance taking all the animation slots or many of them and having low contribution, this means you'll need to sell him probably to liberate space in the team and have a Key role player available depending on the case.
Then, regarding the Attack-defense list and the AMR placed as MR, by doing this you move the player in the list, meaning that can be overcomed or, can overcome another player, and this depend, on the players that he have arround cause a goal animation, needs usually in assistance, so, maybe as AMR there is another combination of players, doing the job, but once you move him as MR you notice how his assistances ratio, are improving,or that something happens.
Every single team works differently cause each player have different domination power, contribution power, animations assigned etc and thats why the perfect tactic or even when we talk about counters it have no sense, because the engine doesnt simulate tactics exactly. It is always simulating a scenario with options in ON-OFF, and the game wants you to read the scenario and resolve it, moving something, doing a sub, moving players of line or, by doing absolutely nothing in case you have the advantadge.
You are playing vs +1LV oppos, right? your team avq and the avqs of your last oppos where you got those ratings? or last 3 at least.
You have a good team but your problem here is the age, and this means that each season is more hard to create a distance vs your opponents.
The Beatability Margin that decides the scenario parameters is always based on the AvQ vs AvQ distance, btw and without 10's this can mean different things, cause you may not be allowed to get'em simply, by the AvQ distance, too cause you don't get a key player in reality, as noone earner at least x2 9's or a combination where during 2 matches there are max. ratings earned.
IDK your season stats, shouldnt be that bad, but initially, your players don't have dominant power if noone is capable to perform superb for 2 matches in arow...
Not sure where you found these players btw, fast trainers criteria when searching?
Last edited by khris; 07-16-2021 at 05:18 PM.