Originally Posted by
khris
No. Since the team quality vs team quality -the distance- is whats ets the beatability margin that determines the scenario, so chance you have.
Then as I commented, the ratings have a variation, and once there is a drop, the player can perform like if he's vanished.
So if you have x6 1* and x5 9* vs a 7* for example, depending on the active/available players you can lose 0-4 or win 4-0 perfectly, all depend on the available players to be decisive in the match.
You know perfectly that you can not buy 11 STs that scored 40 goals each and see how they keep the same level. The engine will calibrate the performance by assigning roles and contributive+dominance power to create a realistic squad. The internal roles are assigned once you sign th player. For example you can prevent a player to be aggressive if you already have few agressive players and you keep them in your squad, and of course, and this happened to me, if you keep 3-4-5 excellent performers until they retire, the engine may not assign a new key player role. Since the engine mainly have animations to fill 2 lists, one in attack and another in defense if your 32 ages 1* keep a high dominance+contributite ratio you will need to sell him firstly so to liberate the good role and then sign someone that will be able to take a role with a high performance.
To control the roles isnt that easy because thats internal, and you can not see the parameters assigned, the % of contribution/dominance... what you can manipulate are the ratings, to force a push in a particular match, like in a final.
The first matter needs a lot of understanding about the player behaviour, and the capacity they have inside the team based in a proportional performance -we all had the experience of a high performer player after few seasons, we all, can know, how fluid play the team, so based in this perception, you can somehow know and feel how your squad is doing, and feel if there is like a cap preventing your team from playing fluid-
The second matter, the ratings, are visible so you can try to force a drop before a final, keeping as subs those players who earned a rating drop as subs/reserves in the previous game and trying to get the expected drop in those who have the chance to earn it, so you can reach the final with all players coming from a 8-6 // 10-10-7 // etc and this will force a rating increase by availability.