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.
Certainly you have a problem... the fact that you have no players capable to reach x2 max. ratings (9-10 it is the same, max rating is 9 or 10 equally...) indicates that you have no key players... and the bunch of 7's which is a excess tell you that there is a lack of good programming on your players.
The 7'6 of the GK vs a 1% tell you that he's part of the problem and this Meneses is stealing animations in the attack line...
Interesting case btw looking at the formation you are using.
Basically, you can not change the internal programming that is capping your players performance by training them. So You will need to try to discard players and start for the GK.... these defenses doesnt look so well programmed neither but a good GK can resolve the situation. I would give it a try to play with defensive arrows in the DCs so this will keep then sticky in the area, then you need key players, that are 0 in your team right now.
If you want to go to the market, think that the engine assign roles internally, so "if" you already have players with good internal programming in the reserves/subs, even if these are 1*, you will need to liberate them so to have a good role available to be assigned to the players you sign.
At this point I would test the reseves/subs becausde maybe you will notice that the key players are there keeping/stealing high contributive roles.
So if you have time, test the subs/reserves and then you can see with more detail what is happening.
i did not expect this kind of reply, im baffled by the complex mechanics of this game, but i can’t say im surprised, the many strange occurrences i witnessed since i started playing T11 are a testament to that. unfortunately i dont have the time or patience to do what you suggested, time to call it quits on this game, it was good while it lasted. Cheers and thanks for the help
@Khris i apologize for my outbursts, im a hothead when it comes to football, i need to keep my emotions in check. I know this game is too complex, maybe i will never truly grasp it, i just wish things weren’t so random and unrealistic in this game and it was more fair.
some other stats from today’s league game (opposing GK had a blinder, 8.1 rating, 6 star) i was already setting my self up for late disappointment as usual, and another friendly against 1% team (9 levels below me)
friendly
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Last edited by JohnnyEye; 08-22-2022 at 02:42 PM.