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Difference between revisions of "Talk:/vt/ League Academy 2"

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* '''Commentary by the cadet: '''
* '''Commentary by the cadet: '''
* '''Comments:''' A very standard and average export. Nothing special across the board; the AMF is the most unusually built of the players, but nothing inherently wrong. Should be good to learn with. Could give a few more trick cards and/or other cards to some player, I think. The additional A-positions could be used as well and added on a bit more effectively. '''Players out of position on Preset 3, please fix'''
* '''Comments:''' A very standard and average export. Nothing special across the board; the AMF is the most unusually built of the players, but nothing inherently wrong. Should be good to learn with. Could give a few more trick cards and/or other cards to some player, I think. The additional A-positions could be used as well and added on a bit more effectively.  
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Revision as of 04:32, 17 November 2024

Exports

Deadlines for day 1 exports and pastebins are November 16th (for non-managers November 12th' is advised)

Deadlines for day 2 nightlies and pastebins are November 28th

Deadline for Aesthetics is November 16th

Deadline for Audio is 12 hours before match day

If day 2 nightlies are left blank, day 1 exports will be used

If no audio or AES exports are submitted the VTL7 ones will be used

Pink icon.png /pink/


  • 'Commentary by the cadet: IORGANIZEDALOTOFPLAYERSAROUNDSSOHERESANAESTHATFIXESTHATBUTDONTUSEKIT3PLS
  • Comments: Honestly looks fine and well-rounded, no issues. Might need tuning on specific sliders later on, but as a deadline export, completely acceptable. Maybe give the AA CBs the matching DMF playstyle (Anchor Man) for the regular DMFs if you plan to use them like that.


Vsj+ icon.png /vsj+/

  • AES export: Tomorrow
  • Audio export: The day before match


  • Commentary by the cadet:
  • Comments:
    • 10/10 pastebin


Pyon icon.png /pyon/

  • Day 1 Tactical Export:
    • Day 1 Pastebin:
  • Day 2 Nightly:
    • Day 2 Pastebin:
  • AES export:
  • Audio export:


  • Commentary by the cadet:
  • Comments:


Lia icon.png /lia/

  • Day 1 Tactical Export: Guh
  • Day 2 Nightly:
    • Day 2 Pastebin:
  • AES export:
  • Audio export: Chu!


  • Commentary by the cadet: Gameplan
  • Comments:


Hfz icon.png /hfz/

  • AES export:
  • Audio export:


  • Commentary by the cadet: Required listening
  • Comments: An unconventional, albeit perfectly functional export. No immediate issues to draw attention to.


Pcgia icon.png /pcgia/


  • Commentary by the cadet: i think i'm the most lost on pastebins and making a solid plan for what exactly i want to see during the match. hopefully we don't get wiped (again)
  • Comments:


Mint icon.png /mint/


  • Commentary by the cadet: You didn't expect something "normal", did you?

Teams somehow press far less effective with these rules compared to VTL 7 which is a shame since hard pressing is at the core of our identity and my intention was to double down on what worked previously instead of trying to fix something and therefore creating new problems. Pushing them as far up as possible still seems like the best way of creating pressure. Track Back and Man Marking seem to work best on Midfielders, Track Back has been a bad card on CBs - they rather need better passing. Our non-medals can and will score, the most prolific goalscoring position in VTL was the SS, so this is where I moved the team captain. This hopefully makes her help in defensive movement as well. It worked nicely in testing and I know that this is a shit argument.

Preset 1 is an adjusted version of what you saw in VTL 7. Pushing them far up, flooding the box with attackers, it makes for a large number of individual goalscorers and high leads if Konami doesn't pull some bullshit. No fluid formation to conserve stamina (this is the reason for dropping fluid formations altogether in all presets. The second reason is that solid formations are somehow more stable), but it still loses steam as the match progresses. The second issue is that it's vulnerable to quick counter attacks. So, yeah, what you know from VTL already.

Preset 3 is the second main preset. Possession with a Support Range of 1 and Long-passes is a deliberate choice. Whenever I started with this, the team quickly scored several before losing steam hard. It works best late in the match when the other team is worn out already as well. It also presses rather effectively and I have no idea why. My most common testing opponents were rule-adjusted versions of /choc/, /mogu/ and /uuu/, even a blind man sees why, Preset 1 usually got us blowout victories against the former 2, a possession version of 1 or rather, a 1 and 3 hybrid, rolls over the last one (yeah this is what nightlies are for) and preset 3 always made the team come back from almost certain defeat if they somehow get PES'd. Trust me, you want to see preset 3 and its varieties. It's FREAKY.

Preset 2 is just a last-minute kind of more defensively minded version of 3.

  • Comments:


Pcgen3k icon.png /pcgen3k/

  • AES export:
  • Audio export:


  • Commentary by the cadet: STREAM PLAYING FAVOURITES.
  • Comments: Several issues immediately apparent. Players are inconsistently built, with random additional A-positions and playstyles assigned, even within the same position. The bench is the biggest issue, however. Several players (the LMF and RMFs mainly) that need to be reallocated elsewhere. 2 CB subs is not enough, and neither is one LB and RB sub. The LMF and RMFs have no value to the export running the 442 diamonds it is and it is is not worth sacrificing several substitutes to alternative options. Turning the LMFs and RMFs on the bench into subs for the DMF, LB, and RB spot would be better. 2 players only for a position greatly increases the chances of being forced to play a poor condition player. Sub allocation is something to understand and learn about. Make the player builds uniform by position and replace the not-useful players with actual useful subs.


AG icon.png /AG/

  • AES export:
  • Audio export:


  • Commentary by the cadet: My goal coming into VTLA2 was to focus especially on fluid formations as I have very little experience with them. My overall philosophy on my fluid design was to only move medals to minimize the stamina impact, and move players in only small amounts. Moving from a 343 to a 334 seems like a pretty obvious candidate for fluid design as only two players end up needing to be moved up in order to adjust the formation. P1 is the base formation, with my own attempts made to try and keep the players from getting too far up. I settled on a relatively higher SR compared to /ag/'s P1/P3 export in VTL7, which seemed to work pretty well. There is one inherent weakness with this formation, and that is against wide attacks. Due to the centrality of the CMFs and DMFs, it happened that both CMFs would end up on the same side of the field during attacks, leaving the other side more or less defended by a single CB and DMF. P2 is a modification of P1 with the CMFs being DMFs both IP and OOP, and the AMF on P1 is a CMF on both IP and OOP. P3 was supposed to be an attempt at a 442, but I ran out of time. However, I believe I have enough AAs to allow for the creation of the formation in a nightly.
  • Comments:


Mayo icon.png /mayo/

  • Day 1 Tactical Export:
    • Day 1 Pastebin:
  • Day 2 Nightly:
    • Day 2 Pastebin:
  • AES export:
  • Audio export:


  • Commentary by the cadet:
  • Comments:


HoloX icon.png /holoX/

  • AES export:
  • Audio export:



Brg icon.png /brg/

  • Day 1 Tactical Export: Wave 3
    • Day 1 Pastebin: Yume
  • Day 2 Nightly:
    • Day 2 Pastebin:


  • Commentary by the cadet:
  • Comments: A very standard and average export. Nothing special across the board; the AMF is the most unusually built of the players, but nothing inherently wrong. Should be good to learn with. Could give a few more trick cards and/or other cards to some player, I think. The additional A-positions could be used as well and added on a bit more effectively.



Signups

There will be 12 team slots. If there are more candidates than slots, teams will be selected considering who can learn the most from the event.

When signing-up, the person who signed them up must sign their name next to the sign-up using 4 ~s (to automatically write their name and timestamp). After listing their team in the page, the prospective cadet has to >Dicksword DM the organizer with proof of the thread's approval. If the person signing up isn't a present manager/caretaker, they should >Dicksword DM the organizer with proof that they have the team manager/caretaker's authorization.

Example sign-up:

  1. CouncilRyS icon.png /councilRyS/ I'll use long throw and long pass and no one can stop me Kanakonosuke (talk) 11:45, 12 October 2024 (UTC)

Signups are CLOSED


Confirmed teams:

  1. Pink icon.png /pink/ PINKHYPEOINKHYPEPINKHYPEPINKHYPEPINKEHUYEPEF ꄵꄱꆏꊁꇤ ꇱꄱꉕ (talk) 18:07, 12 October 2024 (UTC)
  2. Vsj+ icon.png /vsj+/ Last one before the primetime TheK2 (talk) 18:19, 12 October 2024 (UTC)
  3. Pyon icon.png /pyon/ Ehhhhh fuck it why not Champy (talk) 18:20, 12 October 2024 (UTC)
  4. Lia icon.png /lia/ Learning the Lia way Mette (talk) 20:17, 12 October 2024 (UTC)
  5. Hfz icon.png /hfz/ Crash landing on Planet Retard Lulzmaker (talk) 00:43, 13 October 2024 (UTC)
  6. Pcgia icon.png /pcgia/ ENTER WORST PHASE TEAM Spoilerbito (talk) 03:25, 14 October 2024 (UTC)
  7. Mint icon.png /mint/ I actually know nothing about the game. MintFC (talk) 15:37, 14 October 2024 (UTC)
  8. Pcgen3k icon.png /pcgen3k/ STREAM APOSTASTY STREAM APOSTASTY STREAM APOSTASTY ohmbeat (talk) 05:39, 15 October 2024 (UTC)
  9. AG icon.png /AG/ Bulding up our team, pound by pound Ange-anon (talk) 13:04, 16 October 2024 (UTC)
  10. Mayo icon.png /mayo/ WAOOOOOO!!!!!! joshukun (ᐡ •͈ ·̫ •͈ ᐡ) (talk) 03:24, 22 October 2024 (UTC)
  11. HoloX icon.png /holoX/ Like last time Joshu-Unit (talk) 00:19, 23 October 2024 (UTC)
  12. Brg icon.png /brg/ Vtuber academy watcher signs up for vtuber divegrass academy Burgerposting (talk) 07:31, 26 October 2024 (UTC)