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It's also always been possible to severely weaken the success rate of Skills with positioning and player roles. A L4 Head Play character isn't going to score if he can't get a chance to use his skill due to blockage, a L3 Long Pass is unlikely to succeed if it goes through multiple players, Cannon Shot needs a clear path, Rainbow Feint suffers in instances where multiple rolls are necessary before a scoring opportunity, etc.
A good combination of Skills can be strong, but they don't take over the game.
Try playning against a team with all L3 skills without using any yourself? You will always have three actions wich is not enough to come close to scoring while your opponent have skills that dont use actions and kan bypass your players with ease.
I often find that my best players are those that combine a couple of high Attributes with Skills that make up for the player's remaining low Attributes. It rarely makes sense to me to "double up" with Skills on top of an Attribute that provides more or less the same function. If I were to do that, I end up in the situation that you describe where Skills are everything and Attributes don't matter. But that's not a good player, in my opinion.
Maybe thats what I am saying.
Instead of giftness x3 vs giftness you have skilllevel*25+25*giftness+attribute vs talentlevel*25+giftness*25+attribute. This would give you a 75 bonus for level 3 skill and a 25 bonus for each difference in giftness.
Or maybe just that the defender wins ties would tip the scale.
I am really in favor of what Bloodstorm stated, and I would add some to it. MF with slide tackle and high passing or high defense such that he can make passes and intercept passes. SW with long pass and high defense. FW with nutmeg and high accuracy. WM with nutmeg and high passing. MF with canon shot and high passing to either shoot or cross from wings. WF with canon/RF and high control. CF high acc and heading. CD with high def and layoff pass.
Two players in front of a Head Play attacker prevent the heading attempt, and it relies on multiple challenges (crossing, heading, defender, goal keeper) to succeed.
Rainbow Feint becomes significantly weaker as it's used so walking all the way to the goal from outside the box is significantly harder if you go through multiple defenders; this also makes it good for one goal only at best. And it still suffers from CD auto-tackles and nerfs from adjacent RD/LD players.
Ironically, Cannon Shot is the strongest of the three because once you have a path (which you create by manipulating the defense) it's always a 1v1 with no other challenges to make. And on failure, it will always bounce for a potential corner opportunity.
You can face off against a team full of skills without using them yourself and still win with consistency. Skills do not make or break a team, they are only another factor in the overall strategy.
You can have attacking skills, but never get to use them or supporting skills like Long Pass/Layoff Pass that never result in opportunities. This is done by understanding the fundamental game mechanics (there are a ton of these) before skills come into play.
Having only three actions per turn is more than enough if you make positioning, roles, and action choice matter. Holding the ball in Midfield or running it down the flank and then setting up a play that gets your attackers into the box is far more important than trying to gamble with a Rainbow Feint chain against a line of Defenders, for example.
I agree with Bloodstorm's first paragraph; I think we would lose some of the variety that is possible if the balance is changed too much.
This goes both ways. Longpass L3+Cannonshot FW , Header L4, Rainbow feint L3. Once you get the setup right you can exploit your opponent for an easy win. Then it does not matter if they are level 100 and high attribute values because it doesnt matter.
My point is that I think that takes more away from gameplay, playerbuilding and tactics then giftness based skills.
If the feinter has no control, once he finishes the move on sometone, a near CD with high DEF just tackles him.
It's quite easy to have 1 CD in your whole team with "reaction" placed close to a feint target
2) However, every skill has an easy way to block it without skills. As mentioned many times, Rainbow Feint is easily blocked by several CD staying close to each other. In the Premier league and in European Cup, many teams know how to oppose to "Long Pass + skill" combination.
Sure thing, you as a player always have the advantage over AI, especially after you have built your team to your likings after many years in Premier League.
3) From time to time, I see that players ask to merge Skills+Attributes in one or another way. However, FTG is fun just because the Skills and Attributes are totally different things.
In other football management games, there is no other strategy except "Buy more powerful/talented footballers". You can make different actions, manage club etc but at the end of the day, you just scout for bigger numbers in the footballers' profiles.
But I wanted to represent another thing from real football life. I always liked to think about weaker teams in the way that their coach investigated the weak points of the opponent and found a way to exploit them. While his team is objectively weak, using the strong sides of his footballers allows him to win.
So there should be these "strong sides" of his footballers. In our game those are skills.
If skills and attributes are combined, there won't be any strong sides which a weak team can use against stronger teams.
4) In the DLC, we decreased the effect of the skills. Especially, in the Hard mode. So they better represent real life but still bring a lot of fun from my pov.
5) We tried our best to improve AI in the late game so it's harder to play in Premier League and European Cup (comparing to how it used to be in vanilla). But like in every game, there is always this moment when no one can oppose him.
Thanks for an answer from yout point of view. This is your game and I enjoy it most of the time. Other times I need to take a break to cool of or write a whine post on a forum.