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10 GK, DM
9 FW
8 MF, DF
7 CD, LF/RF
6 SW
5 CF
4 AM, LM/RM
3 LD/RD
2 CM
1
Skills & Talents
10 Long pass
9 Cannon shot, Rainbow Feint
8 Slide Tackle, Layoff pass
7 Head play
6 Reaction, Olympic kick
5 Playing out, Intercept
4 Strong GK
3 Nutmeg
2
1 Throw in
Specialisations
10 Specialist. Talent
9
8 Dedication
7
6
5 Fan Favorite
4
3 Stamina
2
1 Versatile player
Upgrades
10 STADIUM SIZE, YOUTH ACADEMIE
9 TRAINING GROUNDS
8 defender coach
7 forward coach, second youth coach
6 bench coach
5 goalkeeper coach
4 first youth coach
3 midfielder coach
2 MEDICAL CENTER, chief physician, head physio
1 SCOUT CENTER, first scout, second scout
Solid assessment.
Me 500'ish hours, all play modes, always fresh start, various leagues, NO MODS.
Positions
Same except:
-Move LM/RM UP 1 with CF,
-Starting GK should always be a top priority, however once a good starter is found/trained, the fining/grooming of a backup GK becomes about a 3 priority with LD/RD.
Skills & Talents
Same except:
-Move Olympic kick DOWN 1 priority,
-Move Reaction UP 1 to 7,
-Maybe move Intercept UP 1 as well.
Specialisations
Same except: Stamina UP 1.
Upgrades
Same except:
-Second youth coach, DOWN 3,
-Midfielder coach UP 2,
Positions
10 GK Long Pass+Cannon Stop
9 FW Cannon shot + Rainbow Feint
8 SW Long Pass
7 MC,MF Long Pass, Layoff Pass
6 LF,RF, Rainbow Fient, Cannon Shot
5 DC Tackling, Headplay
4 LD,RD, Tackling, Long Pass
3 DM Interception
2 CF Headplay, Cannon Shot
1 AM Layoff Pass, Cannon Shot
Skills & Talents
10 Cannon Shot/ GK Cannon Stop
9 Rainbow Fient/ GK Long Pass
8 Long Pass/GK Reaction
7 Layoff Pass/GK Playing Out
6 Tacking
5 Nutmeg
4 Olympic Kick
3 Headplay
2 Reaction
1 Intercept
0 Throw In
Specialisations
Skills Improvemets
XP bonuses
Fans, Glory...Value
Stamina
Upgrades
10. Youth Centre
9. Striker coach
... to lazy to continue, anyway its all subjective and adapted to my style of play.
I think i undervaluated the DM but i never played with one. Im too ofensive to do it.
I like to play an offensive setup too.
I think waaaaay too many players think D is king.
That's why I like DM's
I (usually) use them instead of a Sweeper or 3rd CD.
Some games my back line is an LD, CD, RD, and I can often get away with that if you have a good DMid - who provides you with more offence than a SW or CD.
Especially if they have Long Pass or Layoff pass, they can become your team assists leader.
The days of 5 or 6 pure Defenders at the back are long gone, I think. Better to go with more mobile or versatile positions that can fill ROLES as necessary.
I'm too lazy to post a full rundown, but I'll give my input on positions (500 Hours, all modes, base and real leagues):
10. MF - Most versatile unit in the game that can be built for multiple roles. High mobility for both offense, midfield and defensive support, universal class means access to two skills/talents instead of one.
9. CF - Automatic positioning means plays are set-up for free, free level in Head Play for crossing. Only weakness is that they require some support/initial set-up to open up a tighter defensive formation.
8. FW - Similar to MF but with a boost to Control, making ball possession more likely.
7. AM - Ability to alter tight defensive formations with False Kick. Bonus to passing through Defenders, setting up plays to forwards in the opponent's box. Bonus to shooting through Defenders if you go with a high Accuracy option.
6. RF/LF - Access to the best non-skill ability in the game (Break In), which actually makes CDs a bad option due to the likelihood of drawing penalties.
5. CM, DM, LM, RM - All control the midfield position in some way, with bonuses that support it (mobility, defensive cover, pass bonus, pressing, etc).
4.LD,RD - High mobility, the ability to severely weaken Potential rolls on BOTH offense and defense (more so since the DLC). Easy to counter attack or provide mid-field support.
3. DF - Good universal coverage due to the ability to block adjacent pass lanes. Also, the ability to STACK blocking bonuses against shots provide even better coverage than a SW.
2. CD, SW - Serve very specific roles, good when those are covered properly but incredibly weak otherwise. CD can be a very weak class as the auto-tackle tends to result in fouls on failure, and it cannot block shots passing through adjacent squares. SW can be manipulated to allow tactics that wouldn't be possible with a static defensive formation (mainly Crossing).
1. GK - Serve one role, once you have a single unit there's no need to consider others beyond Retirement.
I like best now FW instead of CF because of their 2 square run behing the defensive line (if they play with a SW) and then a long pass to him. Its a pretty easy scoring method. Also they get specialization points wherever they are on the field.
CD's are very useful in stoping rainbow feints as they tackle automatic + keeps away strikers, they need to have high defence of course and you need more of them so they can backup each other.
SW is by far the most usefull in defence for me except gk, because can stop nutmeg only by positiong, can stop cannons only by positioning, he automatic recovers the ball even if it bounces near him and if you have long pass becomes a great servant for MC wich will deliver to the strikers.
GK the lock of the defence - a very good gk can lock your team for goals, he gets crazy specialization because he saves a lot and then within a few years his price will skyrocket on the market. Great value.
Cheers!
AMs are hard to train. But if you do, they might make wonders.
yeah reallly
I think AM(set Side forward, cannon shoot) is super powerful. with passers(CM, side back)
Most used:
Commonly used:
Less common:
Less useful or trained positions:
Step 2. ?
Step 3. PROFIT.