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FHM 6 - General Discussion Talk about the latest & greatest FHM, officially licensed by the NHL! |
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11-24-2019, 12:01 PM | #21 | |
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11-24-2019, 01:39 PM | #22 |
Minors (Double A)
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Great thread guys. Keep it going. I'm learning a lot just reading this.
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11-24-2019, 02:42 PM | #23 |
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There's no need to go gung-ho and try and add the 2D overnight. Maybe it can start from a more in-depth representation, then to get to a real 2D in a couple of iterations.
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11-24-2019, 04:51 PM | #24 | |
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Yeah, by re-reading me I saw I've written that. What I meant is that I feel that the some tactics fit better certain players roles on a given line and I tried my best to chose those. I lost all my games since I tried my new tactics. I think I'll try this "stay in you lane" approach. Let's see if I can manage some good stuff with that. Last edited by nxsnexus; 11-24-2019 at 04:53 PM. |
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11-24-2019, 05:00 PM | #25 |
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11-25-2019, 01:33 AM | #26 | |
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Does the game actually mimic this? I thought tactics can be changed without concern about players adapting because that isn’t built into the game yet? In other words, players in the game don’t actually learn or get used to any particular tactic. Sent from my iPhone using Tapatalk |
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12-06-2019, 09:12 PM | #27 | |
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12-06-2019, 11:46 PM | #28 |
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12-14-2019, 09:06 AM | #29 |
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It would be really good to see Jeff do a tactical based playthrough in a future video.
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12-16-2019, 12:41 PM | #30 |
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Using Xs for player positions and movements during a game would be ok for me, with different colour for X for home and away teams.
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12-17-2019, 02:51 PM | #31 |
Minors (Triple A)
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IMO there should be a match analysis tool or smth. This way we keep guessing. It's really not up to the standard. Hard to make any adjustments with just basic stats. Just thinking of the Football Manager here. FHM in that regard is like OOTP, there it works well with the minimalist approach but hockey isn't baseball and tactics are way more advanced. No getting any analysis isn't cutting it. I have enjoyed the game for what it is. But now I'm getting to the point where I need something more. Really hope FHM will takes steps in that direction next year or else I might be passing for the first time.
Last edited by geisterhome; 12-17-2019 at 02:56 PM. |
12-17-2019, 04:24 PM | #32 | |
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12-17-2019, 05:59 PM | #33 | |
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This is important for next point I wanted to bring: presentation and user friendliness of tactic menu. I know that it's much easier for long time fans to understand the options, but even that doesn't help in some cases. Some names are different and you can't even find tactic using them in search engines. Even if you get hockey plays and strategies book, it has different names. PP/PK tactics are mixed in one pool, even though some assymetrical ones(1 wing press, 1 wing retreats) can't be run in 3-on-5. Same with PP. Two vertical columns where you choose options just scream for being reworked into column+animation. Would be much easier to intuitively understand what tactic it is, and what it does. Tactic sites have animations or just scheme pictures, even that can be better than just text. Also problem with text, that even though it informs you on important things, it has to be short and it's not always done optimally. To stay on PP/PK topic: different options ask for different skills, center is either static screener with no need for range or he can be behind the net playmaker that won't need physicality at all. Same with wings. Sometimes there are "weak/strong vs" for uneven strength lineups too, press PK options are much better vs shooting defenders with mediocre pass&read and vice versa. Maybe changing block uptop (Offense, Defense, Speed, Toughness, Skill) might be useful for previous paragraph. There's no need for most of this in 5vs4 and offense is obvious too, since you get your best players in there (except for C in regards to faceoffs&screening). So adding range, skating&puckhandling, read&pass for PP will bring much more usefull information. Right now it travels from even strength, and so do tactical options from 4-on-5 to 3-on-5. PK works same way, change it to checking, def read, positioning, blocking shots&bravery, speed&stickchecking for pressing/switching options. You won't need toughness/hitting here, so no need to keep it in, even if you're defending. As for Game Ratings, I provided example for GK, and I feel there are many other roles or circumstances that get mistreated by GR. 3rd line aiming to keep in even in +/- or minimize minus gets no love for their effort. Especially forwards. Defenders get all time scores while their shift buddies are at below 60. I don't want to bad mouth for the sake of it, but let's say top15 defender (by custom rating), and top15 defensive center playing together with proper roles won't both have sameish ratings. And it's not that center is so great, other team just pass it to forwards and your defender gets positive actions. Then it should work some way the other way around, but it doesn't. I don't know enough about GR and how it functions in terms of isolation/correlation with other factors, but even freak created player can't get high DR w/o help of insane blocked shots numbers.Perhaps changing criteria for forwards, since their impact can't be that significant. Because I got Hagelin top5+ in defensive rating, and put him in pressing schemes and it didn't work that well at all. Even though there's not counter for what he does from the side of opposing defenders (who he presses/forces). If he makes forced pass and defender gets resulting action, he should get some love too. I don't know if engine/GR goes to these depths, but at least that would be my guess to question why that happens. I saw that in other managers/sports too. On offense risky playmakers take all the turnover/giveaways on themselves, to make it easier for other more simple players to benefit from simpler plays they're now required to do. So while individual numbers of playmaker increase, giveaway numbers of all other players decrease and team wins on average as a result. But I haven't mentioned that increase or correlation. Defenders do well regardless, while forwards struggle and don't get enough boost from other player or indirect contributions. |
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12-28-2019, 06:26 PM | #34 | |
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12-29-2019, 09:52 AM | #35 |
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Maybe there could be some "hints" that can be deactivated by experienced players that are offering advice and explanation on tactics and line ups
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12-30-2019, 06:00 AM | #36 | |
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1) Animations/schemes to give you an idea of how tactic works (there are different options for same play) and to show you default actions so that you know how to build line (who passes to who, who shoots, who positions where f.e. center in front of goal or roams freely) 2) Synergy between tactical options, so that proper breakouts/entrances will work/perform better with correlated OZ offenses. Same for defense. This is not done even in other games that were mentioned as examples. And that leads to constant "make my eye bleed" tactics that make no sense. Better to have warnings, like "Hey, this is not how it supposed to work, do it only if there's some idea behind it". You don't calmly pass between defenders behind the net if you try to counter attack or play with tempo. But this is what happens all the time What you're asking for is probably not suited for a game itself, but better done as guide by community or in manual. F.e. if you have hitting wing, you shouldn't instruct him through individual/player instructions. If he plays PK lines encouraging hitting will be very bad, so usually attacking/agro/backchecking/hitting is not done in player instructions. Since if he plays PP or PK requirements will change drastically, and even if he's not in lines, sometimes PK players are the ones getting penalties, and coach will need to put somebody in. So if your PK is at 75% maybe it's not your unit tactical choice but just your players trying to hit, not backcheck etc like they do in ES lines that you put it in for. So making these explanations and examples is better done outside of game, because you already have popups with text for explanation of tactical options (like hitting more/less), but perhaps adding little "question mark" or warning might be good idea. But problem with that would be all the variety of possibilities. You can make it simple for hitting, but other options are much more complicated. McDavid is best sniper but I had him on decreased shooting for a reason and it worked as intended. So describing all the possibilities there will be tough. And even tougher to make them short and not trash the screen with tons of text Last edited by ExeR; 12-30-2019 at 06:05 AM. |
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01-08-2020, 10:23 AM | #37 |
Minors (Rookie Ball)
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Hi,
Just a question regarding the Tactical tendency. Lets say that my 18 dressed skaters have speed from 14-18 Majority 16-18 but two players has 13. Would it than not make sense to play with higher tempo? Where is the actual crossroads on start on NHL from bad-avarage-good? |
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