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I dont want to judge too soon, but I'd suggest that you make a restriction how many players can be in certain areas - 3-5 defenders, 3-5 midfielders, 1-3 forwards!
i defend plus a minimun and maximum in sector, a 3x3 to see DEF,ATK,MID and LFT,CEN,RGT if dont have players in all the scans.
certainly it will be a bizarre tatic.
certainly it will be a bizarre tatic.
Well team strength is ~equal. Home manager had 11 shots away man. had 5.
Away man. was just lucky to score from 1 opportunity (FK, so even lucky-er).
Away man. was just lucky to score from 1 opportunity (FK, so even lucky-er).
i agree, and 6 defenders or six midfilders is possible to...but not at the same sector....for for this reason that i defend a scan 3x3
(A-B-C)
(A-B-C)
first of all sorry on my english...question is this....if my opponent play 4 5 1...with only one forward...so i really not need 3 defender for this one player (forward)...so my question is could i play 2 5 3...or i will be penalized?
I think you will not get any penalty at all.. If your all midfielder or defenders or forwards are not playing in same sector.. There are nine sectors.. But your side defense will be very low.. if those defenders are playing in midle.. But it might work against 4.5.1.. on not

thats what i think...but i dont know what engine think about it

but why they are equal in team strength?
There is a nonsense:
1. sum of ratings of all of your defenders is multiplied with 1.55 (in some case if you have some defenders who are pushed by one notch till midfield this multiplying quotient is little less)
2. sum of ratings of all your midfielders is multiplied with about 1.30 (you can slightly change that number but adding defensive or attacking midfielders but 1.30 is an average)
3a. If you have a lone striker, his rating is multiplied with about 2.00 (in some cases I saw even 2.55 multiplier and 1.90 as a minimum)
3b. If you have more than two strikers sum of his skills is multiplied with number around 1.45 (can be even more if you have few attacking midfielder, but I never saw anything more than 1.65)
These skills multiplied with quotients gives team strengths. The best way to get the best possible team strength is to play with less midfielders as possible, lone striker and as much as possible (till penalization) defenders. Since 7 defenders do not count into penalization so far the best tactics which will give you the best possible team strength to your team is the one we saw in the previous match 7-2-1. If penalization for 8 defenders is not also there then also 8-1-1 might be the best tactics which will give you the best possible team strength..
IMHO, this is the biggest flaw I've seen in PPM engine (in both sports)
There is a nonsense:
1. sum of ratings of all of your defenders is multiplied with 1.55 (in some case if you have some defenders who are pushed by one notch till midfield this multiplying quotient is little less)
2. sum of ratings of all your midfielders is multiplied with about 1.30 (you can slightly change that number but adding defensive or attacking midfielders but 1.30 is an average)
3a. If you have a lone striker, his rating is multiplied with about 2.00 (in some cases I saw even 2.55 multiplier and 1.90 as a minimum)
3b. If you have more than two strikers sum of his skills is multiplied with number around 1.45 (can be even more if you have few attacking midfielder, but I never saw anything more than 1.65)
These skills multiplied with quotients gives team strengths. The best way to get the best possible team strength is to play with less midfielders as possible, lone striker and as much as possible (till penalization) defenders. Since 7 defenders do not count into penalization so far the best tactics which will give you the best possible team strength to your team is the one we saw in the previous match 7-2-1. If penalization for 8 defenders is not also there then also 8-1-1 might be the best tactics which will give you the best possible team strength..
IMHO, this is the biggest flaw I've seen in PPM engine (in both sports)

thanks for the observations
I think the way to limit certain tactics was to reduce this factor according to the amount of players in position
and i defend a 3x3 pre scan match like i say in the sugestions thread

I think the way to limit certain tactics was to reduce this factor according to the amount of players in position
and i defend a 3x3 pre scan match like i say in the sugestions thread
well i did not look at team strength. I just looked at ratings from the match report. Winning team had total of 97/11=8,82 and loosing team had 90/11=8,18.
So the winning team is better by ratings but worst by tactic.
So the winning team is better by ratings but worst by tactic.
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