Originally Posted by
khris
Sorry for late reply.
Playing vs a 1% team allow you to oversize the internal programming, so you can see who may have a tendency, to be injured etc
I need the ratings of your players but you can check it out by yourself to see how many 9-10's do you have, and the GK rating too to know if he's worth.
By testing the team like this, with your lower % player at a distance of +180% from the opponent team, what you do is to place all your players at the max. distance that the simulator can reach, so if you use a 40% and a 180% player, both are 9* for the engine because of this, so you can expose the internal programming and know who's worth to train.
VS the 1% team you seems to have a team that have the contributive power so spread, so maybe you dont have a main key player and the matches are resolved by different players each time because of that, then, if your GK had a 6-7 vs the 1% team you can fire him.
If you want a team making the difference vs your rivals you need to invest in well programmed players because the visual skills will not change the internal roles that the engine assign by , with its limitations, animations linked, etc
If you can go to the friendly report and share the ratings that each player had, and too in the team screen you can see the 5 last ratings of each player so, there you can see the tendency and the amount of matches in a row that a player can perform well.
You need players with the potential to reach at least x2 9's or 10-10 before the drop. Remember that this is a game with a behaviour, ruled by the programming, so all is about numbers by default, and then the engine transform the parameters in animations.