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Old 10-07-2020, 07:48 AM   #1
ExeR
Minors (Rookie Ball)
 
Join Date: Aug 2015
Posts: 48
Tactics & Attributes Guide

Introduction
I'm doing it for myself anyway, so might as well share the process. Forum has post editing functionality, that's pretty much all you need for this "project".
What's the problem?
Already mentioned it in multiple feedback posts, but FHM is skewed towards text. Despite that (and the fact that there's manual with examples) some things are left for imagination. And process of figuring it out by yourself leaves many confused. You can scroll through forum and lots of topics would be about "attributes value" or "how tactics work".
But even bigger problem is the one that comes from things that have been described. As you can see from this helpful post about "attributes for tactical roles":
https://forums.ootpdevelopments.com/...d.php?t=307213
key attributes selection is prone to wrong/misleading correlation effect. W/o context, simple&logical suggestions like "all offensive defenders need Accel&Agility" can lead to wrong conclusions. Take point shooter for example. Simplest test & screwing around with attributes will show that Accel&Agility doesn't bring much to the table, even for somebody as slow as Shea

You only start seeing gains at very elite (near 20) level of other key off. attributes. But even best players in NHL don't have enough ability for that. Plus point shooter is contradictory in nature to suggested attribute profile. High shooting range is more common among strong and thus slower guys.
So there's a need to avoid these roadblocks.
Goals
Main goal is to make one shop stop for all things tactics. And to make it somewhat "FHM version" independent. I've done this with other manager games and the worst thing to do is to waste time analyzing best way to exploit current version or dealing with broken roles. Much better to use tactical categories provided by FHM and think about real game. If simulation does a bad job, so be it.
More defined goals:
1) Make "attributes combinations" in most efficient way. I've already done it for 2019 season but it's a work in progress
https://i.imgur.com/yU0tEay.png
https://docs.google.com/spreadsheets...it?usp=sharing
2) Provide logical framework for:
a) Attribute Combinations of player
b) Tactical Tendencies based on attribute combos

c) Tactical Role best suited for player abilities.
d) Combination of a,b,c. Player is not playing alone, but building lineups with idea of his strengths in mind is much easier. But there are also exceptions and priorities. You can't make defender key figure on offense if you have 3 exceptional forwards. But build line properly, and Point Shooter taking most shots @ 6.4% accuracy won't be effectiveness killer. Instead Garbage collector or Screener will get huge bump to their numbers. F.e. their Accuracy can be close to 20% and line can have insane +/-. Results are on screen above.
So in the end it would be something like tactical synergy table based on actions & interactions between your line players.
https://i.imgur.com/TXLUp2V.png
https://docs.google.com/spreadsheets...it?usp=sharing
3) Tactical synergy has some categories that are formulated by me, so leaving out that you might not agree with them, those categories need explaining. Luckily, there are tools for graphic representation which I hope get into FHM one day
https://i.imgur.com/nG46mSx.png
From that image you can intuitively see tactical connections and attribute requirments for players. But more importantly concepts like "space created/used".
If center is static, F1(playmaker) can move along boards and to the middle freely. Center & Point Shooter (RD1) will occupy opponents and keep them glued to themselves opening up the ice. Somebody like Voracek/Wheeler will benefit greatly, because their passing is elite, but Puck Handling/Possession or quickness is not. It's much easier for them to play 1vs1 and protect puck with strength&balance near boards.
If Center is moving, then playmaker has to move further & open up on perimeter (not his strength). RD1 has to move, puck handling/possession increases in importance. F2 might benefit from space near crease, but playmaker+pointshooter combo will bring less to the table. And if F2 is perimeter shooter type he will use space less effectively. So mobile Center abilities should be worth the sacrifice.
4) Examples, examples & examples. Nothing better than those to intuitively understand stuff. 3) had some, so that's the goal. Use real players and teams to demonstrate style of play. Specifically tactical settings.
https://i.imgur.com/mjPGin8.png

Last edited by ExeR; 09-18-2022 at 11:55 PM.
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