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我昨天随便搞了一个在A站发了一个,目前仅次于knap那两个,排第三。
感兴趣的去下边帖子自己下吧,手机不太方便
https://www.playgm.cc/forum.php?mod=viewthread&tid=977661&mobile=2
看了一到目前为止排行榜上的龙争虎斗,感觉神阵的框架已经出来了,后面应该是对球员指令的雕琢了。
在A站写了一个总结,也把中英文版在爆棚贴一份,欢迎大家讨论
Few observation's after the testing
a. Almost all the tactics are same because of the engine. high pres are still the OP solution for the engine. I think this is not only because of the tactics but also because of the the over powerful physical stats. The tactics are trying to amplifier the physical stats impacts especially the speed and strength.
b. Just like the common feeling, Channel = goals, hence all most all the Channel roles(e.g. CHM, CHF,IWB/IF) performed much better than others. and all the defense concern are against Channel (2 DM & 5 back defenders)
d. If you did join the game, you will find low ball possess ratio, high expectation goal, comparing to high press the tactic is more like a counter-attack solution. (Mourinho?)
c.AM > CF, for most high Pts tactics, by only replace CF to AM will achieve a better score. however I don't know the reason.
d. In out-of-possess, I would suggest leave the Front players and not ask them back, it will help achieve better depth in defense. There are a few similar tactics trying to engage front players back, but failed to achieve a better result(e.g. set AM back to CM position)
e. Compared to FM24, Dribbling is significant enhanced player stats.
f. At last, consolidate above points, the tactic instruction skeleton is here:
i) high intensity(high tempo, more directs pass, harder tackle, often press etc), it makes all players are running, which amplifier their physical stats performance.
ii) high pres line engagement and much lower defense line, to leave running space for channel roles.
iii) Encourage dribbling because of point e.
iv) Against Channel in both attack and defense, picking roles related to Channel for attack, set at least 2 DMs and sufficient defenders in both flanks when out of possess
v) play safe for other instruction
I think with this skeleton, no matter you played 433/343/442/424, it may not be best but enough to beat AI.
测试后观察到的几点:
a.几乎所有战术都一样,因为引擎的关系。高位压迫仍然是这款引擎的OP解决方案。我认为这不仅是因为战术,也因为过于强大的身体属性。所有战术都在试图放大身体能力,尤其是双速和力量。
b.就像大家普遍的感觉一样,肋部=进球,因此几乎所有肋部角色(如CHM、CHF、IWB/IF)表现都远好于其他角色。所有连防守问题都集中在如何解决肋部威胁(比如,2名后腰和5名后卫)
c. 如果你加入了比赛,你会发现控球率低,进球预期高,相比高逼抢,整个战术更像是一种反击。(穆里尼奥?)
d.前腰 >前锋,对于大多数高分战术,简单的将中锋替换为前腰能获得更好的分数。不过我不知道原因。
e. 在无球状态下,我建议留下前线球员,不要让他们回来,这样有助于防守层面的深度。有几种类似的战术试图让前排球员投入到更深的位置防守(例如让前腰退回中场位置),但效果不佳。
f.与FM24相比,盘带在球员属性上有显著提升。
g.最后,结合上述要点,我们可以得到一个战术指令的骨架:
一)高强度(节奏高,传球更多,铲球更硬,经常逼抢等),这让所有球员都在奔跑,这会增强他们的身体属性的表现。
二)高位压迫的接触线,但是却将防御线设为更低,为肋部角色留出跑动空间。
iii)因为f点,鼓励盘带。
iv)对肋部的进攻和防守,选择与肋部相关的进攻角色,在无球时至少安排2名后腰和并在两翼防足够的后卫
五)在其他选项时谨慎行事
我觉得用这个框架玩,无论你玩433/343/442/424,可能不是最强,但足够打败AI。
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