LoVe红魔 发表于 2007-12-4 12:28:14

汗,请英文达人帮忙翻译一下。(万分感谢Orz)

WWFAN的fm2008理论(FMCM论坛看到的)

原贴:http://cmfm.qq.topzj.com/viewthread.php?tid=438139&extra=page%3D1%26amp%3Bfilter%3D0%26amp%3Borderby%3Ddateline%26amp%3Bascdesc%3DDESC



TT&F Beta: Frameworks

This is more alpha-beta than pure beta, but we'd be very interested in any and all feedback in using these frameworks as base constructions for any formation. Obviously, we haven't tested any other instructions as yet so things may go haywire, and until the patch is out we can't design CD heavy tactics anyway. However, this is our starting point and we'd appreciate feedback as to its success and if anything is difficult to follow. Thanks.


Frameworks

The framework section details the key settings for team shape. If a team has a poor shape it becomes easier to break down and less fluent in attack. Frameworks specifically deals with mentality, arrows and forward runs.


Mentality Systems

SI have explicitly stated that mentality is the most important setting in the game. Getting it wrong is likely to cause lots of grief. The following details some potential base settings and additional tweaks to gain best advantage. Please note that TT&F fundamentally believes that the individual mentality settings do not work in tandem with the team setting in conjunction with all other dual settings. Thus, if you choose to set all mentalities individually it does not matter where the team mentality slider is positioned.

The most fundamental change between FM06 and FM07 was the reworking of mentalities. Prior to that it was possible to defeat the match engine by spreading mentalities across the board so that you could launch lightening attacks and remain defensively stable. The reworking disabled such systems, most notably the Rule of Two (RoT). It was now inadvisable to have such extreme mentality splits. Thereafter, TT&F began to recommend and still recommends having no more than 6 (six) slider notches separating the most defensive-minded defender from the most attacking-minded attacker (with the exception of a rule-breaking proviso to be detailed later). The format TT&F developed was the Rule of One.

The Rule of One works very simply. Each level of the team is separated form the next level by a mentality of 1 (one). Thus, when setting up the side you would do so in the following manner:

Rule of One



CODE
            Defend      Counter            Balanced      Attack      

DCs:            2            6                  10            14
FBs:            3            7                  11            15
MCd:            4            8                  12            16
ML/R:            5            9                  13            17
MCa:            6            10                  14            18
FCs:            7            11                  15            19


Please note: Control is either the same or slightly more conservative than Attack.

We do not believe this is the only way to set up mentalities and believe there to be various alternatives. However, in conjunction with the above set up, were you to choose a framework based on Global Mentalities we would suggest you take the mean settings as a guide:


CODE
GlobalMentality Average

Defend:      4-5
Counter:      8-9
Balanced:      12-13
Attack:      16-17



Additional Mentality Settings

Central Defenders

Should you decide to go with a straight Global Mentality it might be worthwhile setting your defenders two notches lower than the midfield to stop the midfielders being dragged into the defensive line. This is especially important if you are using a DM.

The Strong/Tall Target Man/Creative Forward

Even though they perform very different roles, the Strong/Tall Target Man and the Creative Forward require something different in terms of mentality settings towards the attacking end of the spectrum. With too high a mentality setting, neither has the chance to become involved in the game as much as they should. Drop their mentality to the lower end of the team mentality split (12 in Balanced, 14 in Attack) so they can better link up play. Too high and they will only ever look for attacking balls rather than team-linking passes or cushioned back headers. Too low and they will lose their attacking effectiveness.


Playmaker

As with the Strong Target Man/Creative Forward, the Playmaker is likely to perform better with a slightly lower than team average mentality setting. It will allow him to drop into space and dictate play via a wider range of passing options rather than only looking for attacking balls. If you are using the MCd as the Playmaker, this won’t matter. If you are using the MCa, consider dropping his mentality to a similar level to the MCd.


Quick Target Man/On–the-shoulder Striker

To ensure the Quick Target Man/On-the-shoulder Striker is playing on the shoulder of the last man, it is imperative you add a few mentality notches at the lower end of the spectrum. We would suggest adding three-four notches for Defend and Counter, and one or two for Balanced.


Arrows

The only arrows we wish to be explicit about are the forward arrows for the most advanced wide players (ML/R in 4-4-2, WBs in a 5-3-2). For Defend there should be no forward arrows; for Counter and Possession short forward arrows, for Attack and Control long forward arrows.

Other arrows are more optional, although the side-arrows on the FCs can be useful for Defend and short diagonal backward and forward arrows for the MCd/MCa can aid the other systems.


Forward Runs

The Defensive Trio

The two DCs and the MCd should stay back at all times to protect the penalty area in the defensive tactics and to recycle possession in the attacking ones. Therefore, in all formations they should have their forward runs set to rarely.

Wide Players

Forward runs are arguably most vital for wide players. With them set badly the full-backs won’t support attacks or the wingers won’t track back to help defensively. Forward runs for Full Backs and Wingers should, respectably, follow this pattern:

Defend: Rarely, Rarely
Counter: Rarely, Mixed
Balanced: Mixed, Mixed
Attack: Mixed, Often
Control: Often, Often

The Attacking Trio

Setting forward runs for the front three is vital in terms of getting the tactic to function but is more of an art than a science. The standard starting setting would be:

MCa: Often
FCd: Rarely
FCa: Mixed

However, they can be altered depending on player type and team requirement. A speedy FCa playing in a Counter or Defend system may be most effective with forward runs set to often, so he is always trying to break the offside trap and get behind the defensive line.

An FCd might also benefit from forward runs mixed in Defend or Counter systems, although the forward runs rarely will be vital in the more aggressive tactics. In those, his job will be to drop deep to link up play and/or pull his marker out of position so a team mate can exploit the space behind him. A lower mentality coupled with forward runs rarely should ensure that happening.

The MCa might be required to play a more defensive role for Defend or Counter systems entailing a mixed or rarely setting. Likewise, if he is a Playmaker, mixed or rarely might ensure he is in more space to receive the ball.

Getting these right for each system can be a matter of trial and error and often is related to the player type. It is pointless having a lazy playmaker making forward runs all the time whereas a hard working midfield dynamo can do it all day. If both strikers are speedy snipers and not suited for creative roles then it may be best to have them both making forward runs mixed/often. Just watch the offside count! Getting it right can turn a tactic from a semi-effective one to a world-beater so experiment as much as possible.

chehnic 发表于 2007-12-4 12:35:09

这MS是07的东西啊,以前看过了……

LoVe红魔 发表于 2007-12-4 13:02:09

理论似乎是一样的,我想看看细节上有什么不同,不是说08在细节上要求很高吗
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