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Franchise Hockey Manager 4 - General Discussion Talk about the latest FHM, officially licensed by the NHL! |
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02-28-2018, 07:22 PM | #1 |
Minors (Double A)
Join Date: Dec 2004
Posts: 140
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Tactics/Countering Roles
Since it would seem logical to have has many major countering roles (red) and minor countering roles (yellow) as possible, why is it that when you ask your assistant coach to set up lines he does such an awful job?
It takes quite a bit of time to go through all the situations each game which would be fine if you could save these roles for each opponent. Then you could quickly load in those roles vs Rangers for example since the computer run teams probably stay the same all season. It's rather time consuming, either the assistant needs to be better or there needs to be a save as feature. |
03-01-2018, 06:06 AM | #2 |
FHM Producer
Join Date: Apr 2002
Location: Kelowna, BC
Posts: 16,599
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It's not necessarily advantageous to try to maximize the countering roles - you still have to consider the implications that putting your players in those roles will have on their own performance.
The AI could definitely get better at adjusting for individual opponents, though, and that'd be an obvious place to do some work. Agreed about the saving feature. |
03-01-2018, 07:10 PM | #3 |
Minors (Double A)
Join Date: Dec 2004
Posts: 140
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Well, I just assumed changing a highly skilled player from speedy forward to perimeter shooter (has the red line) would be an upgrade. Both roles had him 5/5 and skill is skill, he can probably also be a sniper, screener, shooter, playmaker as well. Maybe I am understanding it wrong but isn't the most important thing the 5/5 whatever the role?
So if a 2nd line guy is 4/5 whatever the role he should be that much more effective if he has yellow/red next to him? Glad you agree about the saving feature |
03-02-2018, 12:41 AM | #4 |
FHM Producer
Join Date: Apr 2002
Location: Kelowna, BC
Posts: 16,599
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"Skill is skill" is an oversimplification, though. If he's a good skater but doesn't have a great shot (i.e., low shooting range), it may not make sense to have him shooting from long range, even if the fit scores are equivalent and the perimeter shooter role works better against the opponent's defensive tactic. And the role may not make sense in combination with what his linemates are doing - if the two other guys are set to be playmakers, the whole line is built around feeding the puck to a guy who'll shoot it from outside the range he can score effectively.
It'll be a little clearer after the update readjusts the scores. Right now there are way too many 5/5's, so the distinctions between who's qualified for what role aren't distinct enough. Once that's back to normal, it'll be more of a balancing act between what the player's good at, how the line's roles work together, and how they affect the opponent's tactics. |
03-03-2018, 09:32 PM | #5 |
Minors (Double A)
Join Date: Dec 2004
Posts: 140
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I confess I am over simplifying it but it actually seems to make the team play better. Often I see perimeter shooter as an advantageous counter (red) and the very skilled player is not really a fit for this. But I find my team plays better when I get as many of these red/yellow counters as possible irregardless of a perfect mesh for the line or whats better for the player.....perhaps it hurts his stats but the team play is better? I guess as long as I see 5/5 and red, I go with it. And ever since I began paying more attention to these countering roles, my team play got significantly better.
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