As it is a common question, let's try to have an active thread where to share your training sets and where to ask for guidance regarding this matter. :cool:
Here a sequences sheet
Attachment 135635
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As it is a common question, let's try to have an active thread where to share your training sets and where to ask for guidance regarding this matter. :cool:
Here a sequences sheet
Attachment 135635
Cool thread... :)
i start with
aml/ml
P, G & S!
Shooting Tech
Wing Play
Fast C-Attacks
Set-P Delivery
1-On-1 Finishing
Long Run
Skill Drill
Piggy in the Mid
Video Analysis
dc
Press the Play
Hold the Line
Warm-Up
Gym
Piggy in the Mid
Stop the Attacker
Def Crosses
Video Analysis
Stretch
Shuttle Runs
Hurdle Jumps
i used the following file for calculating the player end results:
https://forum.topeleven.com/tutorial...ning-tool.html
Well, I think it all depends on what you value and prioritize. Here are two examples of power training of a DC and DMC+MC I conducted. For the DC, I prioritized high skills regarding position, bravery and aggression. I wanted the DMC+MC to be a deep lying playmaker, so I focused on creativity, passing and positioning. I tried some different drill combinations to see what fit my players the most given my preferences (visible in the radar chart to the right hand side).
Attachment 135570
Attachment 135571
Thanks for sharing,
but i guess DMC/MC is not a good combination...you just have 2 greys ...so you have a lot of white skills to train...
from my point of view the following combinations make sense...
dc/dmc
dc/dl
mr/amr
st/amc
mc i would never give a additional position...mc has just to many whites to train...
and you´re right...the drill sequences depends on focus of the manager..
i try to make balanced players...
DMC/MC is not optimal, no. Because you're combining a defensive position with a neutral one which renders few grey skills. But sometimes you need versatility before anything else. Especially if you're meeting multiple managers with varying tactics and formations. When I was active I found myself needing to switch between formations requiring 3 DCs + 2 DMCs + 2 MCs in the morning and DL/R + ML/R + AML/R in the evening. In that case, you require versatility above anything else. And usually I'd keep a very strong mutant offensive line, which would allow me to experiment with the backfield.
What I always did was having at least:
DC x2
DC+DMC
DL/R
ML/R+AML/R
ST+AMC
MC x2
Other than the above combinations, I developed players and positions depending on opposition during the season. I was never fond of DC+DL/R which you mentioned, as I don't like combining center and flank positions.
Added a sequence sheet**
Thnx, gonna try IT 🙂
Thank you for the information
There are a lot of interesting things here, it remains only to take yourself and start doing )
Hello everyone, this is my drill sequence for ST. This sequence gives the largest finishing parameter at the maximum shooting (for any initial values).
Attachment 138136
Then you can raise the remaining light skills at the expense of gray ones for example like this.
Attachment 138137
This will take a lot of "green", so you can lower the AQ to 140, for example.
Attachment 138138
This does not affect the sequence, there is also a maximum shooting here.
Is it ok to neglect "Positioning" for ST?
I think yes, like "heading", more defensive skills. Special abilities "defensive wall" adds to "positioning", and only defense players have it.
There is no information why ST needs Positioning, Strength, Creativity at all. What do they affect? Does Heading work in an attack?
ST needs positioning, and yes ST uses heading.
A quote from a commentary during a match : "Great header by... " = ST scores with head, after a corner kick :)
Creativity : Think about the situation for a moment :
Your ST goes 1on1 vs a defender and a GK. What do you think is good in that very moment for the ST, in order to score ? 'Creativity' :)
Strength - Ofcourse he needs it. How do you imagine a runing ST with the ball, to keep it and score, if he can't shoot like Mike Tyson hits ? :)
This can only be our fantasy. :) There is no official information on what these skills affect. You can't visually see what the player is hitting during a corner kick, the animation is the same as for a regular kick.
But I still think the heading is secondary for the striker. DC play with their heads both in defense and in attack, and ST only at the moment of corner kicks.
And as far as I understand, the 1 on 1 game is affected by the finishing. Creativity too?
I don't know my way of training session is convenient. I usually do 2 training sessions at the end of the day daily. Like, filling out the slots with 2 of attacking, 2 of defence, and 2 of physical. And selecting the whole team to train. I think its worth it. I rarely use the reserve players so i don't mind draining their health. But for 1st eleven i watch lot of ads to fill out their health before every match. And i rarely use the substitutes too, unless any injuries during the match. But i skip them with resources. So..my each training sessions cost average 15% of health.
One
Attachment 138201
Two
Attachment 138202
Which one is better?
I agree, but this option takes more time and "green". But is there a difference in the game? I compare the statistics of my players (upgraded skills according to the second option) with the opponent's players who were bought at the auction and not upgraded. And I don't see the difference.
In my opinion there is a difference between trained players and others, but it has become quite minimal overtime... I would not go for crazy white skills or mutants anymore in todays game, it is not worth when boost lab players are almost as effective.
But how old is the player you want to train? If he is still young, it is worth to go with a more expensive plan and raise as few grey skills as possible. It makes it easier later to keep his overall quality high when he gets older.
Yes, that's what I do. I buy 18 years old FT. I keep them for 1-2 seasons to reduce gray skills. And at 20 I raise whites.
When your striker has 200 (average) attack, you expect a little more from him :). And he, then slipped, then not in the mood, then injured for 12 days (playing in his field) :mad:. I understand - it's random, but still.
Before training please, always, test players to oversize the internal programming, so you dont waste resources in players that will have no developement.
2 equal players, same age same all, STs one with 5* and the 2nd with 8*, the one 5* can score 40 goals, and the 8* cal score only 3 goals in a season cause the internal programming settings, so always, oversize the internal players programming by testing players, and if he's well programmed, then, invest resources on him.
I never do test them for their performance... If there is one bad player in a game, the others step up for him everytime for me. I have never had a particularly bad player. One season my AML is a bit better, another season my AMR might be through the roof. However I have never had players who were generally bad. Every player has a bad game here and there, it is the decision of the manager to react and maybe sub him in a game.
Drill sequence for GK.
Attachment 138209
Here I tried to make all white skills equal. Aerial reach is deliberately made above and therefore there is a question. Does the goalkeeper have any key skills (like reflexes, agility, rushing out, punching, aerial reach) that are worth raising higher than other white skills?
Is that still valid, and some drills are missing? Stop The Attacker, Carioca L. etc.
Hello,what is the best drills sequence for my fast trainer ST but who also has AMR role for max shooting and finishing ??? Because he has crossing and other skills as white - what is bad....
I also wish to know more in details. Unfortunately, all I find here about training is out date, not much better using Google. Best and newest I could find when I started was these drills from September 2021 and if anyone has updates to this(if there was any), please share. Thank you.
GK
Attacking Drills: Shooting Technique, Wing Play, 1-On-1 Finishing
Defensive Drills: Goalkeeper Training, Hold The Line,
Physical Drills: Warm Up, Stretch, Sprint, Carioca With Ladders, Long Run, Gym
DC
Attacking Drills: NA
Defensive Drills: Press The Play, Piggy In The Middle, Stop The Attacker, Defending Crosses, Video Analysis, Hold The Line
Physical Drills: Warm Up, Stretch, Gym, Shuttle Runs, Hurdle Jumps
DL/DR
Attacking Drills: NA
Defensive Drills: Press The Play, Piggy In The Middle, Stop The Attacker, Defending Crosses, Video Analysis, Hold The Line
Physical Drills: Warm Up, Stretch, Sprint, Carioca With Ladders, Long Run, Shuttle Runs, Hurdle Jumps
DMC
Attacking Drills: Skill Drill
Defensive Drills: Press The Play, Piggy In The Middle, Use Your Head, Stop The Attacker, Defending Crosses, Video Analysis, Hold The Line
Physical Drills: Warm Up, Stretch, Gym, Shuttle Runs, Hurdle Jumps
MC
Attacking Drills: Pass Go & Shoot, Skill Drill, Slalom Dribble, 1-On-1 Finishing
Defensive Drills: Press The Play, Piggy In The Middle, Use Your Head, Stop The Attacker, Video Analysis, Hold The Line
Physical Drills: Stretch, Sprint, Long Run, Shuttle Runs, Hurdle Jumps
ML/MR
Attacking Drills: Pass Go & Shoot, Fast Counter-Attack, Skill Drill, Slalom Dribble,
Defensive Drills: Piggy In The Middle, Use Your Head, Video Analysis
Physical Drills: Stretch, Sprint, Long Run
AMC
Attacking Drills: Pass Go & Shoot, Fast Counter-Attack, Skill Drill, Shooting Technique, Slalom Dribble, Wing Play, 1-On-1 Finishing
Defensive Drills: Use Your Head
Physical Drills: Warm-Up, Sprint, Long Run
AML/AMR
Attacking Drills: Pass Go & Shoot, Fast Counter-Attack, Skill Drill, Shooting Technique, Slalom Dribble, Wing Play,
Defensive Drills: Use Your Head,
Physical Drills: Stretch, Sprint, Long Run
ST
Attacking Drills: Pass Go & Shoot, Fast Counter-Attack, Skill Drill, Shooting Technique, Slalom Dribble, Wing Play,
Defensive Drills: Use Your Head, Video Analysis,
Physical Drills: Stretch, Shuttle Run.
P.S. "Hold The Line" is "On Line Of Defense", I suppose. It seems like name changed since then or maybe more than just names, cannot say for sure cuz I don't have it unlocked yet. Also bold drills are mentioned as drills which gives 100% output for that position.
Still open to share your drill sequences :cool:
Feel free to ask or share interesting info.
Sorry for a stupid question, but I just found the forum and learned about white skills. How long does it take to improve a given player's white skill by 20%? At most, during a training session, I'm getting a 1% increase for anywhere between 1 and 3 skills. Is that normal? For example, positioning may go from 80% to 81% and shooting may go from 85% to 86%, which is a miniscule overall increase in the players abiilty.
Welcome to the forum,
This basically depend on the player Age (age slabs 18-21 / 22-25 / 26-29 and 30+ each age slab have a reduction of the 15% of XP gaining aprox.
and the 180% rule, so, this sets a cap for the skills you train, like if you use a drill affecting 2 skills the drill will give XP (%'s in the skills) untill the skills are 180x2 (180 for each skill affected in training, and too, a player can train faster or slower so you need to try a test vy training the special ability or a new position just to know if he is a fast trainer.
I recommend you, before spend any resources in a particular player, to try a test vs a 1% team 10 levels lower, so this is to expose the internal programming of the player and know if he's worth training or if will be a waste of resources.
Remember that white skills gain XP x2 compared with grey skills so the more white skills are impacted by drills, the faster the player will improve.
Sorry for the question but could you explain what you mean when you talk about "test players to oversize the internal programming"?
I'm new to the game and decided to plough a load of resources into a ST and to be honest hes terrible! 19 league goals! His white stats are well over 200% in 3rd season.