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I keep hearing in the forums that each player has his own defensive line in 08. Could someone please explain this in lament terms for me? I thought there was only one defensive line in the team instructions. Thanks
There is only one defensive line in team instructions. However, it appears that the slider had no effect in 07 whereas it is working in 08, turning all the discussions on defensive line in 07 meaningless.
Thanks, now i understand. Could you also tell me when a training week starts and ends? how often does the game tell you how well a player is training? Thanks
Originally posted by Marseille07:
There is only one defensive line in team instructions. However, it appears that the slider had no effect in 07 whereas it is working in 08, turning all the discussions on defensive line in 07 meaningless.
That isn't true. The effect is more visible in FM2008, but to say that it didn't have an effect in FM2007 is wrong.
SI have now made it move visibly obvious in the new game, but it definately worked in FM2007.
Mentality affects the defensive line except for DCs.
So if you give a player high mentality and you give the team a deep defensive line, then you are telling him he has to drop back deeper to defend.
<pre class="ip-ubbcode-code-pre"> ML-----------Mentality 10 -----------Mentality 5 ------------DLine 10 ------------DL 5 Fullback------Mentality 10 ------DL 10 ____ DL 5</pre> When you set a defensive line you set it as a team, but each player has his own defensive line, and mentality should affect the size of his area, this gets compounded by closing down which in effect increases the size of his danger area.
so rashidi1, are you saying that if you want you attacking players to attack in the final third and your defence to defend in the right areas, the team mentality has to be the same as individual mentality right across the board?
I never said that...team mentality and individual mentality can be different. What people need to understand the effect of what mentality can do with defensive lines
1. Defines the players position on the pitch when your team has the ball. Low Normal and High being your slider then Normal would be dead centre. High would mean he is standing higher than default. Things like FWR enhance this even more.
2. Mentality as a risk tool. Higher mentalities means a player is willing to attack more, defend less and play more attacking passes, whether these are ideal or not. The higher the scale the greater the risk he is likely to take. So attacking players should have high attacking mentalities
Now having understood that think of the 3 mentalities.
Defensive - Player stays a bit deeper from his position and plays higher percentage passes to keep possession. If he is set to TTB he will also play the higher % defense splitting passes.
Normal - or Neutral means he will use decisions largely to guide him. A player here is set up to play with equal emphasis between the two. The range of normal means the same thing..perhaps slightly more in favour of one over the other depending on which end of the scale you go.
Attacking - To hell with defense. They won't bother to drop back and join the defensive line and changes are players higher up will also tend to get offside, they play further positioned on the pitch.
Now take their relative positions caused by mentality and apply logic to your choice of dline.
Dline sets depth of defending. Logically the higher the mentality> Greater the gap since he is farther away from his dline> the more he has to cover> if his closing down is higher> it becomes more hard work.
So when playing with a formation, you never want your mentality and your defensive line to be too far apart. I'm not saying match it..though that would be possible if you were playing with one mentality across the board. Or if you play with a split mentality system, then you would look for the group whom you can set on team...so that this unit can be called in to defend. I usually set my wingers and my AMCs on team settings along with one striker. This way I can use the Mentallity and defensive line as a tweak