Quote Originally Posted by drazen vtc View Post
Well, isnt it a point of buying strong player that he will be overpower or overplay weaker one? Why buy a expensive players if game decide that they cant pass trough defenders 50% weaker? no sense in it
Cant remember any other game where strengthening team dont make you stronger if oponent are weak, think ppl will play iron mask for example, if 20 lvl ship can beat 85 lvl ?
It isn't the same, a L20 beating a L85, compared with a 7* vs 7* squads, one, full of 120% players and the 2nd, wih 9*+1*.
We have 2 different situations, and the engine variables change the list of players that will determine the result of a match, for a reason.
One day, the 1* defender, will look like he overcome the 9* ST because of the engine system, and in another scenario if the 1* have to have an impact, will lose all attempts to stop the 9*.
In a case where the 9* meets a 1* and, lets imagine that of course by power, the 9* overcomes the 1* defender, this would turn the game in something crazy, with the players doing 50 movements, to always face a lower player with each one of the 11 players available on the field, and at this point then we will need to think about, the calculation to stop a 9* between 2 players, so? how many 5* are needed to stop a 9*? and the development of this option, would bring us to a real non sense and a game without stability, and not playable.

So thats why at some point is OK that the engine uses the main team quality vs team quality to set the basic parameters, and a margin and then to create a different scenario each time, the engine selects a different number of players thta will matter during the match.
You can like it, or hate it, but, precisely, this formula is what doesn't create a rigged game, with a L85 winning a L20 by default. The variability in the scenarios and thats what managers should learn to read.