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[FM2008] 在大陸網搵到的,我諗各新手甚至高手都要入來睇

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發表於 2007-11-5 11:44:20 | 顯示全部樓層 |閱讀模式
本文是关于FM的战术设置的一种方式
目的是打出技术性攻势足球,或者说像枪手和巴萨那样踢球。

她不同于原始的简单粗放式设置,她要求玩家对细节的把握做到丝丝入扣。
这是一种创造性的战术设置,她将带领初级玩家(包括某些依靠FMM和SL获得满足的自认高阶的玩家)走入FM高级玩家的殿堂;同时她也将丰富高阶玩家的选择.总之,作为作者,希望帮助大家从FM中得到更多满足和快乐,作者以此获得满足和快乐。

篇首语:多算胜,少算不胜,而况于无算乎。

球员个人设置篇
下文中不作特殊说明的数值设置均仅限于顶级联赛(五大联赛)


数据层级制的战术映射理论
首先大家应该清楚FM中最重要的战术调整都采用20级制,其次是3级制,最后是2级制。
由于FM所有球员数值都是20级制,以20级制设定的战术的重要性不言而寓。
在长期斗争实践中我发现,20级制的战术与球员数值具有映射性。经大致证明后,我认为可以推广为所有战术都以数据的形式计算,因此都可
以在某种程度下对球员属性进行映射,玩FM其实就是玩程序,玩数据。
这一发现的意义留给玩家评价。

声望影响加成理论
在我的实践中发现,声望对球员数值有加成影响
经测试大致推算如下
国家级声望加成1
洲际级声望加成2~3
世界级声望加成3~4
这意味着,当一名球员从表面数值上说不足以进行某战术安排时,实际经过声望加成后的数值是可以胜任该战术安排的。
以下所有个性化战术设置均可对应该加成。
举例而言,某球员铲球数值14,按照个性化战术设置,在顶级联赛中,其铲球应设置为很少,但是该球员的声望为国家级,经过加成易得其铲球实际运算值为15~16,则我们可以对其设置铲球战术为混合,以此类推,所有战术设置均可于此原则下指导进行。
有一点要注意,面对强大对手时,慎用或不用声望加成是比较稳妥的做法,我个人往往倾向于在个别球员身上使用。
这一发现的意义留给玩家评价。
建议声望加成仅用于自由度或者不用。

联赛层级渐变理论
根据估测和实践,我认为战术标准可根据联赛等级进行有序调整。
我以五大联赛为顶级标准,下文中所有战术数值标准均施用于顶级联赛,次级联赛则标准普降2点。
这意味着一名铲球数值14,声望低于国家级的球员,其在英超联赛时铲球战术设定为很少,而进入英冠联赛后,由于铲球标准降变为13,则其可以设置铲球战术为混合。
根据该渐变理论,我们发现,即使很低级别联赛中,球员依然有战术可以执行,这证明了个性化战术设置的普适性和正确性。
我认为,高阶玩家可参照该渐变理论,自行体会当前对手和所在联赛级别,自行决定标准尺度。
这一发现的意义留给玩家评价。


1)心态(20级制)
有人阶梯式的设置,有人统一作安排,效果都很不错
但是领先后不妨拉后一格两格,落后时不妨加上一格两格。
假如你对某个男人有特殊的偏爱,当然我不反对,我是说现在社会容忍度很高,但我不是,不,我不是说我不容忍,我是说我不是那个,你知道的,我不会看不起你的。
总之你给他多点阳光,他就更灿烂,给他点脸色,他就给别人脸色。喔!这就是进攻与防守吗?不是吗。

建议进攻,进攻,进攻......
我知道执教弱队很痛苦,但我建议通过调低防线来解决防守。
如果使用统一心态,我用弱队尝试了心态15,防线最低的打法,效果比防守心态要来的好。
经过反复测试,还是分级设置好于统一心态。

2)自由度(20级制)
参见我“FM08 AI 研究(关于FM系列自由度的研究)”一文


3)传球方式(20级制)
不,这不是网球。虽然观众们把头像扇子一样的简谐振动着,你可以很轻易的看到他们的左脸,然后是右脸,再是左......露西姨妈,嘿,是我,在这里,露西姨妈......等等,我是在看一场足球比赛,天哪,这比科洛牧师的晨祷还要让人发困.....
我的建议是,既然地心引力不允许我们把球踢入太空,也许我们应该放弃这么尝试。
但是我知道,科学家,你们会坚持下去的,为了嫦娥也为了兔子,也许是中国馅饼.......


4)逼抢(20级制)
逼抢是一种倾向,决定了球员是偏重出脚断球还是卡住防守位置等待对手犯错。

传统设置:前场乱抢,后场卡位。因为前场抢不下不要紧,后场乱出脚被过就惨了。

个性化设置:与卡位数值映射进行设置,位置感越好越出脚,经验告诉我们,牛人抢不下也能缠住或者放倒对手。位置感差的不要乱出脚,与其浪费体力,增加对手过人次数,不如帮队友卡住敌人传球线路,让位置感强的队友下脚。


5)铲断  (三级制)
目的:断球和伤人
          这是一种高水平防守球员才能成功实施的防守行为,看看德国队和中国队的场均铲球数和成功率你就明白了。
         
个性化设置:铲断高于15混合铲球,高于17经常铲球
                     经我测试,铲球低于标准值选择经常铲断,黄牌率大大高于按标准设定球员。再说一遍,这是一种高水平防守球员才能成功实施的防守行为。但选择很少铲球并不意味着该球员不铲球,只是当他判定铲球成功率低于70%时不进行该防守措施。
                     次级联赛以上标准普降2点。
                     以此类推,自己体会当前对手和所在联赛级别,自行决定标准尺度。


6)前插  (三级制)
目的:进球或创造进球机会。
个性化设置:无球跑动15点混合,18点经常,不要拘泥位置就一定要前锋老前插中后卫永不前插。放手打造你的缩头乌龟型前锋和NB插上中后卫吧,当然有这个数值的中后卫凤毛麟角,你未必有机会执教到。
                     不要以为边锋一定要经常插上,事实上废物们常常因此让队友接引点减少,或者传给插上水准低下的他而导致插上失败。
                     不要以为你没有选择队员插上,他们就绝不插上,这只是意味着,他们对于插上机会的判断标准提高了,一个设置为很少插上的队员,当他判断有70%的把握接应成功时会插上。
                     有种情况是你的中前场差极了,没一个好料,那我建议你设一个无球跑数值较好的前锋混合插上,或设一名中场插上。
                     次级联赛以上标准普降2点。
                     以此类推,自己体会当前对手和所在联赛级别,自行决定标准尺度。


7)盘带  (三级制)
目的:有句鬼话叫猪的全身都是宝。
           搬过来就是过人的全身都是宝。
           过人一旦成功,传也好射也好,总之一个新天地。
           运用数学统计,一场比赛过人次数高于对手5点以上则胜率非常非常高。估计对手是自卑吐血而死。
           通过过人,打压被过球员评分,对手防线一旦出现6分球员,进球几率就提高,出现5分球员,则一定会进球,除非你很背。
个性化设置:盘带加速双15混合,双17经常,单项17另一项大于10混合,单项19另一项大于10经常。
                     不要以为边锋就要选择过人,世界上总有一帮人在误导人。让你的废物多45度传中吧,一定创造出比他过人多得多的机会。也不至于整天被断球打反击这么狼狈。
                     不要以为你没有选择队员过人,他们就绝不过人,这只是意味着,他们对于过人的判断标准提高了,一个设置为很少过人的队员,当他判断有70%的把握过人成功时会选择过人。
                     强烈建议慎用不用声望加成。阿森纳就倒霉在滥用上了。
                     次级联赛以上标准普降2点。
                     以此类推,自己体会当前对手和所在联赛级别,自行决定标准尺度。


8)远射  (三级制)
目的:进球和门将脱手
个性化设置:远射15开混合,17开经常,雨、雪、冰雹天气可假定所有球员远射值加2。
                     有大力射门属性的球员以上标准降2点
                     不要以为你没有选择队员远射,他们就绝不远射,这只是意味着,他们对于远射的判断标准提高了,一个设置为很少远射的队员,当他判断有70%的把握远射成功时会远射。
                     次级联赛以上标准普降2点。
                     以此类推,自己体会当前对手和所在联赛级别,自行决定标准尺度。


9)直塞  (三级制)
目的:创造进球机会。
          长久以来,一直有些人说后卫直塞是为了向前推进,这是错误的,后卫向前传球与否取决于自由度。如果你让后卫经常直塞,你会发现他直接长传前锋的球大大增加,而传中场的球大大减少。

个性化设置:传球创造双15给予混合直塞,双17给予经常直塞,传球创造单项17另一项大于10给予混合直塞,单项19另一项大于10给予经常直塞.
                     不要以为你没有选择队员直塞,他们就绝不直塞,这只是意味着,他们对于直塞的判断标准提高了,一个设置为很少直塞的队员,当他判断有70%的把握直塞成功时会直塞。
                     次级联赛以上标准普降2点。
                     以此类推,自己体会当前对手和所在联赛级别,自行决定标准尺度。


10)传中
个性化设置:传中数值15设置混合,传中数值17设置经常。
            不要管该球员的位置,有这个能力就要用它,不要浪费资源。
            你会发现自己的边路球员有些甚至达不到混合传中的标准,那就让他们把球用传球的方式交给有利位置的球员吧,你也不愿意让他们用拙劣的传中浪费你的进攻机会吧。
           不要以为你没有选择队员传中,他们就绝不传中,这只是意味着,他们对于传中的判断标准提高了,一个设置为很少传中的队员,当他判断有70%的把握传中成功时会传中。
           次级联赛以上标准普降2点。
           以此类推,自己体会当前对手和所在联赛级别,自行决定标准尺度。

11)起球位置
一般来说突破能力强的队员选择下底,突破差传中弱但你有好的高中锋时选择45度吊冲。


12)起球目标
让队员自己选择位置最好的接引点吧。


13)换位  
这个名堂很多,但毛病也很多,但不管怎样,不失为一种丰富进攻套路的尝试。


14)盯人  (二选制)
目的:对于个别对方球员的能力进行限制

设置:技术型球队如巴西和枪手,都是采用区域盯人,但是当他们遇到强敌,会分出一名球员甚至两名球员给予对手的一个球星重点防守,毫无疑问森德罗斯对于德罗巴的防守是失败的,但在大多数情况下,这是有效的。

个性化设置:盯人能力低于15就不要派他献丑了,除非盯傻瓜,但是我们为什么要费心去盯傻瓜呢?
                     如果你的打法和我倡导的艺术足球不同,可以设置人盯人,这是对进攻的牺牲。因为你的阵型被扯乱了,没有什么比混乱的阵型更能伤害一只讲究传切配合的技术球队了。


15)紧逼  (二选制)
什么是紧逼?
在我看来,这是疯狂者的专利,德国队和穆里尼奥的切尔西就是这种意志力打法的贯彻者。

转SMR的一段文章:
“在十三年前,也就是1994年,我曾经看过一篇足球战术文章,是一个德国佬写的,叫做“紧逼,从前场开始!”
这篇文章,详细说明了现代足球中紧逼战术的作用和使用方式,主要讲述的是全场紧逼。这篇文章,一定程度上点明了70-90年代德国足球的精髓——紧逼,文中明确指出,紧逼的几个要点。一,必须从前场开始紧逼,在全场给对手持续的对抗压力。二,紧逼必须全队步调统一,不仅要紧逼持球者,还必须队友全力配合紧逼接应者,才能带来紧逼的效果,一旦接应点被漏,则紧逼的效果全无。三,紧逼必须贴身,一旦防守者距离进攻者超过两米,则根本不算紧逼。四,紧逼需要明显的体力优势做为支撑,否则无法完成紧逼任务。
如果大家想更直观点,翻出德国队原来的比赛录像,就能一目了然,什么是紧逼防守。最好是82-94年期间的。”

看完大家就明白了紧逼的目的:就是让对手失误率增加,出球点减少,拿球空间压缩。

设置:除非你打的是欧冠决赛或者某种一场决定命运的比赛,不建议全场疯狂紧逼,尤其对于技术型进攻足球,这简直是自杀性的自我否定。
          我还看过一篇英国足球专家的文章,论述了紧逼防守的天敌是快速反击,这就是为何意大利始终不怕德国队的原因。
          总之,你要是喜欢,并有强大的耐力、意志、强壮数值支持(顶级联赛平均高于13),那就这么干吧。

个性化设置:不妨进行局部的紧逼,设置体能充沛,防守数值强大的后腰压缩对手的空间。
                     还有一招,在对手明星球员位置附近形成一个紧逼区域,压缩对手拿球空间。
                     注意,体能下降到80以下球员紧逼经常犯规,给对手敏感位置任意球,后果往往导致对手进球。如果抢劫开到第三级,则吃牌率极高,切记。
                     但是无论如何,如引文所述,这种小范围的伎俩和全队步调统一、队友全力配合的全场紧逼效果差的多。


16)自由人  (二选制)
目的:进攻时多一个进攻队员,防守时多一个防守队员

设置:不建议设置二人以上,一般设置中场球员。建议配合队中控球队员进行统筹考虑。有人控球的话,可以给自由人回位的时间。

个性化设置建议:不要死板的上来就设置,可以在比赛进行过程中,针对本队防守压力过大,设置攻击球员为自由人;同理,针对本队进攻缺乏接引,设置防守队员为自由人。
        

17)持护球  (二选制)
目的:任意队员持球,可让阵型得到重组,无论防线还是进攻站位。同时无球队员开始围绕该拿球队员跑位。

设置:防守队员除DM外不建议,理由是一旦被断,后果严重。DM控球可以重整后防,同时给回防的进攻队员回到攻击位置的时间。如果你的前锋心态设置较低,每次或经常都回来禁区附近协防,则建议DM控球。
          前场建议前锋和AMC使用该设置,理由是为了打出漂亮的阵地战,必须有人拿住球争取时间,而其他人开始围绕该队员和对手防线穿插跑位。
          边锋一般情况下不建议控球,除非个别场次战术需要,比如中后场设定了某人长途插上接引的情况下。理由是边锋拿球出球范围小,接引点单薄,易于被对手看破。

个性化设置建议:顶级联赛中,技术值低于15者不建议控球,除非对手偏弱。(废话一下,技术值20,效果极好)
                            次级联赛中,技术值低于13者不建议控球,除非对手偏弱。
                            以此类推,自己体会当前对手和所在联赛级别,定下技术值标准。
               
关联考虑:拿球队员创造和传球属性越高,他的拿球就越有价值。请参考此进行阵容选择。


球队战术设置篇
说几点重要的



节奏(tempo)
100%赞同smr的理解,因此照搬如下
“FM战术设置里的节奏,绝对不是指球场的动作频率快慢,而是指代球队向前纵深传球的倾向。简单说:节奏的设置决定了教练希望球从己方禁区到对方禁区所用的时间长短。快节奏,不代表现代足球的生龙活虎;慢节奏,不代表老中式足球的一停二看三通过。这统统是误解。如果我们把节奏换个名字,改成“耐心”,也许大家就不会误解了。如果大家将节奏拉最高,传球方式倾向长传,那么就将看到老式英国足球打法——本方禁区与对方禁区的直接对话。这就是为什么说英超是节奏最快的联赛,而ARSENAL是英超中节奏相对最慢的球队。因为英超的绝大多数球队,拿球后会立即向前纵深传递,足球在两个禁区之间来回转换极快;而ARSENAL会相对注重一些控球,增加一些斜传和倒脚,层层推进。相对而言,曼联的组织程序也比较多一些,在英超中节奏偏慢。至于查尔顿,我认为几乎就是节奏最快的那种球队——不用组织,直来直去。而相对于巴塞,相对于大部分的西甲球队,ARSENAL的节奏也算快了,经常看球的朋友自然明白。可以说,ARSENAL和巴塞的快速短传配合,在FM战术设置中,绝对不是传球方式偏短而节奏偏快,而应该是节奏偏慢,因为他们踢的都是比较有耐心的足球。那种快速来自于接应配合的流畅和球员的技术水平,而绝非在战术设置中将节奏拉为“快”。”


防守反击
你是否和我一样期待天上掉馅饼路上拾钱包?不要灰心,同~~志~~,共产主义一定会到来的。但是,我们先把防反勾上......
我的建议:投资小见效快,要的。但是,比赛中发现防守反击经常被断的很难看,那就立即取消吧,你的今天的对手不吃这套,老实点推进其实很经典。一次次让对手进攻的话......你听说过成功率这个词吗?

限制条件:我最近测试了几只弱队,结论是速度差,插上弱的球队防反也差。如果你选择了,你会看到比赛控球率不高,球在双方防线前飞来飞去,进入拉锯。
                  对于使用弱队又想打得漂亮的球队来说,建议这种球队只在打强队时用防反。
结论:防反是一种球队能力,要有合格球员支持。

  你是否觉得本文对你有所启发呢?要想真正达到大师级主教练的境界,记住,兵无常势,水无常形。

我觉得个性化设置有三个特点。
一、是大大方便了玩家在比赛中频繁换阵的,因为不必根据位置进行战术调整更改,大家在比赛中想怎么变阵,变多怪的阵都行,或许这也是FM设计者的初衷。
二、我觉得FM设计者更希望那些对自己的队员了解的人玩转这个游戏,而不是那些设置出一个战术后打遍天下,你问他主力整容里某人的主要数值他都不记得。个性化设置的玩家不可能忘(因为换人时要重调)
三、从球员个性的角度去还原足球比赛的真实性,尽量让FM里的球员和他们在现实中一样表现,插上好的后卫就要有插上(找不到几个),插上不好的前锋就是当幌子和人墙,让卡卡、因扎吉之类的球员藏在他影子里。大家也不用再去抱怨随出的小牛属性分得不好,而是炫耀自己手下的怪才,和自己用活他的心得。我想这也是游戏制作者的愿望吧。





***************註: 文中開頭的"""能力加成"""大家不要亂試,本人試過得出的結果是失敗的
                               """"防反""" 即是"counter attack"
                               作者的理論是很正確的,本人亦在game中研究得出最適合自己的陣容

[ 本帖最後由 CristianoCR7 於 2007-11-5  11:47 AM 編輯 ]
發表於 2007-11-5 13:31:53 | 顯示全部樓層
分析得唔錯wo~推下先
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發表於 2007-11-5 14:13:23 | 顯示全部樓層
有冇得down架..
咁大段野無心機睇=:=
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發表於 2007-11-5 14:21:25 | 顯示全部樓層
要比心機睇
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發表於 2007-11-5 16:57:30 | 顯示全部樓層
係唔錯bo
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發表於 2007-11-5 17:27:54 | 顯示全部樓層
2)自由度(20级制)
参见我“FM08 AI 研究(关于FM系列自由度的研究)”一文
有冇人解釋一下
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發表於 2007-11-5 17:28:10 | 顯示全部樓層
謝謝 !!!  真的十分有用, 了解更多
有冇 download?  copy and paste 落 words 度咪 ok lor
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發表於 2007-11-5 17:37:44 | 顯示全部樓層
十分同意玩FM即係玩數據
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發表於 2007-11-5 17:40:20 | 顯示全部樓層
<!-- START OF GUI HINTS AND TIPS -->
Selecting the national flag icon on any screen will take you to the senior national team screen.
When a player is listed in yellow, it indicates he is currently on your shortlist.
When a player is listed in light blue, it indicates he is currently on loan at a club.
When a player is listed in dark yellow, it indicates he is currently co-owned by another club.
When viewing a team screen, players listed in dark blue are currently out on loan at another club.
When viewing the preferences screen, you can set up your game to save automatically after a specified amount of time by using the 'Auto Save' option.
When viewing a team screen or person list, a 'Wnt' icon indicates that a club is interested in the player.
When viewing a team screen or person list, a 'Bid' icon indicates that a club has made a transfer offer for the player.
When viewing a team screen or person list, a 'Trn' icon indicates that the player has a future transfer agreed with another club.
When viewing a team screen or person list, a 'Req' icon indicates that the player has been placed on the transfer list at his own request.
When viewing a team screen or person list, an 'Unh' icon indicates that the player is currently unhappy.
When viewing a team screen or person list, a 'Fut' icon indicates that the player is unsure about his future.
When viewing a team screen or person list, a 'Ctr' icon indicates that the player is currently out of contract at the club.
When viewing a team screen or person list, an 'Ine' icon indicates that the player is ineligible to play in the next match.
When viewing a team screen or person list, a 'Loa' icon indicates that the player has been made available for loan.
When viewing a team screen or person list, an 'Int' icon indicates that the player is currently away on international duty
When viewing a team screen or person list, a 'Lst' icon indicates that the player has been placed on the transfer list by the club
When viewing a team screen or person list, an 'Lmp' icon indicates that the player is lacking in match practice.[
When viewing a team screen or person list, a 'Fgn' icon indicates that the player is foreign.
When viewing a team screen or person list, an 'Inj' icon indicates that the player is currently injured.
When viewing a team screen or person list, a 'Frt' icon indicates that the player is leaving on a free transfer at the end of his contract.
When viewing a team screen or person list, a 'Pr' icon indicates that the player has reacted to a media comment.
When viewing a team screen or person list, a 'Cup' icon indicates that the player is cup-tied and ineligible to play in the cup match.
When viewing a team screen or person list, a 'Rst' icon indicates that the player is in need of a rest.
When viewing a team screen or person list, a 'Sus' icon indicates that the player is currently suspended.
When viewing a team screen or person list, a 'Yel' icon indicates that the player is one yellow card away from picking up a suspension
When viewing a team screen or person list, a 'Yth' icon indicates that the player is on a youth contract.
When viewing a team screen or person list, a 'Hol' icon indicates that the player is currently away on holiday
When viewing a team screen or person list, a 'Wdn' icon indicates that the player has been withdrawn from international duty by his club manager.
When viewing a team screen or person list, a 'Unf' icon indicates that the player is not fully fit.
When a 'Wp' icon appears next to a player's name, this indicates that the player requires a work permit before he can play.
When viewing a team screen or person list, a 'Slt' icon indicates that the player has a slight concern about something.
When viewing a team screen or person list, a 'Tut' icon indicates that the player is currently acting as mentor for a youngster at the club.
When viewing a team screen or person list, a 'Lrn' icon indicates that the player is currently learning from an experienced player at the club.
<!-- END OF GUI HINTS AND TIPS -->

<!-- START OF GENERAL HINTS AND TIPS -->
When choosing your captain, the most important attribute to consider is his influence.
A player with a high penalty taking attribute is likely to be a good choice to take your spot-kicks.
A player with a high corner attribute would be a good choice to take your corners.
If you want to be a danger from throw-ins, choose a player with a high long throws attribute to take them.
With the right guidance a youngster described as a 'Wonderkid' could become a world class player.
Withdrawing a player from international duty with his national team may adversely affect his morale, or worse, cause the player to dislike you.
Rejecting a job offer from another club will improve your popularity with your club's board and the fans.
Players with high adaptability are less likely to get homesick as they are better able to adjust to new countries and cultures.
Teams in a strong financial position who consistently fill out their stadiums are prime candidates for stadium expansion.[
The board may decide to build a new stadium if you don't own your current ground or if you are unable to further expand it.
Sending youngsters out on loan is a great way for them to get competitive match experience.
When a player has just returned from injury it's a good idea build his match fitness back up through reserve fixtures and then slowly reintroduce him back into the first-team.
The ratings for reflexes, handling, communication, jumping and positioning are generally a good indicator for how good a goalkeeper is.
If you're looking for a good wing-back pay special attention to an individual's positioning, tackling, stamina, pace and acceleration.
Positioning, tackling, pace and anticipation are just some of the important characteristics that make for a good full-back.
A good centre-back will usually have high ratings for tackling, jumping, positioning, heading, strength, marking, bravery and team work.
Pace, dribbling, passing, off the ball, creativity, stamina and crossing are just some of the important characteristics that make for a good winger.
Passing, off the ball, creativity, technique, dribbling and stamina are just some of the important characteristics that make for a good attacking midfielder.
A good defensive midfielder will most likely have high ratings for tackling, work rate, stamina and positioning.
Pace, acceleration, dribbling, technique, finishing and off the ball are just some of the important characteristics that make for a good pacey striker.
Jumping, heading, strength and off the ball are just some of the important characteristics that make for a good target man.[
The better a physio the more able he is to accurately predict how long a player will take to recover from injury.
When a player is outraged over something it can indicate that he is quite temperamental and maybe has a low level of professionalism.
When a player is worried or upset over something it can indicate that he doesn't handle pressure very well.
Be wary when declaring an interest in another job. Your current employers may not take too kindly to you casting glances elsewhere.
You can increase your popularity with your club's board if you deny speculation in the media that links you to another job
If your players are picking up lots of injuries in training, keep a close eye on the type of injury that has occurred and think about reducing the intensity of your strength or aerobic training.
You can improve squad morale by winning football matches or rewarding them with new contracts.
You can damage a player's morale if you continuously make offers for players at other clubs who play in the same position.
Be careful when asking an injured player to take an injection and play through the pain barrier for a game. There is a risk that you may upset him so save these instances for really important matches.
Think carefully before issuing your board with an ultimatum as there is a good chance they will remove you from your position as Manager if they think you're being unreasonable.
One of the best ways to ensure you do not run into debt is by keeping an eye on your total wage budget. The board will be more appreciative if you stay within the limits set.
When managing a low profile club, arranging friendly games during the pre-season against high profile teams is a great way to boost your club's finances through additional gate receipts.
Disciplining players without justification is likely to upset multiple members of the playing staff.
Notes can be used to record useful information about a player such as whether he responds better to criticism or praise.
Having players in your squad who list one another as favoured personnel will generally benefit the team.
When negotiating contract terms with a player, you should consider how additional bonuses may impact your club's finances.
Sometimes placing a left footed striker in the right attacking slot increases the chances that he will score goals. Swapping strikers also makes them hard to man-mark.
If you are heavy favourites for an upcoming match, casting doubts on your team can sometimes make your side even more determined to prove you wrong.
When consulting your Groundsman over pitch dimensions, it is important to keep in mind how your team plays. Having a wide pitch may suit teams that play with wingers whereas it may have a detrimental effect on a team that plays narrow and through the middle.
It is now possible to 'Declare Player Available For Reserves'. This could prove useful for players in your first-team squad who are just on their way back from an injury lay-off
A forward arrow on the tactical screen indicates where you want the player to be when you have the ball. Consider his mentality settings when doing this as mentality affects positioning too.
When joining a new club as Manager, staff who were at the club before you joined will always accept 'Mutual Termination' of their contract.
Frequently altering the squad status of a player risks unsettling him and make him unhappy.
Players aged 24 and above are less likely to see dramatic improvements to their attributes through training or natural progression.
Goalkeepers will generally peak and enjoy their best footballing years between the ages of 31 and 35.
Defenders will generally peak and enjoy their best footballing years between the ages of 27 and 32.
Midfielders will generally peak and enjoy their best footballing years between the ages of 27 and 32.
Strikers will generally peak and enjoy their best footballing years between the ages of 26 and 31.
Players will naturally develop their mental attributes through experience as they get older.
Physical attributes decline naturally and sometimes dramatically towards the end of their playing careers.
<!-- END OF GENERAL HINTS AND TIPS -->

<!-- START OF TRANSFERS HINTS AND TIPS -->       
Players who are transfer-listed are generally available at a knock down price and are easier to sign.
When approaching to sign a player on a free-transfer who is under the age of 24, the buying club will have to pay the selling club compensation.
Signing a player with a massive reputation can provide a commercial windfall through shirt sales.
A player may be more willing to sign for a club if they are one of his favourite teams.
If you offer an injured player to clubs, they are less likely to show interest until the player is over his injury.
A club may have more luck in signing a player if they are one of his favoured clubs.
Praising another manager in the media and building friendships with other managers may help your chances of having a transfer bid accepted for one of their players.
Making enemies with other managers by openly criticisng them may damage your chances of having a transfer bid accepted for one of their players
When viewing a player profile for a player at another club, you can declare your interest in him by selecting 'Player Interaction' from the actions menu.
Should you wish to sign a player who is also interested in joining your club, you can sometimes unsettle him by 'declaring interest', which can make it easier to sign him in the long run.
Be careful when declaring interest in a player as you can unsettle those at your club who play in the same position.[
When sending a player out on loan, with the 'Can be recalled' clause active, a club can recall the player at 24 hours' notice.
When sending a player out on a loan which involves a fee, the club cannot recall the player for the duration of the loan.
When sending a player out on loan, a club can prevent him from becoming cup-tied by ensuring the 'Can play in cup matches' clause is not active.
When trying to sign a player from another club who is on a long-term contract, be prepared that you may have to pay more than his estimated value to land him.
To avoid losing your players to other clubs on free transfers, you should look to renew contracts for those who are in the final year of their deal.
You can offer contracts to virtual 'greyed out' players from your own team. This is particularly useful if you're a low profile club and in need of players.
To increase your chances of selling a player, go to his profile and select 'Offer To Clubs' from the actions menu.
If you offer too many of your players to other clubs in a short space of time, you may damage your team's morale as other players become worried that they're next in line.
Setting a player's squad status to 'Not needed by the club' will increase the chances of the player agreeing terms with another club.
The game clock will stop at more regular intervals on transfer window deadline day to give clubs a chance to rush through last-minute deals.
Trialists are not allowed to play in competitive matches. They are only eligible to play in friendly games or reserve team fixtures.
<!-- END OF TRANSFERS HINTS AND TIPS -->

<!-- START OF ASSISTANT MANAGER HINTS AND TIPS -->
When viewing your team screen you can get your Assistant Manager's assessment of your squad by selecting 'Get Team Report' from the actions menu.
You can get your Assistant Manager to arrange pre-season friendly games by selecting 'Manager' -> 'Options' from the menubar and selecting 'Responsible for arranging friendly matches'
You can get your Assistant Manager to renew your players' contracts by selecting 'Manager' -> 'Options' from the menubar and selecting 'Contract renewals handled by Assistant Manager/coach'.
When viewing your team screen you can get your Assistant Manager to pick your squad for a match by selecting 'Ask To Pick' from the actions menu.
The relationships that form between the backroom staff can now be stronger. This can mean that backroom staff, who have each other set as favourite staff, may leave the club together when the manager is sacked or gets a new job.
<!-- END OF ASSISTANT MANAGER HINTS AND TIPS -->

<!-- START OF TRAINING HINTS AND TIPS -->
Players who are very versatile are more likely to successfully retrain to a new position.
Players who are very versatile are less likely to lose new positions they've learned through retraining when they're not playing or retraining the position.
When managing a semi-professional club, it's a good idea to try and tie down key players to full-time contracts to maximise their training time.
Staff on part-time contracts have less time to train players than full-time staff.
Intense physical training is best carried out in pre-season, before the domestic season is under way.
Too much intense physical training during the season is likely to tire your players out faster and increase the risk of injuries.
Player's attributes will naturally decrease during the off-season, when they are away on holiday or doing very little training.
The strength training category covers a player's natural fitness, stamina, strength and work rate.
The aerobic training category covers a player's acceleration, agility, balance, jumping, pace and reflexes.
The goalkeeping training category covers a player's aerial ability, handling, kicking, throwing and one on ones.
The tactics training category covers a player's anticipation, decisions, positioning, movement, team work and command of area
The defending training category covers a player's tackling, marking and concentration.
The attacking training category covers a player's passing and creativity.
The shooting training category covers a player's finishing, long shots and composure.
The set-pieces training category covers a player's crossing, corners, free kicks, penalty taking and long throws.
When assigning coaches to training schedules, take care not overwork them. Even the best coaches can't give the players the attention to detail they want if they've too much to do.
Remember that your youth players are still developing and as such will tire quicker. Be considerate with your workloads when devising youth schedules.
Youth team coaches only train youth players, they do not work with or train senior players.
Goalkeeping coaches work with and train both senior and youth goalkeepers.
Fitness coaches work with the senior and youth players, but only deal with the physical aspects of training.
First-team coaches only work with and train the senior players, they do not work with or train youth players.
General coaches work with and train both senior and youth players
Retraining a player to play in a new position can be a cost-effective way of providing additional cover for your team without having to make a new signing.
When training players for lower league clubs, it would be important to focus more on the physical aspects such as pace and stamina.
<!-- END OF TRAINING HINTS AND TIPS -->

<!-- START OF SCOUTING HINTS AND TIPS -->
When viewing your team screen you can find out the level of scouting knowledge your club has by selecting 'Knowledge' from the scouting section in the 'tree' menu in the side-bar.
Your club's level of scouting knowledge can be increased by either signing scouts who already have a large knowledge base, acquiring an affiliate club or by sending your existing scouts out to investigate new territories.
Scouting your next opposition will give you an insight into their tactics and key players and help you plan your tactical approach for the game.
If you are managing a national team, it is now possible for you to scout players eligible for selection.
Parent clubs automatically expand their scouting network by using scouting knowledge from feeder clubs.
When signing scouts from a foreign country, your team will benefit from the scout's knowledge of players from that nation.
Scouting a player more than once will increase the likelihood of the scout finding out more about his strengths and weaknesses.
The more scouting knowledge your club has, the more players will appear on the player search screen.
Assigning a scout to 'Scout Next Opposition' and to a country/region in another continent will result in that scout spending a lot of time travelling rather than actually scouting players.
<!-- END OF SCOUTING HINTS AND TIPS -->

<!-- START OF MATCH HINTS AND TIPS -->
When an icon with a green cross appears next to a player it indicates he is carrying a knock.
Using easy or normal tackling in a match will reduce the risk of your team picking up cautions or red cards, particularly if the game is being officiated by a strict referee.
Be aware of how the weather can effect your team's performances. Bad conditions are more likely to penalise those who play a short passing game, try adopting a more direct style at times like this.
Players with low stamina may tire and struggle to play at their best, particularly in poor weather conditions or high tempo games.
When watching a match you can keep an eye on the opposing team's formation and changes made during the game by selecting 'Formations' from the 'tree' menu in the side-bar.
When using the 'Use Playmaker' tactic, your players will generally look to try and pass the ball to the person you've assigned to that role.
A playmaker is someone who generally looks to receive the ball and dictate play.
A target man is someone who will look to bring others into play via flick-ons or holding up the ball.
Constantly changing your tactic and making dramatic alterations to the style of play will not help your players settle or find their rhythm and is likely to have an adverse affect on the team's performances.
Allowing too many players to have a high level of creative freedom will likely see your team fail to adhere to your tactical instructions. Use creative freedom sparingly for full effect.
Passing style and tempo are linked. A short passing game works best with a slower tempo, whilst a direct, counter attacking style needs to be swift and quick.
If you like to play possession football and dictate the tempo setting your goalkeeper's distribution to short and to a near player may help you succeed.
Time-Wasting is useful late in the game but be sensible - employ it too early it can backfire and cost you the game.
Taking the time to set up player positions on set-pieces can be very rewarding. Taking advantage in these situations is often the difference between a draw and a win.
Allowing your players to close down often will naturally put the opposition players under duress, but be aware that good players will find ways to avoid pressure and expose your team.
Players who pick up knocks but have no injury indicator may be able to shake off their injury and return to a good level of fitness later in the game.
Determination can be a key attribute. Players with low determination usually react badly to going a goal down.
If you find you're leaving too much space behind your defence, try setting your centre-backs mentality to 'Ultra Defensive' or using a deeper defensive line.
When playing against a strong team, you may get some success by playing on the counter attack. This can be particularly effective when playing away from home.
When trying to hang onto a result, a good way to wind down the clock is to employ time wasting tactics in the latter stages of a game.
Defenders with low concentration are more prone to making costly mistakes in defence.
Strikers with low composure are more prone to buckling under the pressure and missing one-on-one opportunities to score.
New signings need time to settle in and gel with their new team-mates.
Too many new signings in a short space of time can upset the balance and rhythm of your team.
Foreign players with a distinctly different football cultural upbringing may take a while to settle into playing a different style of play.
<!-- END OF MATCH HINTS AND TIPS -->

<!-- START OF TEAM TALKS HINTS AND TIPS -->
Ensure that your players don't become complacent when leading well at half-time. Make sure they get the job done.
A confidence boost at half-time can often be what your players need to win the second-half and turn a game around.
Telling your players exactly what you think of them may buck their ideas up. Give them the hairdryer treatment when you feel it is needed, but be aware that some players may become disgruntled and complain to the media.
Remember how your players react to certain instructions in certain situations. Their mental attributes will determine how effective your instructions are.
Ignoring your players at half-time is generally a bad idea, but on rare occasions leaving them to stew over their performance may result in a better second period.
Keep your players happy. Praising wins keeps morale up and provides greater impetus for the team to string good performances together.
If morale is low, harsh team talks are unlikely to improve things. Aim to encourage your players and give them a lift.
Pre-game expectations will impact on performances. Telling your players you expect a win in games you aren't clear favourites for adds unnecessary pressure.
Informing your players that you expect a defeat may lower morale, although it can have a beneficial effect should you go on to lose as your players may not get too downhearted by events.
Be more generous with your praise for good performances when playing away from home.
Be less harsh with your criticism for poor performances when playing away from home.
Be more demanding of your players when playing at home, where your fans will be expectant of you to push on to try to get the right result.
Team talks can be very useful for morale, but don't always follow the same route. Constantly saying the same thing to your players may have less of an affect in the long-run.
Think carefully about singling out players for criticism or praise.  Only do it when it's merited or risk causing rifts in the squad if the player or his team-mates feel it was unjust.
<!-- END OF TEAM TALKS HINTS AND TIPS -->

<!-- START OF PLAYER INTERACTION HINTS AND TIPS -->
A good way to help avoid upsetting a dropped player is to warn him that you plan to rest him in advance. The player is less likely to get upset if you tell him you intend to rest him prior to the game.
A player is more likely to agree to a rest if he is starting to feel jaded, especially after a tough prolonged period of games.
When resting a player, choose the length of rest carefully as many players don't enjoy being out of action for too long.
Once a player enters the latter stages of his playing career he will start telling you his long-term plans. This will give you an idea of what he wants to do when he hangs up his boots.
A good way to strengthen your relationship with a player is to sign someone they have recommended to you.
You can strengthen your relationship with a player if you sign the backroom staff member they have highly recommended to you.
<!-- END OF PLAYER INTERACTION HINTS AND TIPS -->

<!-- START OF UNSORTED HINTS AND TIPS -->
It is now possible to check on your fan's confidence. This can be an important indication of whether your team is heading in the right direction and producing the expected results.
Parent clubs are more open to accepting loan offers from their feeder clubs than other teams.
Players at parent clubs are more open to accepting loan offers from feeder clubs where a loan agreement exists between the teams.
During an impending board takeover, an enforced transfer embargo will prevent clubs from signing new players until the takeover is complete.
You can offer youth players full-time future contracts which automatically come into affect when they are eligible.
Criticising referees too often could land you a touchline ban, forcing you to leave the next match in the hands of your Assistant Manager.
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唔差在放埋呢個  「fm08 hints and tips」 ...大致跟07相同
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發表於 2007-11-5 19:38:10 | 顯示全部樓層
幫大家轉轉繁體






在大陸網搵到的,我諗各新手甚至高手都要入來睇


本文是關於FM的戰術設置的一種方式
目的是打出技術性攻勢足球,或者說像槍手和巴薩那樣踢球。

她不同於原始的簡單粗放式設置,她要求玩家對細節的把握做到絲絲入扣。
這是一種創造性的戰術設置,她將帶領初級玩家(包括某些依靠FMM和SL獲得滿足的自認高階的玩家)走入FM高級玩家的殿堂;同時她也將豐富高階玩家的選擇.總之,作為作者,希望幫助大家從FM中得到更多滿足和快樂,作者以此獲得滿足和快樂。

篇首語:多算勝,少算不勝,而況於無算乎。

球員個人設置篇
下文中不作特殊說明的數值設置均僅限於頂級聯賽(五大聯賽)


數據層級制的戰術映射理論
首先大家應該清楚FM中最重要的戰術調整都采用20級制,其次是3級制,最後是2級制。
由於FM所有球員數值都是20級制,以20級制設定的戰術的重要性不言而寓。
在長期鬥爭實踐中我發現,20級制的戰術與球員數值具有映射性。經大致證明後,我認為可以推廣為所有戰術都以數據的形式計算,因此都可
以在某種程度下對球員屬性進行映射,玩FM其實就是玩程序,玩數據。
這一發現的意義留給玩家評價。

聲望影響加成理論
在我的實踐中發現,聲望對球員數值有加成影響
經測試大致推算如下
國家級聲望加成1
洲際級聲望加成2~3
世界級聲望加成3~4
這意味著,當一名球員從表面數值上說不足以進行某戰術安排時,實際經過聲望加成後的數值是可以勝任該戰術安排的。
以下所有個性化戰術設置均可對應該加成。
舉例而言,某球員鏟球數值14,按照個性化戰術設置,在頂級聯賽中,其鏟球應設置為很少,但是該球員的聲望為國家級,經過加成易得其鏟球實際運算值為15~16,則我們可以對其設置鏟球戰術為混合,以此類推,所有戰術設置均可於此原則下指導進行。
有一點要注意,面對強大對手時,慎用或不用聲望加成是比較穩妥的做法,我個人往往傾向於在個別球員身上使用。
這一發現的意義留給玩家評價。
建議聲望加成僅用於自由度或者不用。

聯賽層級漸變理論
根據估測和實踐,我認為戰術標准可根據聯賽等級進行有序調整。
我以五大聯賽為頂級標准,下文中所有戰術數值標准均施用於頂級聯賽,次級聯賽則標准普降2點。
這意味著一名鏟球數值14,聲望低於國家級的球員,其在英超聯賽時鏟球戰術設定為很少,而進入英冠聯賽後,由於鏟球標准降變為13,則其可以設置鏟球戰術為混合。
根據該漸變理論,我們發現,即使很低級別聯賽中,球員依然有戰術可以執行,這證明了個性化戰術設置的普適性和正確性。
我認為,高階玩家可參照該漸變理論,自行體會當前對手和所在聯賽級別,自行決定標准尺度。
這一發現的意義留給玩家評價。


1)心態(20級制)
有人階梯式的設置,有人統一作安排,效果都很不錯
但是領先後不妨拉後一格兩格,落後時不妨加上一格兩格。
假如你對某個男人有特殊的偏愛,當然我不反對,我是說現在社會容忍度很高,但我不是,不,我不是說我不容忍,我是說我不是那個,你知道的,我不會看不起你的。
總之你給他多點陽光,他就更燦爛,給他點臉色,他就給別人臉色。喔!這就是進攻與防守嗎?不是嗎。

建議進攻,進攻,進攻......
我知道執教弱隊很痛苦,但我建議通過調低防線來解決防守。
如果使用統一心態,我用弱隊嘗試了心態15,防線最低的打法,效果比防守心態要來的好。
經過反復測試,還是分級設置好於統一心態。

2)自由度(20級制)
參見我“FM08 AI 研究(關於FM系列自由度的研究)”一文


3)傳球方式(20級制)
不,這不是網球。雖然觀眾們把頭像扇子一樣的簡諧振動著,你可以很輕易的看到他們的左臉,然後是右臉,再是左......露西姨媽,嘿,是我,在這裡,露西姨媽......等等,我是在看一場足球比賽,天哪,這比科洛牧師的晨禱還要讓人發困.....
我的建議是,既然地心引力不允許我們把球踢入太空,也許我們應該放棄這麼嘗試。
但是我知道,科學家,你們會堅持下去的,為了嫦娥也為了兔子,也許是中國餡餅.......


4)逼搶(20級制)
逼搶是一種傾向,決定了球員是偏重出腳斷球還是卡住防守位置等待對手犯錯。

傳統設置:前場亂搶,後場卡位。因為前場搶不下不要緊,後場亂出腳被過就慘了。

個性化設置:與卡位數值映射進行設置,位置感越好越出腳,經驗告訴我們,牛人搶不下也能纏住或者放倒對手。位置感差的不要亂出腳,與其浪費體力,增加對手過人次數,不如幫隊友卡住敵人傳球線路,讓位置感強的隊友下腳。


5)鏟斷  (三級制)
目的:斷球和傷人
          這是一種高水平防守球員才能成功實施的防守行為,看看德國隊和中國隊的場均鏟球數和成功率你就明白了。
         
個性化設置:鏟斷高於15混合鏟球,高於17經常鏟球
                     經我測試,鏟球低於標准值選擇經常鏟斷,黃牌率大大高於按標准設定球員。再說一遍,這是一種高水平防守球員才能成功實施的防守行為。但選擇很少鏟球並不意味著該球員不鏟球,只是當他判定鏟球成功率低於70%時不進行該防守措施。
                     次級聯賽以上標准普降2點。
                     以此類推,自己體會當前對手和所在聯賽級別,自行決定標准尺度。


6)前插  (三級制)
目的:進球或創造進球機會。
個性化設置:無球跑動15點混合,18點經常,不要拘泥位置就一定要前鋒老前插中後衛永不前插。放手打造你的縮頭烏龜型前鋒和NB插上中後衛吧,當然有這個數值的中後衛鳳毛麟角,你未必有機會執教到。
                     不要以為邊鋒一定要經常插上,事實上廢物們常常因此讓隊友接引點減少,或者傳給插上水准低下的他而導致插上失敗。
                     不要以為你沒有選擇隊員插上,他們就絕不插上,這只是意味著,他們對於插上機會的判斷標准提高了,一個設置為很少插上的隊員,當他判斷有70%的把握接應成功時會插上。
                     有種情況是你的中前場差極了,沒一個好料,那我建議你設一個無球跑數值較好的前鋒混合插上,或設一名中場插上。
                     次級聯賽以上標准普降2點。
                     以此類推,自己體會當前對手和所在聯賽級別,自行決定標准尺度。


7)盤帶  (三級制)
目的:有句鬼話叫豬的全身都是寶。
           搬過來就是過人的全身都是寶。
           過人一旦成功,傳也好射也好,總之一個新天地。
           運用數學統計,一場比賽過人次數高於對手5點以上則勝率非常非常高。估計對手是自卑吐血而死。
           通過過人,打壓被過球員評分,對手防線一旦出現6分球員,進球幾率就提高,出現5分球員,則一定會進球,除非你很背。
個性化設置:盤帶加速雙15混合,雙17經常,單項17另一項大於10混合,單項19另一項大於10經常。
                     不要以為邊鋒就要選擇過人,世界上總有一幫人在誤導人。讓你的廢物多45度傳中吧,一定創造出比他過人多得多的機會。也不至於整天被斷球打反擊這麼狼狽。
                     不要以為你沒有選擇隊員過人,他們就絕不過人,這只是意味著,他們對於過人的判斷標准提高了,一個設置為很少過人的隊員,當他判斷有70%的把握過人成功時會選擇過人。
                     強烈建議慎用不用聲望加成。阿森納就倒霉在濫用上了。
                     次級聯賽以上標准普降2點。
                     以此類推,自己體會當前對手和所在聯賽級別,自行決定標准尺度。


8)遠射  (三級制)
目的:進球和門將脫手
個性化設置:遠射15開混合,17開經常,雨、雪、冰雹天氣可假定所有球員遠射值加2。
                     有大力射門屬性的球員以上標准降2點
                     不要以為你沒有選擇隊員遠射,他們就絕不遠射,這只是意味著,他們對於遠射的判斷標准提高了,一個設置為很少遠射的隊員,當他判斷有70%的把握遠射成功時會遠射。
                     次級聯賽以上標准普降2點。
                     以此類推,自己體會當前對手和所在聯賽級別,自行決定標准尺度。


9)直塞  (三級制)
目的:創造進球機會。
          長久以來,一直有些人說後衛直塞是為了向前推進,這是錯誤的,後衛向前傳球與否取決於自由度。如果你讓後衛經常直塞,你會發現他直接長傳前鋒的球大大增加,而傳中場的球大大減少。

個性化設置:傳球創造雙15給予混合直塞,雙17給予經常直塞,傳球創造單項17另一項大於10給予混合直塞,單項19另一項大於10給予經常直塞.
                     不要以為你沒有選擇隊員直塞,他們就絕不直塞,這只是意味著,他們對於直塞的判斷標准提高了,一個設置為很少直塞的隊員,當他判斷有70%的把握直塞成功時會直塞。
                     次級聯賽以上標准普降2點。
                     以此類推,自己體會當前對手和所在聯賽級別,自行決定標准尺度。


10)傳中
個性化設置:傳中數值15設置混合,傳中數值17設置經常。
            不要管該球員的位置,有這個能力就要用它,不要浪費資源。
            你會發現自己的邊路球員有些甚至達不到混合傳中的標准,那就讓他們把球用傳球的方式交給有利位置的球員吧,你也不願意讓他們用拙劣的傳中浪費你的進攻機會吧。
           不要以為你沒有選擇隊員傳中,他們就絕不傳中,這只是意味著,他們對於傳中的判斷標准提高了,一個設置為很少傳中的隊員,當他判斷有70%的把握傳中成功時會傳中。
           次級聯賽以上標准普降2點。
           以此類推,自己體會當前對手和所在聯賽級別,自行決定標准尺度。

11)起球位置
一般來說突破能力強的隊員選擇下底,突破差傳中弱但你有好的高中鋒時選擇45度吊衝。


12)起球目標
讓隊員自己選擇位置最好的接引點吧。


13)換位  
這個名堂很多,但毛病也很多,但不管怎樣,不失為一種豐富進攻套路的嘗試。


14)盯人  (二選制)
目的:對於個別對方球員的能力進行限制

設置:技術型球隊如巴西和槍手,都是采用區域盯人,但是當他們遇到強敵,會分出一名球員甚至兩名球員給予對手的一個球星重點防守,毫無疑問森德羅斯對於德羅巴的防守是失敗的,但在大多數情況下,這是有效的。

個性化設置:盯人能力低於15就不要派他獻醜了,除非盯傻瓜,但是我們為什麼要費心去盯傻瓜呢?
                     如果你的打法和我倡導的藝術足球不同,可以設置人盯人,這是對進攻的犧牲。因為你的陣型被扯亂了,沒有什麼比混亂的陣型更能傷害一只講究傳切配合的技術球隊了。


15)緊逼  (二選制)
什麼是緊逼?
在我看來,這是瘋狂者的專利,德國隊和穆裡尼奧的切爾西就是這種意志力打法的貫徹者。

轉SMR的一段文章:
“在十三年前,也就是1994年,我曾經看過一篇足球戰術文章,是一個德國佬寫的,叫做“緊逼,從前場開始!”
這篇文章,詳細說明了現代足球中緊逼戰術的作用和使用方式,主要講述的是全場緊逼。這篇文章,一定程度上點明了70-90年代德國足球的精髓——緊逼,文中明確指出,緊逼的幾個要點。一,必須從前場開始緊逼,在全場給對手持續的對抗壓力。二,緊逼必須全隊步調統一,不僅要緊逼持球者,還必須隊友全力配合緊逼接應者,才能帶來緊逼的效果,一旦接應點被漏,則緊逼的效果全無。三,緊逼必須貼身,一旦防守者距離進攻者超過兩米,則根本不算緊逼。四,緊逼需要明顯的體力優勢做為支撐,否則無法完成緊逼任務。
如果大家想更直觀點,翻出德國隊原來的比賽錄像,就能一目了然,什麼是緊逼防守。最好是82-94年期間的。”

看完大家就明白了緊逼的目的:就是讓對手失誤率增加,出球點減少,拿球空間壓縮。

設置:除非你打的是歐冠決賽或者某種一場決定命運的比賽,不建議全場瘋狂緊逼,尤其對於技術型進攻足球,這簡直是自殺性的自我否定。
          我還看過一篇英國足球專家的文章,論述了緊逼防守的天敵是快速反擊,這就是為何意大利始終不怕德國隊的原因。
          總之,你要是喜歡,並有強大的耐力、意志、強壯數值支持(頂級聯賽平均高於13),那就這麼干吧。

個性化設置:不妨進行局部的緊逼,設置體能充沛,防守數值強大的後腰壓縮對手的空間。
                     還有一招,在對手明星球員位置附近形成一個緊逼區域,壓縮對手拿球空間。
                     注意,體能下降到80以下球員緊逼經常犯規,給對手敏感位置任意球,後果往往導致對手進球。如果搶劫開到第三級,則吃牌率極高,切記。
                     但是無論如何,如引文所述,這種小範圍的伎倆和全隊步調統一、隊友全力配合的全場緊逼效果差的多。


16)自由人  (二選制)
目的:進攻時多一個進攻隊員,防守時多一個防守隊員

設置:不建議設置二人以上,一般設置中場球員。建議配合隊中控球隊員進行統籌考慮。有人控球的話,可以給自由人回位的時間。

個性化設置建議:不要死板的上來就設置,可以在比賽進行過程中,針對本隊防守壓力過大,設置攻擊球員為自由人;同理,針對本隊進攻缺乏接引,設置防守隊員為自由人。
        

17)持護球  (二選制)
目的:任意隊員持球,可讓陣型得到重組,無論防線還是進攻站位。同時無球隊員開始圍繞該拿球隊員跑位。

設置:防守隊員除DM外不建議,理由是一旦被斷,後果嚴重。DM控球可以重整後防,同時給回防的進攻隊員回到攻擊位置的時間。如果你的前鋒心態設置較低,每次或經常都回來禁區附近協防,則建議DM控球。
          前場建議前鋒和AMC使用該設置,理由是為了打出漂亮的陣地戰,必須有人拿住球爭取時間,而其他人開始圍繞該隊員和對手防線穿插跑位。
          邊鋒一般情況下不建議控球,除非個別場次戰術需要,比如中後場設定了某人長途插上接引的情況下。理由是邊鋒拿球出球範圍小,接引點單薄,易於被對手看破。

個性化設置建議:頂級聯賽中,技術值低於15者不建議控球,除非對手偏弱。(廢話一下,技術值20,效果極好)
                            次級聯賽中,技術值低於13者不建議控球,除非對手偏弱。
                            以此類推,自己體會當前對手和所在聯賽級別,定下技術值標准。
               
關聯考慮:拿球隊員創造和傳球屬性越高,他的拿球就越有價值。請參考此進行陣容選擇。


球隊戰術設置篇
說幾點重要的



節奏(tempo)
100%贊同smr的理解,因此照搬如下
“FM戰術設置裡的節奏,絕對不是指球場的動作頻率快慢,而是指代球隊向前縱深傳球的傾向。簡單說:節奏的設置決定了教練希望球從己方禁區到對方禁區所用的時間長短。快節奏,不代表現代足球的生龍活虎;慢節奏,不代表老中式足球的一停二看三通過。這統統是誤解。如果我們把節奏換個名字,改成“耐心”,也許大家就不會誤解了。如果大家將節奏拉最高,傳球方式傾向長傳,那麼就將看到老式英國足球打法——本方禁區與對方禁區的直接對話。這就是為什麼說英超是節奏最快的聯賽,而ARSENAL是英超中節奏相對最慢的球隊。因為英超的絕大多數球隊,拿球後會立即向前縱深傳遞,足球在兩個禁區之間來回轉換極快;而ARSENAL會相對注重一些控球,增加一些斜傳和倒腳,層層推進。相對而言,曼聯的組織程序也比較多一些,在英超中節奏偏慢。至於查爾頓,我認為幾乎就是節奏最快的那種球隊——不用組織,直來直去。而相對於巴塞,相對於大部分的西甲球隊,ARSENAL的節奏也算快了,經常看球的朋友自然明白。可以說,ARSENAL和巴塞的快速短傳配合,在FM戰術設置中,絕對不是傳球方式偏短而節奏偏快,而應該是節奏偏慢,因為他們踢的都是比較有耐心的足球。那種快速來自於接應配合的流暢和球員的技術水平,而絕非在戰術設置中將節奏拉為“快”。”


防守反擊
你是否和我一樣期待天上掉餡餅路上拾錢包?不要灰心,同~~志~~,共產主義一定會到來的。但是,我們先把防反勾上......
我的建議:投資小見效快,要的。但是,比賽中發現防守反擊經常被斷的很難看,那就立即取消吧,你的今天的對手不吃這套,老實點推進其實很經典。一次次讓對手進攻的話......你聽說過成功率這個詞嗎?

限制條件:我最近測試了幾只弱隊,結論是速度差,插上弱的球隊防反也差。如果你選擇了,你會看到比賽控球率不高,球在雙方防線前飛來飛去,進入拉鋸。
                  對於使用弱隊又想打得漂亮的球隊來說,建議這種球隊只在打強隊時用防反。
結論:防反是一種球隊能力,要有合格球員支持。

  你是否覺得本文對你有所啟發呢?要想真正達到大師級主教練的境界,記住,兵無常勢,水無常形。

我覺得個性化設置有三個特點。
一、是大大方便了玩家在比賽中頻繁換陣的,因為不必根據位置進行戰術調整更改,大家在比賽中想怎麼變陣,變多怪的陣都行,或許這也是FM設計者的初衷。
二、我覺得FM設計者更希望那些對自己的隊員了解的人玩轉這個游戲,而不是那些設置出一個戰術後打遍天下,你問他主力整容裡某人的主要數值他都不記得。個性化設置的玩家不可能忘(因為換人時要重調)
三、從球員個性的角度去還原足球比賽的真實性,盡量讓FM裡的球員和他們在現實中一樣表現,插上好的後衛就要有插上(找不到幾個),插上不好的前鋒就是當幌子和人牆,讓卡卡、因扎吉之類的球員藏在他影子裡。大家也不用再去抱怨隨出的小牛屬性分得不好,而是炫耀自己手下的怪才,和自己用活他的心得。我想這也是游戲制作者的願望吧。
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發表於 2007-11-5 22:36:05 | 顯示全部樓層
真係幾有用!!雖然長到冇心機睇,但係DO SAVE番去慢慢睇.....

抵推啦~~
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發表於 2007-11-5 22:41:28 | 顯示全部樓層
无球跑动 英文是什麼?
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發表於 2007-11-5 22:53:18 | 顯示全部樓層
原帖由 stupidying 於 2007-11-5  10:41 PM 發表
无球跑动 英文是什麼?

off the ball
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發表於 2007-11-5 23:18:49 | 顯示全部樓層
個性化設置:與卡位數值映射進行設置,位置感越好越出腳,經驗告訴我們,牛人搶不下也能纏住或者放倒對手。位置感差的不要亂出腳,與其浪費體力,增加對手過人次數,不如幫隊友卡住敵人傳球線路,讓位置感強的隊友下腳。

positioning 好唔係應該mark 位好d 咩 ????
有冇人有呢種諗法 ?
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發表於 2007-11-6 00:16:42 | 顯示全部樓層
原帖由 ANSONWAI 於 2007-11-5  11:18 PM 發表
個性化設置:與卡位數值映射進行設置,位置感越好越出腳,經驗告訴我們,牛人搶不下也能纏住或者放倒對手。位置感差的不要亂出腳,與其浪費體力,增加對手過人次數,不如幫隊友卡住敵人傳球線路,讓位置感強的隊友下腳。

positionin ...
我都好懷疑 closing down 同 positioning 係唔係真係好似佢咁講既關係?
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發表於 2007-11-6 00:40:41 | 顯示全部樓層
原帖由 最愛鬈髦飛 於 2007-11-6  12:16 AM 發表
我都好懷疑 closing down 同 positioning 係唔係真係好似佢咁講既關係?


我跟足佢講個d去set 個新陣, 打得好差....

有冇人試到有好表現?
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發表於 2007-11-6 05:05:30 | 顯示全部樓層
聲望加成係咩
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發表於 2007-11-6 08:47:20 | 顯示全部樓層
原帖由 最愛鬈髦飛 於 2007-11-6  12:16 AM 發表
我都好懷疑 closing down 同 positioning 係唔係真係好似佢咁講既關係?

一直以黎..positioning應該係指頂頭槌果陣既企位

緊逼出腳我諗應該睇返tackle同marking-.-
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發表於 2007-11-6 11:24:11 | 顯示全部樓層
直塞英文係咩?
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發表於 2007-11-6 11:33:06 | 顯示全部樓層
原帖由 最愛鬈髦飛 於 2007-11-6  12:16 AM 發表
我都好懷疑 closing down 同 positioning 係唔係真係好似佢咁講既關係?

我諗想像下DM既設定應該會有d提示...DM closing down 係set得比較高...我諗15 or so la...而一個出色既DM既必要能力係有Positioning.....咁樣我諗可以推測倒兩者係好有可能有關係既....DM Closing down高可以防守禁區邊既進攻

相反DC closing down就set得唔高...係廢事俾d前鋒一下就扭過...而保持一段距離...

所以我諗positioning應該係影響到好多野...

有錯請提點
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