Honestly bustthenet thank god we have you around doing fm videos, because if i was new to fm which i still am then your videos and guides are helping out massively, just need to sit down with the game and play it :/ But honestly man keep up the great videos
Great work mate, you are legend. Can you make if you don t have a video about the players position, what should each player poses on their position. For example wing back acceleration.. And sou on.. Kind regards from Slovenia, stay healthy and play FM19🇸🇮😁😁😁😁🙏🙏
I am going to do a new one for when the patch comes out, it should be very succinct and I aim to deal with each facet quickly and break it down into how you can use it depending on your style
Thanks for the great video! For those who haven't played FM for several years, many of the newer features remain unclear: 1. What makes up a role? Are they merely a preset template of PI's, or something more than them. If it's the latter, then how do you control things you don't like in the role. For example, many of the forward roles include great PI's, but hardcode low intensity pressing, which is very annoying because with geigenpress, the intensity of the forwards pressing is essential. 2. Related, is it better sometimes to just play generic CM, AM roles? 3. How do you control which players track back? 4. How does tighter marking work in conjunction with pressing intensity? In the PI screen, is tight marking only relevant when player has a marking assignment? Does it in anyway detract from effective pressing, i.e. sticks close to an irrelevant player when should press based on the current situation.
Team fluidity isn’t important at all, and I don’t really care what it says anymore. It isn’t about players set to support. Fluidity is about getting players up in support. Fluid more, structured less.
@@BusttheNet and did you mention, when you change your mentality to more defensive team fluidity goes to more structured? Is it still not important and doesn't affect teamplay? Sorry for my eng, and thx for videos:)
Only in so far as warning you that too many players could be involved in a specific transition. Say you are attacking fluid, then you will have a problem defending on counters, for eg
Please can you do a video detailing all the specifics of each role, covering the things not explained by descriptions and the PI's. For example, does a pressing forward make less forward runs (in possession) than an advanced forward?
I finally understand why they made us unable to modify the shape BTN said that shape influences how your team varies in mentality This means that if you play Attacking structured players on attacking duty will have a great difference in mentality compared to players on Defend duty Yet at the same time if you play fluid then players will be closer in terms of mentality This means if you play Attacking fluid, those defensive duties might as well be support roles just based on how it would be in a standard flexible mentality
Defend still stays back but their initial positioning is going to be higher on higher mentalities. Certain TIs will raises mentalities of some players as well and there are TIs that also affect positioning for some events
Current exploit #1: Crossing in front of the defender. The receiving player is ALWAYS open and has a free shot on goal. It's also a straight pass with no curl so less chance of bad placement.
Thanks. By the way i have a question. Is it oke or bad if you have a player on a not suited position for him where it becomes red coloured? And what about the effect on a player who is not playing in his best role? ...bcz i see it effects my decisions a lot wanting everyone on his best position/role...?
Wow.... 963 hours played of footie manager and I just learned you can have GK distribute to certain positions. Oh PS, you keep mentioning a discord channel in a lot of your videos but I can't seem to find out how to get there.
All those tactical theories are nice, but it's FM and the game isn't realistic. What you would do IRL doesn't matter in the game because the match engine is broken and you can't apply all that IRL logic. That's what frustrating with that game. I keep coming back to it but always end up so frustrated because it makes no sense.
Honestly bustthenet thank god we have you around doing fm videos, because if i was new to fm which i still am then your videos and guides are helping out massively, just need to sit down with the game and play it :/ But honestly man keep up the great videos
Thanks I am glad its helped
just started playing fm, you are a genius man, I feel so dumb when I watch your videos, thank you
Great work mate, you are legend. Can you make if you don t have a video about the players position, what should each player poses on their position. For example wing back acceleration.. And sou on.. Kind regards from Slovenia, stay healthy and play FM19🇸🇮😁😁😁😁🙏🙏
Hi Daljit.
Thanks for this, been looking forward to your take on the tactical creator.
I am going to do a new one for when the patch comes out, it should be very succinct and I aim to deal with each facet quickly and break it down into how you can use it depending on your style
Can you do a team guide for Inter Milan or Roma this year? Keep up the awesome work.
Thanks for the great video! For those who haven't played FM for several years, many of the newer features remain unclear:
1. What makes up a role? Are they merely a preset template of PI's, or something more than them. If it's the latter, then how do you control things you don't like in the role. For example, many of the forward roles include great PI's, but hardcode low intensity pressing, which is very annoying because with geigenpress, the intensity of the forwards pressing is essential.
2. Related, is it better sometimes to just play generic CM, AM roles?
3. How do you control which players track back?
4. How does tighter marking work in conjunction with pressing intensity? In the PI screen, is tight marking only relevant when player has a marking assignment? Does it in anyway detract from effective pressing, i.e. sticks close to an irrelevant player when should press based on the current situation.
Gonna have to remember this post, very good valid questions that deserve their own video
Bit of a correction, team fluidity is more than just players set to support, you can create a structured setup with all players set to support.
Team fluidity isn’t important at all, and I don’t really care what it says anymore. It isn’t about players set to support. Fluidity is about getting players up in support. Fluid more, structured less.
@@BusttheNet and did you mention, when you change your mentality to more defensive team fluidity goes to more structured? Is it still not important and doesn't affect teamplay? Sorry for my eng, and thx for videos:)
Only in so far as warning you that too many players could be involved in a specific transition. Say you are attacking fluid, then you will have a problem defending on counters, for eg
Will you be making a video on how you got your ball playing defenders near the opponents box?
Me:pshh I don’t need this
Me 4 months later:I need this. Cause I was Real Madrid lost 18-0 to espanyol
OMG how does that happen?
BusttheNet we may have went bank rupt :p
@@yellowboyplayz43 Ouch
Please can you do a video detailing all the specifics of each role, covering the things not explained by descriptions and the PI's. For example, does a pressing forward make less forward runs (in possession) than an advanced forward?
im voting for getting started series !
I finally understand why they made us unable to modify the shape
BTN said that shape influences how your team varies in mentality
This means that if you play Attacking structured players on attacking duty will have a great difference in mentality compared to players on Defend duty
Yet at the same time if you play fluid then players will be closer in terms of mentality
This means if you play Attacking fluid, those defensive duties might as well be support roles just based on how it would be in a standard flexible mentality
Defend still stays back but their initial positioning is going to be higher on higher mentalities. Certain TIs will raises mentalities of some players as well and there are TIs that also affect positioning for some events
Great vid as always man! Could you please elaborate on the underlap? How does it work, etc. Thanks
I will be playing with the underlap on my LFC videos coming soon.
@@BusttheNet thanks man!
Current exploit #1: Crossing in front of the defender. The receiving player is ALWAYS open and has a free shot on goal. It's also a straight pass with no curl so less chance of bad placement.
Brilliant
Thanks. By the way i have a question. Is it oke or bad if you have a player on a not suited position for him where it becomes red coloured? And what about the effect on a player who is not playing in his best role? ...bcz i see it effects my decisions a lot wanting everyone on his best position/role...?
Wow.... 963 hours played of footie manager and I just learned you can have GK distribute to certain positions. Oh PS, you keep mentioning a discord channel in a lot of your videos but I can't seem to find out how to get there.
can u do an in depth guide to using Pep Guardiola's Tactic's in Football Manager 2019 please
Watch my Liquid video
Great video BusttheNet, however can you tell me how to recall my players from holidays most of my players are on holiday during pre-season
I used to play older fms but a bit lost with this new one any help with what team instructions contradict each other same with player instructions
You have a singaporean accent. From singapore?
Thought the same
I thought it was a German accent 😂
Is that klopp?
Hi, how can I send you a message about my tactic ?
Hi,
Vertical tiki-taka is Manchester City style of play, is that correct?
I think Napoli last years...
Vertical Tiki-Taka is the same as Sarriball, so more like Napoli 17/18 and Chelsea this season :-)
19:20
All those tactical theories are nice, but it's FM and the game isn't realistic. What you would do IRL doesn't matter in the game because the match engine is broken and you can't apply all that IRL logic. That's what frustrating with that game. I keep coming back to it but always end up so frustrated because it makes no sense.
To be fair to the creators, we don't have the AI technology yet to create a realistic match engine, so this is about the best you can make.