AttackStill being reviewed
In one sentence
The CPU almost never puts him in the holding layer, and CPU ball carriers take him first in two choices of a teammate.
Who does this affect?
Only players the CPU is moving: your AI teammates and the opponent's players. The style changes where the CPU puts him and what the CPU decides for him; while you steer him yourself, your input decides. Found on: Compatible: SS, AMF. In the mobile card data: 189 cards (AMF 173, SS 15, CMF 1 - no positioning effect at CMF).
How it works
While his team has the ball, the CPU picks up to two central midfielders (DMF/CMF; AMF only under some team settings) for its deepest, holding layer: the players furthest back are picked. For the pick each player counts as his position plus 5 m, with -5 m for a DMF and +15 m for an AMF; an Anchor Man counts 30 m deeper, a Classic No. 10 or Hole Player 30 m further forward, so they are almost never picked. The first pick is treated like an Anchor Man in one later positioning rule. In two CPU on-the-ball choices of a teammate, a Classic No. 10 who qualifies is taken first (in one of them he must be 5 to 40 m away). He also gets weight 0.85 in one CPU attacking option. Limit: these CPU decisions give players numbered roles that have no names in the code. Turning each role into a named move (for example a run in behind) needs the whole CPU role system mapped, which this audit could not complete, and live measurement was not possible (no device connection). They are therefore described only by what the code checks.
When it applies
- Holding pick: counts as 30 m further forward, so he is almost never picked.
- Two CPU teammate choices: taken first if he qualifies.
- In one CPU option score (an option the code numbers 3, scored from his width, his distance to goal and his spacing) the style sets his weight: Prolific Winger 1.0; Creative Playmaker, Roaming Flank, Classic No. 10, Hole Player and Attacking Full-back 0.85; Deep-lying Forward, Target Man, Dummy Runner, Goal Poacher and Fox in the Box 0.7; no style 0.5.
- Only in a SS or AMF slot (also for the teammate choices).
Without it
An AMF without the style can be picked for the holding layer and has no priority in those two choices.
Common questions
Does Classic No. 10 make him shoot from distance?
Short answerNo
No shooting code reads the style.
Will he drop back to defend less?
Short answerPartly
Only one thing is shown: he is almost never put in the holding layer while his team has the ball. Defending code does not read the style.
Does the style help when I control the player myself?
Short answerNo
Every place in the code that reads this style is CPU positioning or a CPU decision. Your own dribbles, passes, shots and runs never look at it.
Does the style still work if I play him out of position?
Short answerPartly
No for the positioning parts: they check his formation slot every time and do nothing outside SS or AMF slots. Some CPU on-the-ball reads ignore the slot; their effect could not be established.
The maths
ConditionWorks only while he is deployed in a SS or AMF slot. The game checks the slot every time against a fixed list; in any other slot these parts do nothing.
Step+30 m in the holding pick (Anchor Man -30).
DetailFirst choice in two CPU teammate choices.
DetailLimit: these CPU decisions give players numbered roles that have no names in the code. Turning each role into a named move (for example a run in behind) needs the whole CPU role system mapped, which this audit could not complete, and live measurement was not possible (no device connection). They are therefore described only by what the code checks.
DetailNot used by this style: No player stat is read by the style's code.