Last edited by nikolgiorgos; 06-23-2018 at 04:43 PM.
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So in general, u recommend training the low % gray areas for a new position or SA will boost the gain by 20-30% according to new update?
What happened with the last player, did he gain faster?
And one must target low white areas to boost training gain for players than high white areas?
Unfortunately I can see ur screenshots.
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Does this still work? Nikolgiorgios¿?
yes, ok not necessarily grey areas but skills that have lower % than others.So in general, u recommend training the low % gray areas for a new position or SA will boost the gain by 20-30% according to new update?
With first training, go for useful white skills (till 140-150%)And one must target low white areas to boost training gain for players than high white areas?
Then go for the rest white and finally for the grey
why ?Unfortunately I can see ur screenshots.
Maybe try a browser in your mobile instead of Tapatalk
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I think I have already tried ur theory and kinda of worked. One of my strikers laced heading and positioning despite great at other skills. And I trained him defensive attributes for these two. He was getting average 5% per training. Und also other gray areas.
So according to ur theory a FT, in 5 training sessions of 15-18% (still debatable) must have a total of more than 22%? Is it correct? or in case of training new position and as: 4 New position or SA?
The debate is: I noticed with the new training, the fatigue % is irrelevant. Because the trainings are targeted exactly at player attributes. So for my case of position and header, I can still get more result by not training higher fatigue trainings.
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I think the FT idea doesn't really work across all skills any more, but it does still affect how much a skill will gain. So you can't really evaluate a FT by how many skill points he gains in a 15-18% Condition session because it depends on *which* skills that session trained. So it depends on how high the skill is to start, what level the drill is (1, 2, 3 whistles etc plus easy, medium, hard etc), and how many skills a session trains.
Let's take the drill Shuttle Runs for example.
- Shuttle Runs is Hard, so it uses 3% condition per drill, meaning a session of Shuttle Runs x6 uses 18% condition (1.2 greens).
- Shuttle Runs trains Bravery, Strength, and Speed. If all three of those are white skills for a player, then each skill would get 1/3 of the training points. If some are white and some are gray (like for Oliaei), then the gray one gets less than 1/3 and the white ones get more than 1/3.
Looking at the first picture for Oliaei above (before training):
- Oliaei's Bravery was a gray skill at 59%
- Oliaei's Strength was a white skill at 58%
- Oliaei's Speed was a white skill at 90%
If you trained Oliaei with nothing but Shuttle Runs x6, over and over, you can predict that Strength will gain faster than Speed since even though they are both white skills and both get the same training points from the session, Strength was lower to start so gains faster. Also, Bravery and Strength are starting from the same level (58-59%) but Strength will gain faster since it is a white skill and gets more of the training points from the session.
And finally, if you take two players with the exact same skills and run them through the exact same drills/sessions, the FT will gain more than a slow trainer. The key to identifying one (as Niko has discussed) is to first compare the player's market value to his overall quality (like before) when you buy him, like this:
https://forum.topeleven.com/tutorial...tml#post500463
This will give you the *possible* FT's. Then, you test him with drills/sessions that target only one or two white skills, like this:
https://forum.topeleven.com/top-elev...tml#post529698
How many points he should gain per session depends on the starting level of the skill being trained, but after you test a few players you can tell fast from slow (I can't say how many points fast is, since it depends on your training level too).
Last edited by TropikThunder; 06-24-2018 at 12:34 AM.
I gave him less than 35 greens for this sa and about 50 greens for power training plus the daily training with other players.
I 'm not intend to train him more as that team is staying LV and playing only asso games so his q is just fine for that.
Shooting and Finishing are very high so I wouldn't bother to train them more.
I would go for the other white skills
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Exactly @TropikThunder
Nothing has changed about to spot a fast trainer.
What has changed is that now doesn't matter the general quality of a player (as a player increases his quality, the gaining dropping) but q of individual skills.
In a new player, the default still is 4-5% for a set of - 15-18% condition loss.
Later, depending from how high is the skill we want to increase.
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So to conclude, the new update urges managers to train smart than hard. And smart managers can get better results by identifying which players to be trained which attributes.
It makes great sense but requires more time as every player must be tracked and better understood first.
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