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Thread: A Guide for fast trainers

  1. #121
    Greek Forum Moderator nikolgiorgos's Avatar
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    I don't get this... i played just as you writed to do , and only like 4 skill poens comes overall
    First of all, I want to mention that for the next monthes I 'm gonna keep playing the game and I will be on the forum (almost every day) so If you want to ask anything feel free but I cannot say anything about this comment. What exactly do you mean ? 4 skill points for a player per day , week, what ? And for wich player ? Give me details please ...

    I try your method but I take only 1 skill/match and 8-9 players, not all my team...
    Don't judge from my team please, my team is uniqe, expensive and I use it to keep forward in training.
    Give me more info (if not any picture ) : level , stars of the player, age, Value, Wage at least.
    If I have the full info, I can predict 90% what can you expect from a player.
    5 skill/day is for a fast trainer, playing 2 games/day, having 3 practice matches in 3 bars and giving him about 2-3 green boosters.
    Last edited by nikolgiorgos; 10-10-2014 at 02:38 PM.
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  2. #122
    Greek Forum Moderator nikolgiorgos's Avatar
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    Ok, thanks Khris. I usually train them only with condition 80%+ to decrease injury chances...
    That's a wise strategy. If you see my post
    LV4 p19 day 15 “Warning ! Don’t try this at home” in page 9, I have a triple training, practice/cardio/stretch were the condition is dropping. It's very dificult to have strong evidences that some players "react" better in low condition numbers (if you consider that is also a roll dice in every "push the button").
    That momment make me miss the games I played with SAVE/LOAD button
    At that time of the season, day 20/28 , having 4 injuries so far, with 3 hard practice every day, for 10 players, I 'm happy.
    But it depends of the strategy every manager has. For me, spending 15 extra green packs for training is investment, 15 red packs for healing loss
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  3. #123
    VIP t11_fan's Avatar
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    Quote Originally Posted by nikolgiorgos View Post
    At that time of the season, day 20/28 , having 4 injuries so far, with 3 hard practice every day, for 10 players, I 'm happy. But it depends of the strategy every manager has. For me, spending 15 extra green packs for training is investment, 15 red packs for healing loss
    I've noticed something that I call injury period. Last time it happened last season. It is period of few days when my players are costantly getting injured, every day at least one, sometimes 2. I have developed my own strategy to sacrifice 1 injured player on whole team for later health of other players. So if 1 of my players gets injured for 1-2 days, I don't heal him. This saves me lot of red packs which I spend during "injury period" and even then I have lack of red packs. My only option is buying, but impossible with 35T. I have secure supply of all packs every day (a lot of friends...)

  4. #124
    Greek Forum Moderator nikolgiorgos's Avatar
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    I've noticed something that I call injury period
    Yes, I know what you mean. I wrote about it in
    page 4 , LV3 p6 d18 “Injuries : the nightmare of a fast trainer” -you see,this isn't just a Guide, it's a Bible .
    Now I have a period of low numbers in training.

    A Guide for fast trainers-10-10-pt2.jpg

    Neymar and Ishikura were the first fast trainers of the season - now ofc. 6* like most of the others. I gave Neymar 50 s.p. to "one-to-one" Spec.Ability to "lighten" him a little. Lets see.
    In the sixth row there is another player I bought this morning (but I 'm not sure if I will keep him). His TR.F. is lower than Neymar but he is more "fresh". If it was real football I would say that the team is tired by all those matches but maybe it's just a reaction of the programming (or a nord push some buttons)
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  5. #125
    Newbie Star Wars fan's Avatar
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    A Guide for fast trainers-luke-training-2.jpg

    hmmmm more stars, difficult the train can be

  6. #126
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    One more about growth...
    My league match has just finished. I've noticed something interesting: my DR 26 years old 5* has constant form 7 and he got only 8% of skill progress in this game LOL. Opponent has average Q6.5 less than my team

  7. #127
    Greek Forum Moderator nikolgiorgos's Avatar
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    I know, from my records, that raise has nothing to do with the rate of the player or the difficulty of the match. Older players have a range of raise (depends if they were market players, nordgens, sccouters ) and it depends from roll dice, not if you're playing a semi-final in Cup or with a bot team from your league. The raise is less in friendly games and I notice last season in my final at CH.L. (won in penalties) that my players gaine more raise because of the extra time.
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  8. #128
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    So lets say we have average 5* nordgen, Qx4 or x9, how much condition he needs to earn 1sp without any additional sp's (motm bonus, sp pack from friends etc)?

  9. #129
    Greek Forum Moderator nikolgiorgos's Avatar
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    If you see the last training results, the new player C Muller, 5* nordge, with the first practice/ 3bars, gained 1,21 sp. Just like that Neymar and Ishikura (no1 & 2 above the list) started but now they are 6* players (and tired of the matches) so dropped a little.
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  10. #130
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    You mean after stretching your player, he got 1,21 (or maybe 12,1)% of skill progress per 1% condition lost?

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