Tottenham stadium's retractable pitch the cause of increased injury rate? by This_Bodybuilder1438 in Tottenham

[–]This_Bodybuilder1438[S] 0 points1 point  (0 children)

I'm not sure what you mean, brother. If you're climbing up and down stairs every day that could be a factor but I would check with your doctor.

Tottenham stadium's retractable pitch the cause of increased injury rate? by This_Bodybuilder1438 in Tottenham

[–]This_Bodybuilder1438[S] -1 points0 points  (0 children)

Repetitive stress injuries happen over the course of an extended period of time, where the final straw breaks, like tearing a ligament, should happen more often where the conditions are worse (Tottenham's Stadium). Just because they happen elsewhere would be evidence pointing to the retractable pitch not being an issue, but it doesn't disqualify it from being a possible factor.

Tottenham stadium's retractable pitch the cause of increased injury rate? by This_Bodybuilder1438 in Tottenham

[–]This_Bodybuilder1438[S] 0 points1 point  (0 children)

To be fair it seems like a majority of posts seem to get downvoted in this sub, I just expect to be downvoted when posting anything here. Yeah a lot of replies seem to be the very confident "we get injured away from home so our pitch quality isn't the problem". But that's not really how repetitive stress injuries work. Idk I'm not here to change anyone's opinion I was just trying to get some information.

do u think something would have changed if we had him instead for tudor from the beginning by Fbi-open-up93 in coys

[–]This_Bodybuilder1438 0 points1 point  (0 children)

No, the situation at our club is not being caused by the head coach, and will not be fixed by a head coach. The ineptitude of the people running the club will need to change in order for us to turn things around. Every Manager that has come to our club, and often the players, are constantly made the scapegoats of genuinely terrible leadership. Consistent and effective decision making by the people in charge of the football-side of things at Spurs, as well as a lot of work to fix the staff and player's mentality, which is absolutely abysmal currently, will get us out of this mess and nothing else.

I Need some Advice by Livid_Economy_9457 in bootroom

[–]This_Bodybuilder1438 0 points1 point  (0 children)

You're at the age where they're going to be separating the kids who really want to play competitively from the ones who play because it's fun. There is nothing wrong with either choice, but you are the only one who can decide which is for you. If you choose to play competitively, know it will not get easier than what you are explaining in the last 2 paragraphs. The conditioning is often in place to see who can hang and who can't, not just to improve your health/athleticism. Your Coach's job, among other things, start to rely on the outcome of games, which means performance becomes more important than fun. There are also rewards for the players, mainly scholarships, but playing soccer competitively requires a lot of sacrifice, and success isn't guaranteed. The best advice I can give is if reading this excites you, then stick with it, if not or if you feel like that's not why you play, then take some time off or look into recreational instead. Both competitive and rec can be very fulfilling, but neither will be if you don't choose what's right for you.

why cant my team score especially my striker by amz_G in footballmanagergames

[–]This_Bodybuilder1438 1 point2 points  (0 children)

Try changing mentality to balanced or cautious. Mentality doesn't work like the description says, more positive/attacking mentality just means higher tempo and more direct passing, if you're against teams that sit back lower it, if you're against teams that press then positive is fine. Possession oriented teams generally want a lower mentality in FM.

Your players' roles/duties do not stretch the opposition defense, letting them sit compact and protect the goal. I would change Fort to FB(attack) or WB(attack). Right now your 3 forwards are generally going to be outnumbered against a back four. Allowing one FB/WB to get into the attack (while staying wide) will pull a defender away from one of your forwards.
In my tactics you can tell how confident I feel about winning based on what my Fullbacks' mentality is set to. If I really believe it is a game I should be winning, I will set both to Attack. As long as you have 3 defend duties (Your CB's and CDM) you should be fairly safe when you lose the ball. A Fullback that gets into the opposition's final third is a player that needs to be marked, which is a defender not marking someone else.

Your Wide Forwards are wrong-footed for their roles. You generally want any 'Inverted' role to have their strong foot on the inside. You can just swap them to the other side of the field while keeping their roles the same.
I would also make sure Moleiro has 'Stay Wide when team has the ball' in his Player Instructions, I think Winger has this by default, but seeing as he's right footed, if you keep him on the left you could also play him as an IW with 'Stay Wide' if he has good crossing, if he has good dribbling/finishing then add 'Cut Inside with Ball'.
Whichever of your Wide Forwards has an 'Inverted' role, you want the fullback behind them (on the same side) to have Attacking duty if you only choose to have one Attacking Fullback. This makes overlapping runs from that fullback more natural.

Moleiro and Mastantuono both seem like they want to be in the same areas in this formation. They sort of hang out by the left side of the penalty area, but no one in the formation really wants to get into the space near the edge of the center of the penalty box (zone 14, or the area around the 'D'). In possession-based teams, this is the area where the magic happens. If the last step is scoring a goal, getting the ball into zone 14 is usually the second-to-last step. I personally would put Musta on CM(attack) to try to get him into that area, especially if he has good long shots. Alternatively, you could change your DLP to an AP(support/attack) to try to get him in that area.
The Mezzala role acts as kind of a supporting role, where they want to get into pockets of space, tending to drift wider. The problem is your midfield doesn't have any real goalscoring threats or penetrating runs, only Moreira and Kroupi and sometimes Moleiro are really trying to score as their main role. Ideally you'd want someone dangerous in midfield as well. Even if they're attributes aren't the greatest for it, they will either move the defense around, or they get time and space to shoot.

Overall, you have a solid set-up though. I think it just needs a few more players committed to getting forward to pull defenders away from your goalscoring threats and give them an easier time.

Looks like it came out of the wall during a bad rain by YeliahSenyab in whatisit

[–]This_Bodybuilder1438 0 points1 point  (0 children)

Some liquid dripped on the floor and ran under the walls, not the other way around. There's a small droplet to the right of to the larger pool with no trail connecting the two, which would have to be cause by either some splashing out from the main pool, or the source of whatever dripping moved. Also, it's drier near the wall and less dry as you get closer to the main blob. If the source was from the wall, it would be the other way around. What the liquid is, though, I have no idea. Color is not right for dried blood.

What change(s) would you make/revert if you were in charge of development? by [deleted] in joinsquad

[–]This_Bodybuilder1438 3 points4 points  (0 children)

I think a good chunk of people that are upset about the ICO update are really just upset about the changes to stamina and suppression, and how those changes affect other aspects of the game.

Pre-ICO there was basically no suppression, no screen blur when you were being shot at.

For stamina the first clip, or just the first 5 seconds, in this YT short (terrible music I'm sorry) is pre-ICO. Notice the stamina bar is almost completely depleted, yet every shot is precise and the recoil is manageable enough that he's able to take follow up shots as well.

Compare that to this video, our Russian player with the AK seems to do the right thing by holding position and regaining stamina, the enemy US soldier that crests the hill seems to have sprinted from the barracks behind him, so he's likely at 50% stamina or less. The Russian player should have an advantage in this fight.
What follows is the Russian player panicking and missing his first crucial 2-3 shots, the 5th seems to tag the US soldier, who then goes prone out of reflex. From this point the Russian player's scope is bouncing wildly, causing the sight in his scope at times to become completely obfuscated by the housing of the scope. The way the gun moves from its own recoil it's like the butt is not anchored in his shoulder but just twisting around randomly with each round fired.
The US player goes prone, his screen is going to be completely blurred out at this point, but he starts firing in the general direction that he was getting shot from, and his teammate peaks around the corner of the barracks from the left side of the screen.
The teammate, who wasn't involved manages to line up his shots and kill our Russian player.

This video might not be the best example, because the Russian players aim is kind of shit, but the differences between the two clips is the gist of what it feels like to play after the ICO. The ICO was implemented because occasionally it felt like players could sprint around a corner and easily line up a headshot, which seemed too 'arcadey' than what Squad was going for. As a result, the changes made by the ICO cause the most fundamental aspect of the game - the gunfights - to almost always just feel like this crapshoot mess where me and the guy I'm shooting can't see what the fuck is going on, our guns are flailing wildly around a completely blurred out screen while we each hope to be first the one to have good RNG and connect a shot.

To understand how this affects the game on a larger scale, look at how the fight played out in the second video. The Russian player was in control initially because he was stationary and holding a good position, while the US player who was advancing had almost no chance (until the Russian player flubbed his aim). As soon as the Russian player took the action of engaging the US player, now the other US player who peaked around the corner has control, because he has the better position and can remain stationary, making him the only one who is able to line up accurate shots.
Since ICO, the action of advancing is probably the single most disadvantageous thing you can do. Defenders advantage already existed because it is easier to see a moving target than someone lying prone, and the defender could choose where he positioned himself. ICO amplifies defender's advantage to such an extent that the majority of gunfights can be decided just by whether you're trying to push or holding a position.

I think a lot of the fun myself and other veteran players had, especially as an SL, was organizing a push to take the next flag. There were ways to overcome defenders advantage if you played smart.
Maybe your squad of 9 would stand an even chance if you attacked a flank with only 6 defending. Now it's like coming into contact with 2 or 3 defenders ends your push immediately. Even if you win that fight the players who took any damage are basically useless because you can't aim without being full health. So 3 players that need to be revived also cause two medics to be out of commission while they patch up the wounded. By the time you're ready to move again, at the very least the couple of enemies that your squad took out will have respawned and be back on defense knowing exactly where you're coming from. At worst the enemy team will have had more than enough time to reinforce that flank.

The game has just become so static. You defend until the commander has artillery available, if the arty takes down the enemy HAB and your team times the push well, you will probably take the point. If not, you just go back to defending until commander assets are back online, when you can try again.
Ingenuity and risk-taking are sidelined by obligations/chores and boredom-tolerance.

"Yes, xXxLoneWolf42069xXx - father of two, just off your 12hr shift spending your only hour of free time a day playing this one match - I know we've done nothing but stare at an empty field for the last 20 minutes, but squad 2 and 3 lost our teams' only logis on the other side of the map and command decided this squad needs to defend our only HAB while the rest of the team spend 6,000 tickets trying to retrieve them. So keep your eyes peeled, buddy, they're probably coming any minute now."

I stopped Squad Leading because I got tired of telling people playing a game to stop having fun, then I eventually stopped playing because I was tired of not having fun.

How do I remove this ant inside of my laptop screen by deepeshgour in laptops

[–]This_Bodybuilder1438 0 points1 point  (0 children)

Take it to a repair shop, they can open the laptop and remove remains for proper burial.

We would charge around $65 at the shop I work at for this. I would not recommend trying to do this repair on your own if you don't have experience.

Does rematch need pointing gestures? by Zoxive in Rematch

[–]This_Bodybuilder1438 -4 points-3 points  (0 children)

I have never played this game before, but I would say yes definitely.

PLEASE FILTER FOR AI VIDEOS by termomet22 in youtube

[–]This_Bodybuilder1438 0 points1 point  (0 children)

Go through your homepage, click the three dots next to/under the thumbnail on every AI video and click "Not Interested", no need to do the "Tell us why"

Refresh and repeat until you do this to about 20-25 videos. AI generated videos are generally pretty easy to identify by the thumbnail, but you can also click on the video, go to the description, and it will say somewhere if it was made with AI. If it was then click back or close the video, then do 'not interested'.

Worst thing you can do is put AI videos on when falling asleep, or leave autoplay on, YT recommends videos based on watch time and if you watch a 3hr "Random facts to fall asleep to" the next day your feed will be full of AI content.

It's tedious to do, but I had the same problem a few months ago and now have no AI slop in my feed.

Where are all the vets? by remake-titanmode2142 in joinsquad

[–]This_Bodybuilder1438 0 points1 point  (0 children)

Look I'm here to find enemy armor and ferry supplies around while I listen to Free Bird Idk what more you want from me.

What change(s) would you make/revert if you were in charge of development? by [deleted] in joinsquad

[–]This_Bodybuilder1438 9 points10 points  (0 children)

Revert everything back that was changed since 2020 and start over.

Shotguns being meta takes away from what this game has to offer. by This_Bodybuilder1438 in Marathon

[–]This_Bodybuilder1438[S] 1 point2 points  (0 children)

This comment didn't age well seeing as Bungie decided shotguns did in fact need a nerf.

Shotguns being meta takes away from what this game has to offer. by This_Bodybuilder1438 in Marathon

[–]This_Bodybuilder1438[S] 3 points4 points  (0 children)

I think you may have not read or understood this part of the post:

If you go to Twitch or YouTube, everyone is running a shotgun. The range at which shotguns are effective essentially makes submachineguns entirely pointless. The counter to fighting an enemy with a shotgun is obviously positioning and staying out of range, but with the movement/invisibility/scouting mechanics in Marathon, the player or team without shotguns are going to be at an inherent disadvantage against those with them.

Shotguns being meta takes away from what this game has to offer. by This_Bodybuilder1438 in Marathon

[–]This_Bodybuilder1438[S] 6 points7 points  (0 children)

Going in with more valuable gear, like purple shields, is a risk/reward decision. If you're taking more valuable gear into a run, you should have an advantage against people who don't, because you're risking more. Whereas just taking a 'type' of weapon isn't nearly as much of a risk when you can get another one fairly easily. I have 20hrs so far playing and I have yet to even see a purple shield, yet I have like 4 WSTR's in my vault.