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Subject: Football Manager Ultra (FB, no live match visivo)
In privato ti ho mandato i 17enni.
Ti confermo che anche questi che mancano alla lista sono davvero super.
Sei nella golden age delle tue giovanili :))
Ti confermo che anche questi che mancano alla lista sono davvero super.
Sei nella golden age delle tue giovanili :))
megasconti su ricariche e giovanili... è il momento di pescare un regionale / nazionale (se potete)
consumati i pochi pro che avevo per perfezionare i giocatori della rosa, i quali ripartivano da 0 pro per gli allenamenti extra! :)
Chiudo al quinto posto.
A inizio stagione ci avrei fatto la firma, ora invece non ne sono completamente soddisfatto.
Potevo fare di più.
La prox stagione punto a migliorare ma nessun obbiettivo importante
A inizio stagione ci avrei fatto la firma, ora invece non ne sono completamente soddisfatto.
Potevo fare di più.
La prox stagione punto a migliorare ma nessun obbiettivo importante
Io ho venduto i piu vecchi durante la stagione dando routine ai piu promettenti , inevitabile la retrocessione
Mi dispiace ma lo avrei fatto anch'io.
Routine a manetta. Ho avuto in campo tutta la stagione 4 elementi a 30, i restanti tutti giovani con routine tra l'8 e il 15.
Ho pagato a volte con risultati disastrosi ma ora sono tutti oltre il 10 e tra le 4 e le 5 stelle di raccomandazione.
Dovrò sicuramente vendere qualcuno la prossima stagione, vediamo cosa mi dice la dirigenza con l'aumento degli stipendi.
Routine a manetta. Ho avuto in campo tutta la stagione 4 elementi a 30, i restanti tutti giovani con routine tra l'8 e il 15.
Ho pagato a volte con risultati disastrosi ma ora sono tutti oltre il 10 e tra le 4 e le 5 stelle di raccomandazione.
Dovrò sicuramente vendere qualcuno la prossima stagione, vediamo cosa mi dice la dirigenza con l'aumento degli stipendi.
ho visto che mi hai sfidato in amichevole. Con il nuovo ME il tuo obbiettivo non può non essere la promozione...
Vi ho sfidato tutti (Torque, tu, imann e marvel). Lo faccio ogni fine stagione.
Comunque non do più di tanto peso ai risultati. Tu per esempio hai una squadra più forte della mia.
In girone ne ho almeno due più ben attrezzate di me. Punto solo a migliorarmi.
Comunque non do più di tanto peso ai risultati. Tu per esempio hai una squadra più forte della mia.
In girone ne ho almeno due più ben attrezzate di me. Punto solo a migliorarmi.
Routine tweak
Routine will matter less AND the first routine points earned will count for more than the last. This means younger players will be playable at en earlier age and that a team will of old players with lots of routine will dominate less. Basically skills will start to matter more.
New routine line sharing:
Lines will be will be:
GK+D
DM+M
OM+F
The top routined player in each line share 25% of their routine to the lowest routined player in same line. Capped at max 40 routine points and what the 2nd lowest routined player in line has.
E.g. top routined player in line has 80 routine. 25% is 20, so 20 routine is added to the lowest routined player in line.
E.g. if lowest has 18 and 2nd lowest has 45 - lowest routine will become 38.
E.g. if lowest has 28 and 2nd lowest has 45 - lowest routine will become 40.
E.g. if lowest has 18 and 2nd lowest has 27 - lowest routine will become 27.
Makes sense as the youngster leans on more experienced players and wont suffer from his own lack of it if they are great support for him.
More impact of Playing Style
Your players will now try to create more attacks that matches your chosen attack style.
Focus side (take advantage weak opp defender or strong own winger)
Right / Left / Central / Balanced
Focus chance creation to go through your strong side/central or focus on your opponents weakness.
This is added, but wont be usable until feature is added on tactics page as well.
GKs more dependant on defense (skills). Not only his own skills. GKs are too overpowered
When a keeper try to save a shot his defense average skills will impact what his own skills count for. The defence will count for 30% of the keepers skills.
Below is a chart showing the percentages for how a GKs skills are calculated based on what attack type it is.
E.g. if it is a header chance all the GKs skills will be mulitplied with 0,70 and have added the average skill sum of the defensive line’s position * 0.05 etc…
E.g. GK has 20 in a skill - Defenders (4 back line) have 17, 13, 20 and 19 in positioning)
20*0,7+(17+13+20+19)/4*0,05+... = GK skills
The same concept is applied to all GK skills in this given header chance.
Stamina to have an affect as the game wears on (and in injury time).
After 65 mins in the game stamina starts to matter. At every 10th minute the effect becomes larger. Basically all skills of a player is multiplied with a percentage. See chart below for full info.
For GKs this will matter only a fourth. E.g. a GK with 10 skill in min 85 will get a 20/4 = 5% loss of skills.
Only 11 players needed to play a game not 16. No forfeits.
Simple. Less forfeits will happen. If team get injury with no subs on bench the same penalty as with red cards are used.
Players get routine by being on field in match
No more 10 min required rule to get routine. New stamina makes subs more relevant anyway.
Defenders makes finishes
Defenders now make finishes sometimes in the matches.
Tactical battles via Playing Style
With all these attacking styles options you can now build much more exiting tactics around your own expertise as well as you can counter what your opponent does formation-wise and which players he has. It will be a new level of tactical battle within the already existing tactical battles of the current ME.
The formulas change to be based on two new numbers. “Formation bonus” and “Skill bonus”
SHORTPASSING
OFF:
OML+OMCs+OMR+Fws+(ML+MCs+MR)*0,75+(DR+DL+DMR+DMCs+DMR)*0,4+1,2
DEF:
DCs+DMCs+(MCs+DR+DL)*0,5+(DML+DMR+ML+MR)*0,25+2,1
To calculate take the 11 players on field an add into formulas.
E.g. a 4-4-2 DL-DC-DC-DR-ML-MC-MC-MR-Fw-Fw for both teams would give:
ATT: 0+0+0+2+(1+2+1)*0,75+(1+1+0+0+0)*0,4+1,2= 7,0
DEF: 2+0+(2+1+1)*0,5+(0+0+1+1)*0,25+2,1= 6,6
Formation bonus min/max values for short passing.
Max bonus for ATT = 7,5
Min: bonus for ATT = 0
Max bonus for DEF = 10
Min bonus for DEF = 0
So in this case both teams get a 0.4 bonus from formation on all their short passing attacks in the game.
0.4 is then converted to a percentage which impact the chance of an short pass in the game being a succes.
On top of this bonus there will be a bonus based on skills of players in formation. For shortpassing it is:
ATT: Offensive players need to be technical types
DEF: Defenders need to be great at positioning themselves and tackle the technical attack style.
THROUGH BALLS
OFF:
Fws*1,1+OMCs+MCs*0,85+(OML+OMR)*0,5+3
DEF:
DCs+DMCs+(DL+DR)*0,6+(DML+DMR)*0,3+2,9
Formation bonus min/max values for through.
Max bonus for ATT = 7,9
Min: bonus for ATT = 0
Max bonus for DEF = 10
Min bonus for DEF = 0
Skill bonus
ATT: Fast offensive players needed
DEF: Fast defenders needed to cover
DIRECT/COUNTERATTACK
ATT:
ML+MCs+MR+(DML+DMCs+DMR)*0,95+(DL+DCs+DR)*0,9
DEF:
DL+DCs+DR+(DML+DMCs+DMR)*0,9+(ML+MCs+MR)*0,8
Formation bonus min/max values for direct.
Max bonus for ATT = 7,6
Min: bonus for ATT = 0
Max bonus for DEF = 10
Min bonus for DEF = 0
Skill bonus
ATT: Fast and technical offensive players needed for the counter attacks to be more successful
DEF: Defensive players need to primarily work hard and mark well.
LONG BALLS
OFF:
Fws+OMCs+(OML+OMR)*0,2+4,45
DEF:
Fws+OML+OMCs+OMR+(DCs)*0,6+(DL+DR+DMC+DMC)*0,3+1,9
Formation bonus min/max values for long balls.
Max bonus for ATT = 7,5
Min: bonus for ATT = 0
Max bonus for DEF = 10
Min bonus for DEF = 0
Skill bonus
ATT: Heading up front needed
DEF: Defenders need heading to defend against long balls.
WING ATTACKS
OFF:
(DL+DR)*0,4+(DML+DMR)*0,6+(ML+MR)*0,8+OML+OMR+4,35
DEF:
=DL+DR+(DML+DMR)*0,6+(ML+MR)*0,4+(OML+OMR)*0,2+DCs+1,9
Formation bonus min/max values for wing attacks.
Max bonus for ATT = 7,6
Min: bonus for ATT = 0
Max bonus for DEF = 10
Min bonus for DEF = 0
Skill bonus
ATT: Pace and crossing needed primarily
DEF: Pace and tackling needed primarily
(edited)
Routine will matter less AND the first routine points earned will count for more than the last. This means younger players will be playable at en earlier age and that a team will of old players with lots of routine will dominate less. Basically skills will start to matter more.
New routine line sharing:
Lines will be will be:
GK+D
DM+M
OM+F
The top routined player in each line share 25% of their routine to the lowest routined player in same line. Capped at max 40 routine points and what the 2nd lowest routined player in line has.
E.g. top routined player in line has 80 routine. 25% is 20, so 20 routine is added to the lowest routined player in line.
E.g. if lowest has 18 and 2nd lowest has 45 - lowest routine will become 38.
E.g. if lowest has 28 and 2nd lowest has 45 - lowest routine will become 40.
E.g. if lowest has 18 and 2nd lowest has 27 - lowest routine will become 27.
Makes sense as the youngster leans on more experienced players and wont suffer from his own lack of it if they are great support for him.
More impact of Playing Style
Your players will now try to create more attacks that matches your chosen attack style.
Focus side (take advantage weak opp defender or strong own winger)
Right / Left / Central / Balanced
Focus chance creation to go through your strong side/central or focus on your opponents weakness.
This is added, but wont be usable until feature is added on tactics page as well.
GKs more dependant on defense (skills). Not only his own skills. GKs are too overpowered
When a keeper try to save a shot his defense average skills will impact what his own skills count for. The defence will count for 30% of the keepers skills.
Below is a chart showing the percentages for how a GKs skills are calculated based on what attack type it is.
E.g. if it is a header chance all the GKs skills will be mulitplied with 0,70 and have added the average skill sum of the defensive line’s position * 0.05 etc…
E.g. GK has 20 in a skill - Defenders (4 back line) have 17, 13, 20 and 19 in positioning)
20*0,7+(17+13+20+19)/4*0,05+... = GK skills
The same concept is applied to all GK skills in this given header chance.
Stamina to have an affect as the game wears on (and in injury time).
After 65 mins in the game stamina starts to matter. At every 10th minute the effect becomes larger. Basically all skills of a player is multiplied with a percentage. See chart below for full info.
For GKs this will matter only a fourth. E.g. a GK with 10 skill in min 85 will get a 20/4 = 5% loss of skills.
Only 11 players needed to play a game not 16. No forfeits.
Simple. Less forfeits will happen. If team get injury with no subs on bench the same penalty as with red cards are used.
Players get routine by being on field in match
No more 10 min required rule to get routine. New stamina makes subs more relevant anyway.
Defenders makes finishes
Defenders now make finishes sometimes in the matches.
Tactical battles via Playing Style
With all these attacking styles options you can now build much more exiting tactics around your own expertise as well as you can counter what your opponent does formation-wise and which players he has. It will be a new level of tactical battle within the already existing tactical battles of the current ME.
The formulas change to be based on two new numbers. “Formation bonus” and “Skill bonus”
SHORTPASSING
OFF:
OML+OMCs+OMR+Fws+(ML+MCs+MR)*0,75+(DR+DL+DMR+DMCs+DMR)*0,4+1,2
DEF:
DCs+DMCs+(MCs+DR+DL)*0,5+(DML+DMR+ML+MR)*0,25+2,1
To calculate take the 11 players on field an add into formulas.
E.g. a 4-4-2 DL-DC-DC-DR-ML-MC-MC-MR-Fw-Fw for both teams would give:
ATT: 0+0+0+2+(1+2+1)*0,75+(1+1+0+0+0)*0,4+1,2= 7,0
DEF: 2+0+(2+1+1)*0,5+(0+0+1+1)*0,25+2,1= 6,6
Formation bonus min/max values for short passing.
Max bonus for ATT = 7,5
Min: bonus for ATT = 0
Max bonus for DEF = 10
Min bonus for DEF = 0
So in this case both teams get a 0.4 bonus from formation on all their short passing attacks in the game.
0.4 is then converted to a percentage which impact the chance of an short pass in the game being a succes.
On top of this bonus there will be a bonus based on skills of players in formation. For shortpassing it is:
ATT: Offensive players need to be technical types
DEF: Defenders need to be great at positioning themselves and tackle the technical attack style.
THROUGH BALLS
OFF:
Fws*1,1+OMCs+MCs*0,85+(OML+OMR)*0,5+3
DEF:
DCs+DMCs+(DL+DR)*0,6+(DML+DMR)*0,3+2,9
Formation bonus min/max values for through.
Max bonus for ATT = 7,9
Min: bonus for ATT = 0
Max bonus for DEF = 10
Min bonus for DEF = 0
Skill bonus
ATT: Fast offensive players needed
DEF: Fast defenders needed to cover
DIRECT/COUNTERATTACK
ATT:
ML+MCs+MR+(DML+DMCs+DMR)*0,95+(DL+DCs+DR)*0,9
DEF:
DL+DCs+DR+(DML+DMCs+DMR)*0,9+(ML+MCs+MR)*0,8
Formation bonus min/max values for direct.
Max bonus for ATT = 7,6
Min: bonus for ATT = 0
Max bonus for DEF = 10
Min bonus for DEF = 0
Skill bonus
ATT: Fast and technical offensive players needed for the counter attacks to be more successful
DEF: Defensive players need to primarily work hard and mark well.
LONG BALLS
OFF:
Fws+OMCs+(OML+OMR)*0,2+4,45
DEF:
Fws+OML+OMCs+OMR+(DCs)*0,6+(DL+DR+DMC+DMC)*0,3+1,9
Formation bonus min/max values for long balls.
Max bonus for ATT = 7,5
Min: bonus for ATT = 0
Max bonus for DEF = 10
Min bonus for DEF = 0
Skill bonus
ATT: Heading up front needed
DEF: Defenders need heading to defend against long balls.
WING ATTACKS
OFF:
(DL+DR)*0,4+(DML+DMR)*0,6+(ML+MR)*0,8+OML+OMR+4,35
DEF:
=DL+DR+(DML+DMR)*0,6+(ML+MR)*0,4+(OML+OMR)*0,2+DCs+1,9
Formation bonus min/max values for wing attacks.
Max bonus for ATT = 7,6
Min: bonus for ATT = 0
Max bonus for DEF = 10
Min bonus for DEF = 0
Skill bonus
ATT: Pace and crossing needed primarily
DEF: Pace and tackling needed primarily
(edited)
Beh, la mia Golden Age delle giovanili è sicuramente finita.
Non pesco più nulla di allenabile da diverso tempo.
A questo punto appena arrivo a 100 Pro tento la pescata regionale.
Non pesco più nulla di allenabile da diverso tempo.
A questo punto appena arrivo a 100 Pro tento la pescata regionale.
hai usato qualche bonus per aumentarne il potenziale? A me ogni tanto arrivano buone cose...
hai usato qualche bonus per aumentarne il potenziale?
in che senso?
in che senso?
quando sali di livello. Io per le giovanili ho fatto praticamente tutto, mi manca il +3 routine (che alla luce del nuovo ME forse ho fatto bene a rimandare)
comunque salito in C2 sto prendendo schiaffazzi...
comunque salito in C2 sto prendendo schiaffazzi...
Non ho ancora capito a che bonus ti riferisci, scusami.
Ad ogni modo io ho espanso tutto il possibile per le giovanili. Al posto tuo farei anche l'ultimo tassello, quello della routine.
Vero che conta meno ma avere i giocatori con almeno 2 stagioni e mezza di esperienza regalati non è affatto male.
Fra l'altro vendi 20enni che hanno routine oltre il 10, dove il mercato te li premia sicuramente visto che hanno la stessa routine di 23-24enni.
Ieri sera mi è entrato un 20enne 3 di raccomandazione, 4 di potenziale. Neanche il tempo di un mezzo sorriso: è già compiuto.
Li sto praticamente licenziando tutti.
Per me inizio buono in campionato ma ho 3 squadre almeno davanti. Una la incontro stasera. Ho provato l'amichevole e mi ha asfaltato.
Devo portare pazienza, comunque in C2 non avrei vita, meglio restare qui.
Ad ogni modo io ho espanso tutto il possibile per le giovanili. Al posto tuo farei anche l'ultimo tassello, quello della routine.
Vero che conta meno ma avere i giocatori con almeno 2 stagioni e mezza di esperienza regalati non è affatto male.
Fra l'altro vendi 20enni che hanno routine oltre il 10, dove il mercato te li premia sicuramente visto che hanno la stessa routine di 23-24enni.
Ieri sera mi è entrato un 20enne 3 di raccomandazione, 4 di potenziale. Neanche il tempo di un mezzo sorriso: è già compiuto.
Li sto praticamente licenziando tutti.
Per me inizio buono in campionato ma ho 3 squadre almeno davanti. Una la incontro stasera. Ho provato l'amichevole e mi ha asfaltato.
Devo portare pazienza, comunque in C2 non avrei vita, meglio restare qui.