@the blessed community
I mentioned the 20 marking around page 50 when responding to a Krebstar post about getting the CPU to hit the "long ball" as they do in real life but
DONT DO IN THIS GAME. Its seems at the time of that post it was not in Matt10's community plan to try something like that.
Lowering the marking that low really allows the CPU attack to find real space but...
1- you gotta up the pass speed a bit. Otherwise when CPU runs reach as certain distance from the ball, the ball carrier will just turn around and resort back to boring tactics cause he knows his slow 32 pass speed (really who thought of this???) ball will never reach the guy going forward.
2- Id up line length to 60 for CpU. This is dangerous because it will screw around with run frequency but I believe at 60 it spreads the CPU players across the pitch alot more evenly, and they wont lolly-gag so much in transition. I'd like to mention I've even got CPU long balls played into a "Back to goal" striker.
2 1/2- If you are opposed to such a massive line length hike Ive had moderate success going the opposite way and making line length around 35-38 and run frequency in the 80-85 range. It kind of creates a weird mixture.
The middle of the park becomes a little more clustered thus creating
MATT10's favored midfield battles but at the same time sends the forwards on galloping runs into space created by 20 MARKING and LINE LENGTH DISCREPANCY
I keep my line length in the 48-52 range
I really hope that all this is according to the community manifesto that matt10 and Orion have created for the community to express themselves in.
Keep testing guys , don't be afraid to think outside the box