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{{Interwiki/Special Event}}
{{Interwiki/Special Event}}


Apart from goals created by the [[team]], i.e. having better [[attack]] than the opponent's [[defence]], you can also have '''special events''' happen. These either affect an individual [[player]]'s performance for the rest of the game or they create a goal or scoring opportunity. If you dominate the [[midfield]] you have a slightly higher chance to experience a special event (both positive and negative), but midfield is less important than what it is for regular attacks. There are two groups of special events: weather special events and goal special events.
Special events are generated depending on player's [[specialty]] and are of two types : weather special events and goal special events. These either affect (both positive and negative) an individual [[player]]'s performance for the rest of the game or they create a goal or scoring opportunity.  


[[Play creatively]] can sometimes be a good option for teams who are SE optimized, and a full discussion of this can be found [[Play creatively|here]].
[[Play creatively]] tactics can be a good option for teams who are SE optimized.


==Weather special events==
==Weather special events==


Certain [[specialties]] may be better suited to certain [[weather]] condition. If a "weather event" happens, a certain player is affected for the rest of the game, and his player rating will reflect his performance accordingly.
Certain specialties may be better suited to certain [[weather]] condition. If a "weather event" happens, a player is affected for the rest of the game, and his player rating will reflect his performance accordingly.


{| cellspacing=2 cellpadding=2 style="border:solid 1px grey; text-align:center; background:#EEE;"  
{| align=right cellspacing=2 cellpadding=2 style="border:solid 1px grey; text-align:center; background:#EEE;"  
|+'''Weather special events'''
|+'''Weather special events'''
|- bgcolor=#FFF
|- bgcolor=#FFF
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!width=100| [[Image:Weather3_new.gif]] ||width=100| [[Image:Weather2_new.gif]] ||width=100| [[Image:Weather1_new.gif]] ||width=100| [[Image:Weather0_new.gif]]
!width=100| [[Image:Weather3_new.gif]] ||width=100| [[Image:Weather2_new.gif]] ||width=100| [[Image:Weather1_new.gif]] ||width=100| [[Image:Weather0_new.gif]]
|-  
|-  
| bgcolor=#FFF|[[Technical]]||+ Scoring<br/>+ Playmaking||-||-||- Scoring<br/>- Playmaking
| bgcolor=#FFF|'''{{Technical}}'''||+ Scoring<br/>+ Playmaking||-||-||- Scoring<br/>- Playmaking
|-  
|-  
| bgcolor=#FFF|[[Powerful]]||- Scoring<br/>- Stamina||-||-||+ Scoring<br/>+ Defending<br/>+ Playmaking
| bgcolor=#FFF|'''{{Powerful}}'''||- Scoring<br/>- Stamina||-||-||+ Scoring<br/>+ Defending<br/>+ Playmaking
|-  
|-  
|bgcolor=#FFF| [[Quick]]||- Defending||-||-||- Scoring<br/>- Defending
| bgcolor=#FFF|'''{{Quick}}'''||- Defending||-||-||- Scoring<br/>- Defending
|}
|}


Note: Quick defenders can suffer particularily badly in the sun. They have been known to lose 80% of their stars (see for example {{matchid|151911033}} or {{matchid|151910999}})
===={{Technical}}====
* Sunshine: gains on Scoring & Playmaking
* Rain: loses on Scoring & Playmaking
 
===={{Powerful}}====
* Rain: gains on Defence, Playmaking & Scoring
* Sunshine: loses on Scoring, can become tired (Stamina)
 
===={{Quick}}====
* Sunshine: loses on Defence
* Rain: loses on Defence & Scoring
=====Considerations=====
* Quick defenders can suffer particularily badly in the sun. <br>They have been known to lose 80% of their stars.
* The Powerful and Quick players will never suffer a weather penalty event in the first half, if weather is Sunny.


==Goal special events==
==Goal special events==
Apart from goals created by the [[team]], i.e. having better [[attack]] than the opponent's [[defence]], you can also have '''special events''' happen. If you dominate the [[midfield]] you have a slightly higher chance to experience a special event.
=== All players ===
* '''[[Long shot]]''' = randomly generated (needs a combination of [[scoring]] & [[Set Pieces|set pieces]] to score),
* Experience Event = high [[experience]] vs low experience,
* '''Stamina''' = high [[stamina]] vs low Stamina,
* {{Unpredictable}} players can generate:
*: '''Unexpected move''' (both positive and negative),
*: '''Long pass''' = unpredictable + high [[passing]].
* '''{{Head}}er''' = you need more head specialists than your opponent. Note that having a high number of Head players your team will be more likely to score from the Head SE, but also to defend against your opponent's Headers. The influence of your Headers in scoring is A LOT BIGGER than in defending against your opponent's ones (corners).


*'''[[Unpredictable|Unpredictable player]]s''' can use their [[passing]] skill to create unexpected long passes, and their [[scoring]] skill to intercept the ball. Their unpredictability may also create unlikely scoring opportunities. If an unpredictable [[defender]] or [[inner midfielder]] has sufficiently low [[defending]] skill, they can also make an error with a pass that will give the opponent a chance to score.
=== [[Defender|Defenders]] ===
*'''[[Quick]] [[winger]]s and [[forward]]s''' can create chances by using a burst of speed. This can be countered by the opposing team using a defender who is also Quick, or has sufficient defending skill to keep up.
* '''Negative unpredictable''' event = unpredictable with low [[defending]] skill,
*'''[[Technical]] wingers and forwards''' can create chances if their opposing defender or inner midfielder is a [[head]] specialist.
* '''Head vs Technical''' = Technical Forwards & Wingers are dangerous for Head Defenders),
*'''Wingers''' with sufficient [[wing]] skill can create chances that will have to be finished off by another winger or a forward. If that other player is a head specialist or has sufficient scoring skill, he will score.
* '''Quick Defenders''' help stopping opposing Quick Forward & Wingers,
*'''[[Long shot]]''': Any player with sufficient [[set pieces]] skill and sufficient scoring skill can score from a long shot.
* Can be victimised by an '''experience event''' (see above), so higher experience is recommended.
*'''[[Corner]]''': To score from a corner kick, the player responsible for taking your set pieces will need to have sufficient set pieces skill and the player receiving the ball from the corner will have to have sufficient scoring skill. The higher the number of [[head]] specialists in your team, and the lower the number of head specialists among your opponent's, the better your chances to score. Having no head specialists at all will make you very weak at defending against corners and very weak at scoring from your own corners.
*'''[[Experience]]''': experienced wingers and forwards can score using their experience. Inexperienced defenders and inner midfielders can give their opponents an extra chance.
*'''Tiredness''': Tired defenders can make mistakes. Unless the opposing attacker is also too tired, this may create a chance for the opponent. Defenders with low [[stamina]] are more likely to become tired.


==Considerations==
=== [[Inner Midfielder|Midfielders]] ===
* '''Negative unpredictable''' event = unpredictable with low defending skill,
* '''Head vs Technical''' = Technical Forwards are dangerous for Head Midfielders,
* Can be victimised by an '''experience event''' (see above), so higher experience is recommended.


* The Powerful and Quick players will never suffer a weather penalty event in the first half, if weather is Sunny.
=== [[Winger|Wingers]] ===
*Having a high number of Head players your team will be more likely to score from the Head SE, but also to defend against your opponent's Headers. The influence of your Headers in scoring is A LOT BIGGER than in defending against your opponent's ones (corners).  
* '''Technical vs. Head''' = technical winger may create an event when facing a head defender,
* When your team gets a Special Event, it depends of the side where the match engine will give it to you (I'm talking about Technical vs Head, Quick for Wingers etc).
* '''Quick winger''' = may create an event when facing defender (although defending skill and quick skill helps defend against this event),
* Having a high number of Head players your team will be more likely to score from the Head SE, but also to defend against your opponent’s Headers. The influence of your Headers in scoring is a lot bigger than in defending against your opponent’s ones (corners).
* '''Winger event''' = high Winger skill, finished by an attacker with head skill or good scoring.
 
=== [[Forward|Forwards]] ===
* '''Intercepted pass''' = unpredictable with high scoring and possibly high experience,
* '''Technical vs Head''' = Head Defenders are weak against Technical forwards,
* '''Quick forward''' = may create an event when facing defender (although defending skill and quick skill helps defend against this event),


==See also==
==See also==
*[[Player]]s
*[[Skill]]
*[[Skill]]s
*[[Specialty]]
*[[Tactics]]
*[[HTs on Global/Special Event]]
*[[HTs on Global/Special Event]]
*[[HTs on Global/Possession and Special Events]]
*[[HTs on Global/Possession and Special Events]]


[[Category: Match concepts]]
[[Category: Match concepts]]

Revision as of 16:27, 23 October 2019

INTERWIKI

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Special events are generated depending on player's specialty and are of two types : weather special events and goal special events. These either affect (both positive and negative) an individual player's performance for the rest of the game or they create a goal or scoring opportunity.

Play creatively tactics can be a good option for teams who are SE optimized.

Weather special events

Certain specialties may be better suited to certain weather condition. If a "weather event" happens, a player is affected for the rest of the game, and his player rating will reflect his performance accordingly.

Weather special events
Specialty Weather
 Technical + Scoring
+ Playmaking
- - - Scoring
- Playmaking
 Powerful - Scoring
- Stamina
- - + Scoring
+ Defending
+ Playmaking
 Quick - Defending - - - Scoring
- Defending

 Technical

  • Sunshine: gains on Scoring & Playmaking
  • Rain: loses on Scoring & Playmaking

 Powerful

  • Rain: gains on Defence, Playmaking & Scoring
  • Sunshine: loses on Scoring, can become tired (Stamina)

 Quick

  • Sunshine: loses on Defence
  • Rain: loses on Defence & Scoring
Considerations
  • Quick defenders can suffer particularily badly in the sun.
    They have been known to lose 80% of their stars.
  • The Powerful and Quick players will never suffer a weather penalty event in the first half, if weather is Sunny.

Goal special events

Apart from goals created by the team, i.e. having better attack than the opponent's defence, you can also have special events happen. If you dominate the midfield you have a slightly higher chance to experience a special event.

All players

  • Long shot = randomly generated (needs a combination of scoring & set pieces to score),
  • Experience Event = high experience vs low experience,
  • Stamina = high stamina vs low Stamina,
  •  Unpredictable players can generate:
    Unexpected move (both positive and negative),
    Long pass = unpredictable + high passing.
  •  Header = you need more head specialists than your opponent. Note that having a high number of Head players your team will be more likely to score from the Head SE, but also to defend against your opponent's Headers. The influence of your Headers in scoring is A LOT BIGGER than in defending against your opponent's ones (corners).

Defenders

  • Negative unpredictable event = unpredictable with low defending skill,
  • Head vs Technical = Technical Forwards & Wingers are dangerous for Head Defenders),
  • Quick Defenders help stopping opposing Quick Forward & Wingers,
  • Can be victimised by an experience event (see above), so higher experience is recommended.

Midfielders

  • Negative unpredictable event = unpredictable with low defending skill,
  • Head vs Technical = Technical Forwards are dangerous for Head Midfielders,
  • Can be victimised by an experience event (see above), so higher experience is recommended.

Wingers

  • Technical vs. Head = technical winger may create an event when facing a head defender,
  • Quick winger = may create an event when facing defender (although defending skill and quick skill helps defend against this event),
  • Winger event = high Winger skill, finished by an attacker with head skill or good scoring.

Forwards

  • Intercepted pass = unpredictable with high scoring and possibly high experience,
  • Technical vs Head = Head Defenders are weak against Technical forwards,
  • Quick forward = may create an event when facing defender (although defending skill and quick skill helps defend against this event),

See also