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Thread: What's the best way to test GK performance in friendlies?

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  1. #1
    Famous Sillybq's Avatar
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    Better to have 2 gks. To rotate and save greens. They dont matter anyway. See older thread with insights from a few of our moderators

    https://forum.topeleven.com/top-elev...mportance.html

  2. #2
    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by Sillybq View Post
    Better to have 2 gks. To rotate and save greens. They dont matter anyway. See older thread with insights from a few of our moderators

    https://forum.topeleven.com/top-elev...mportance.html
    Im not agree on that.
    Since the engine creates scenarios that you need to resolve based on rating variations mainly, there are some scenarios where the GK is decisive.
    There is a scenario called Super GK, where that player have a high rating -when is a super gk he earns toe motm- and tends to catch all attemps keeping a low effectivity ratio for the opponent.
    Ofc. if there is an aggressive GK or one with low rating, isn't even worth to be kept, but a good GK can resolve perfectly the 50% of your seasonal matches.

    2 GKs are worth to save resources as has already been mentioned, or, to do a substitution in case that the main one isnt working properly, or, in case that the opponent, have a Super GK in his favour, you can turn the scenario in different ways, to improve the efectivity you have to move more players in the attack zone, and too exists the option to do a substitution of your own GK, what can deactivate the super GK of your opponent.