This is so good. 🙌 So much information in this video and I wanted to give my own little adendum to help others: there is no player role that has a hard coded instruction on tempo and there's no individual player instruction either (so there's no "Play with a higher tempo" instruction). Which means the tempo team instruction affects all your players, all the time. This is different from the passing directness team instruction. If you set "shorter passing" as a team instruction, you can choose a player role to override this team instruction (ex: the No Nonsense Full Back has "more direct passes" as a hard coded instruction). Or you can manually set a player instruction to "more direct passes". Some food for thought! 😊
question on this, specifically the individual player instructions overriding the team instructions: if my team passing directness is set to “much shorter”, what is the outcome of setting a player’s instruction to “pass it shorter”. is this redundant? or does it reduce a player’s passing range further?
@@themightied it's more of a reinforcement to pass it shorter and not "pass it even shorter". Like in mustermann's example in this video, the player would focus on the shorter pass even if it means bypassing the more advantageous decision
@@themightiedit’s all a matter of frequency in choosing which kind of passes a player should take. Example, if you have standard passing as a team, and the player is in default, he will pass 75% up to a standard pass (one or two zones of competence on the analysis grid) and 25% above the standard pass (three or four zones on the grid). If you set a single instruction for shorter passing you will increase that frequency, furthermore reducing the long passing frequency. And the opposite of you set a single instruction for longer passing.
The goal is, hopefully, to make things a bit more bitesize. Of course, when you focus on just one area things do become simpler. The complexity is when you have to combine it with everything else (otherwise known as the excuse for leaving Menality until the end 😂)
funnily enough, this motivated me to _lower_ the tempo on my tactic - you mentioned that higher tempo had more assists via crosses, and lower tempo had more assists via through balls. since my attackers don't have a good enough jumping reach, the latter is what I want to see, so I lowered the tempo to "slightly lower" and it made an instant impact! pretty informative video in general too, thanks for the video!
That's great to hear. I am very much aware that there is a "meta". As there will be with any game. But that doesn't mean it will work with every team, and understanding how instructions can be tailored to your team can make the difference between good and amazing!
Given that the term is specifically used in the manual, I'm curious how tempo dovetails with a player's individual Decisions attribute: does a team filled with good decision makers perform better in a high tempo system than a team with weaker decision makers? Never tested it to any degree, but my general perception is that lower tempos are more useful in systems with roles that require players to move around the pitch a lot (e.g IWBs, IWs, RPM, HB) simply because if the ball moves upfield too quickly those players don't have a chance to make their movements in possession to actually change the team's shape.
A lower tempo will give the player more options, as they take their time to assess. If, for the sake of argument, there is 1 "best" decision, then more options increases the likelihood of the wrong decision being made. Of course, that additional time does potentially allow for a "better" decision to be made. In that respect, I don't think tempo makes a difference. You can have good and poor decision makers excel (or fail) at any tempo, depending on the rest of the tactical system around it.
The only bad thing about your vids is that always I want to start a new save to try it out myself. A super low tempo setup and see if it’s possible with a mediocre/weaker team sounds interesting.
I reckon there's definitely a chance for it to work, but you'd have to be really selective with your choice of team and signings. Might need to prioritise players with good touch and decisions so as not to get caught out all game long!
Mentality essentially adjusts a number of instructions. Width, Passing Direction, Tempo, Pressing Intensity, Lines of Engagement & Defensive Line. So it will likely achieve some of the assumptions, by virtue of changine the underlying instructions. Unfortunately that means, I need to establish the impact of all of those first before exploring Mentality. Good news...there's 6 months to get that done!
@mustermannfm this is definitely what I found with my low block counter tactic. Putting mentality onto attacking kicked my system into overdrive. I've never played in this fashion before, but I love the quick direct transitions my team conjure up. Now if only Marcos Leonardo was more lethal than a tea spoon......
Thanks for the video, it help me understand something as a new guy in this game. Through your WIDTH and TEMPO videos, I was wondering that which one I should use to approach a game ? For example, after you take a look through opposition report, you gonna think about WIDTH or TEMPO first or it is just your preference ?
Tempo...that one thing where I've gotta decide in-game if I want my playstyle to be like Sonic the Hedgehog or Big The Cat. Now that I've got my SEGA reference out of the way, heckuva video as always here, Mustermann!
I see it this way. Fast tempo if you're not looking to commit a lot of men to attack. Slower tempo for if you're sending bodies upfront so you can still create chances even if the opposition are settled
There is validity either way. High tempo and swarming bodies forward can be a very effective way of overloading the defence before they have a chance to settle. Slow tempo with less committed forward can be very effective if you have elite creaters but are wary of getting caught on the break. As with everything, there's more than one way to skin a cat.
Thank you. I'm fine. It's an existing condition, and the flare ups happen semi-regularly (every few weeks). Just a little annoying that it happened then. Although, I suppose it's probably good that it didn't happen on stream!! On the bright side, I can now squeeze in a stream on Friday night instead!
Have we considered player attributes for both tempo styles? Like Decisions for high tempo and Composure for for low tempo. I think attributes are also very key and im now starting to think this experiement would go so differently if we used two squads with either suited to its own tempo
I don't think it will. It's a large part of the reason we look at the relative difference between the two styles rather than focus on the absolute output. Changing attributes might impact those absolutes, but you'll still see the same relative trends between the two styles. That said, there's only one way to find out. Give it a shot!
good video but it also relies on the players and tactics take for instance my liverpool and ive seen this at anfield , wataru endo plays a lot more back passes to his defence where as say harvey elliot either makes passes forward or dribbles a lot more so yes youve got more passes but there not as progressive , also first touch and composure comes into it as does vision at start of game ie gravenberch has 14 vision 15 passing while bajetic has 10 vision however tyler morton on loan has 16 passing and 16 vision but his composure and descion making are around 11/12 ive noticed hell diff since switched from gegenpress to tikataka
Mentality will be last. Because it is almost like a modifier, changing multiple instructions at once, I believe it is important to establish an understanding on those core instructions first. Obviously, with FM25 looming, that probably means that a look into mentality will happen in FM25 (and potentially, these first few videos might have to be redone if there are significant changes)
This is a great video. I should suppose that with a lower tempo, having more time on the ball, one could set longer passing. And on the contrary, with higher tempo, having less time on the ball, one should prefer shorter passing for more accuracy. Choosing some of the players less skilled to short passing in the first case, and some of the players more skilled to long passing in the second case. Thank you.
Those are both valid approaches, but the opposite can be effective, too. Low tempo/shorter passing is the hallmark of Tiki Taka, and high tempo/direct passing is essentially the foundations of many counter attacking styles. There isn't necessarily a "right" approach, just different options!
I don’t think Low Tempo is well done in FM. In real life, possession teams switch tempo smartly, play a fast sequence of passes to pressure a mistake from the opposition and only slow down when no clear options are available. And usually is key playmakers that slow down the pace to find a key pass. I can’t think of many teams that deliberately play slow tempo the whole match. I think it should be changed to work similarly to time wasting. Like slow down the tempo? Never-Sometimes- Frequently I think that would do a better job at highlighting the differences between gegenpress and possession play.
Really interesting. Great research and well presented. Couple of queries. How come no control group? I.e just a clean slate tactic with no instructions on And how did you adjust for roles? Like, in a classic 4-3-3, I imagine 2 BPD’s and a DLP will play out much differently to 2 no nonsense CB’s and an Anchor. Same with a DLF vs an AF up front. Cheers
If they're playing competitive football, absolutely. You look for statistical outliers filtered by age. A bit like real life, where wonderkids are hyped up as the next big thing, but once they start playing alongside/against professionals, the step up is too great.
@@mustermannfm all seriousness though, I do enjoy these videos because you see a lot of comments from people saying "the ME is broken because high gegenpress and high tempo wins no matter what". And yeah I mean, ball at the other end of the pitch of your goal usually means you don't lose? So what's the complaint?
@@FMlestri the "pace is OP" is one of my favourite ones. Because yes. It's why Gabby Agbonlahor and Theo Walcott had sustained Premier League careers. Or why Barry Bannan, despite being technically gifted, found his ceiling to be the Championship.
You deleted your last comment as I was replying 🤣 When you add all the small differences together, the impact can be significant. But it is, definitely, an added layer of micromanagement.
@@mustermannfm I only like to consider the Out of Possession aspect of my team, the rest I let my players cook together. Just like Mourinho has taught me 😂😂
To be fair, I take a relatively similar approach. The "Be More Expressive" button is my version of saying: "Hey guys, be safe. Except you guys up front; do whatever you want. Have fun"
I appreciate your effort but let's be real here, the engine will change and all the experiments will be outdated, so why bother? Could you not instead upload your Twitch Streams here?
Why bother releasing videos at all? They will become outdated. Whether that's by a new version, or by a major patch being released. In fact, there should probably be zero FM24 videos released until after the March/April patch 😂. And no point in any FM25 videos ever if the allusion to a more regular update schedule is true. As for Twitch streams - I believe I have said this multiple times: no, not for the current series. I hope to be comfortable/familiar with the process by the time FM25 is out, at which point I will look to multi-stream to YT as well, which will automatically upload the vods into the "Live" tab.
The engine only changes for those buying the newest game. Plenty of people stay with a version of FM for years. Even so, the concepts being explained here and therefore fundamental implementation likely won’t change much so it’s still educational either way IMO.
By the way, I’m really disappointed for the Guardians (Indians) losing 2 games to 1 in the ALDS. What the hell! Detroit has developed some very nasty pitchers.