eFootball PES 2020 Discussion Thread (PS4/Xbox One)

Yeah. In the 2017 OF im using, A LOT of teams are set up very high.

Id like know know the answer to this too.


My experience is only positive so far. It compresses play, creates more physical interaction, means you can really get defences turned, and makes defending more exciting as you're higher up pitch.

With Matt's fix on top, you can now really break through a midfield press and outnumber the back line which is something that happens in fifa 20 but hasnt in pes for a while...its quite thrilling when it happens...
 
It's not ideal, but I set manual man marking for the DMF/CMF opposing the other. I find that this instantly creates that midfield resistance I am looking for. It's not exactly 100% man-marking either as in it tethers the mark all the way throughout the pitch. It simply pulls the responsibility that should have been done in the first place. In addition, the transition position is much better, so the midfielders are not running back to a set position.

Very simply, this is how I do it in the gameplan. I'm on the PC so I can edit both User and CPU. I am trying to find a way for consoles, but not sure it can be done without being able to edit the gameplan of the CPU. You may still get a decent match though as your players will be focused on their task - thus instantly retreating back and forth, which could spark the CPU players to do the same.

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I'm using Perugia, playing against AC Pisa, the same team from the first video I posted. I just set marking for the central midfielders only, not the LMF or RMF (or AMF if I had one in this formation). For the opposing AMF, I can leave them unmarked, but have also found that putting my CB to man-mark them helps. Only in some rare spots is the CB out of position.

FfuQZo.png


Then do the same for the CPU.

XuedQL.png


That's all I do. No other changes to tactics, advaned instructions, player alignment, fluid formations.

Here's the Result. You wouldn't even know there is any true man-marking going on. It's simply forcing the defending team to pay attention to the ball carrier and intended recepient :


And does the cpu keep your man marking changes ?
Also Matt ffs fix the ai dribbling for once :P
 
My experience is only positive so far. It compresses play, creates more physical interaction, means you can really get defences turned, and makes defending more exciting as you're higher up pitch.

With Matt's fix on top, you can now really break through a midfield press and outnumber the back line which is something that happens in fifa 20 but hasnt in pes for a while...its quite thrilling when it happens...
So you bring defence and midfield to their highest positions? Does that leave a huge gap between midfield and defence? Can you show a pic of an example.
 
So you bring defence and midfield to their highest positions? Does that leave a huge gap between midfield and defence? Can you show a pic of an example.

Sorry, I've misled you.

I bring defence to highest position yes. The last point before which they start becoming midfielders.
I generally set the central and defensive midfielders around the halfway line and wide midfielders a couple icons-height (the icon being the image or t-shirt of the player on the formation screen) above the halfway line.
That way, the defence is as high as possible and the midfield is as high as possible without being too far away from the defence.
Generally, because the midfield on pes collapses back, they actually end up a good distance from the defence ie enough space for your or the cpu to get between the lines and play but not so they're just collapsing on to each other like they do with default tactics.


Will try and send a pic later...
 
Sometimes I’m thinking: what does Konami think, when they see we (some users) are getting more out of their product as Konami themselves (by mods and fixes/workarounds)?!

It’s like you buy a Porsche and tune it at home to make it even more outstanding. :D
I bet Porsche would hire a person able to do that.
Just saying.
 
Sorry, I've misled you.

I bring defence to highest position yes. The last point before which they start becoming midfielders.
I generally set the central and defensive midfielders around the halfway line and wide midfielders a couple icons-height (the icon being the image or t-shirt of the player on the formation screen) above the halfway line.
That way, the defence is as high as possible and the midfield is as high as possible without being too far away from the defence.
Generally, because the midfield on pes collapses back, they actually end up a good distance from the defence ie enough space for your or the cpu to get between the lines and play but not so they're just collapsing on to each other like they do with default tactics.


Will try and send a pic later...
I see, I’ll give it a go. Thanks. The man marking certainly makes a big difference to the midfield so hopefully this will compliment it and slow some of the attacks down. I like to play 20 min matches but not have chance after chance for both me or the AI - a slower approach. Sometimes pes is just too end to end.
 
I see, I’ll give it a go. Thanks. The man marking certainly makes a big difference to the midfield so hopefully this will compliment it and slow some of the attacks down. I like to play 20 min matches but not have chance after chance for both me or the AI - a slower approach. Sometimes pes is just too end to end.


I'd say there are more attacks that break down in the area between the edge of the box and halfway now. I played Leipzig Dortmund and neither of us had a single shot in 45 mins of SS.
Another with betis vs Balboa on only 1 shot each in first half.
Not every game like that but definitely more congested.

It's just a hell of a lot more fun as well as harder. I think DP6 has actually been a very good update.
 
Hi all,
Is there anyway to have the CPU line-up with Matt's man-marking in ML? Or, to get the intended effect, is it enough for me to set my team up with Matt's man-marking and let the CPU do as it wishes?
 
On PC you can download that lets you select both sides so you can change the settings for the AI before the match starts. I'm not sure you can on console
 
I'm a bit stuck.

After the bizarro experience against Cagliari, I had an embarrassingly easy 6:0 win v Cittadella and then had a farcical 5:4 win v Parma in the Coppa Italia.

So I'm finding it too easy to score on Top Player. But, like I said above, I find Super Star too frustrating.

I dropped down to 14 minute games and then played 4th placed Lazio and had a disappointingly easy 3:0 win.

I'm finding the big games too easy and then come across these odd games every 1/5 or whatever where the game turns on me.

The thing is it's costing me the title. I'm second but I'm 9 points behind Juve and they just don't seem to drop points. So until I can figure out how to win the title on Top Player I can hardly justify taking on the pain of Super Star.

I believe (possibly naively) that every game should be winnable. So how do win those games that feel unwinnable? Or are they just unwinnable?
 
Genuine question. How do you get wide players scoring because Rashford doesn't shoot or score nearly enough for me.
 
Genuine question. How do you get wide players scoring because Rashford doesn't shoot or score nearly enough for me.

How to get anyone other than strikers scoring? My 2 strikers get 90% of not only goals but also assists. Shooting, heading, dribbling and shielding are all atrocious so it's hard to involve other players.
 
Hi all,
Is there anyway to have the CPU line-up with Matt's man-marking in ML? Or, to get the intended effect, is it enough for me to set my team up with Matt's man-marking and let the CPU do as it wishes?
That’s what I’ve done on PS4 with auto offside on SS and it’s a battle now , really good find.
 
Genuine question. How do you get wide players scoring because Rashford doesn't shoot or score nearly enough for me.
You program them to try shoots from positions when cutting inside, not only search for lobbed-throughs, cutbacks and shoots only from pointblank positions.
I posted long time ago, during PES2019 lifespan, i fired up my 2018 ML save for a test match, against BvB, and Mario Götze controlled under CPU, tried a screamer from RMF position, he was near his right attacking lane, almost close to the sideline and more than 30 meters far from my Goalpost. After i was used to deep defending and fall back defending tactics of 2019 (and 2020 is the same), i never saw that screamer from the CPU coming.
The CPU AI on 2018 is for sure cheaty BS with OP lobbed passes, or one-touch ping-pong lasser tiki-taka, BUT at least it is top-notch , on attacking ID, dribbling and trying different things except for only pass-pass-pass, supershield, shoot from inside the box.

And i don't dare to bring in the table the CPU AIs of 2017/2016/2015, for comparison reasons.
 
You program them to try shoots from positions when cutting inside, not only search for lobbed-throughs, cutbacks and shoots only from pointblank positions.
I posted long time ago, during PES2019 lifespan, i fired up my 2018 ML save for a test match, against BvB, and Mario Götze controlled under CPU, tried a screamer from RMF position, he was near his right attacking lane, almost close to the sideline and more than 30 meters far from my Goalpost. After i was used to deep defending and fall back defending tactics of 2019 (and 2020 is the same), i never saw that screamer from the CPU coming.
The CPU AI on 2018 is for sure cheaty BS with OP lobbed passes, or one-touch ping-pong lasser tiki-taka, BUT at least it is top-notch , on attacking ID, dribbling and trying different things except for only pass-pass-pass, supershield, shoot from inside the box.

And i don't dare to bring in the table the CPU AIs of 2017/2016/2015, for comparison reasons.

I get that. It feels like the AI only makes runs in one two situations which isn't exactly ideal every single time. Seriously tho. The AI really loves one twos.

I've certainly spoken too on how passive the AI behaves in this game at times. I just wonder if there's a way to get wide players making runs into the box more often
 
I get that. It feels like the AI only makes runs in one two situations which isn't exactly ideal every single time. Seriously tho. The AI really loves one twos.

I've certainly spoken too on how passive the AI behaves in this game at times. I just wonder if there's a way to get wide players making runs into the box more often
Maybe if you assign them as SS instead of WF?
 
Ah! I think just remembered a workaround @PesBuck is using IIRC. You MAYBE can run different OFs on same console, if the PSNs or the GAME, or both?? are from different regions. IE have an UK pes and a USA or Japanese PES???

PS.: Bucky sorry for the random tags!!! I just read you on pesgaming ! :)
Yes you are correct.

I run a Regular OF on one region (USA) and run a Classic OF on another region (UK)......Can also be done with a copy of Winning Eleven. Man I miss the PS3 days of being able to run as many OF's as I wanted with different accounts not sharing the image space.

Until this year, I was able to run 2 OFs on one region game between 2 accounts on PS4. This year I can really only change out like 1-2 leagues depending on kits like you previously posted.

Here is an example last year running 2 OF's on two accounts:

On one account I have in Fake Leagues: Chili B League (PLA), Copa Libertadores teams, and a couple Liga MX teams (Other Latin America). Go Jek Leage (PAS), J League (Other Asia).


On the other account in Fake Leagues I have: El Savador League (PLA), Bolivia League and 4 Liga MX teams (Other Latin America). Captain Tsubasa League (PAS) and Asian Challenge teams (Other Asia).


That left me with about 80 kit spaces left.
 
Problem is when i tried that he started out too narrow which meant limited passing options for my LB who just started hoofing it forward at the point lol
To be honest since pes5 i play with 3-forwards: 2SS on the wings and 1 CF. My general idea back then was when i attack from the one side, the opposite SS to join in the box for a cross or a second time deflection. And i try to place them as wide as possible on the formation screen.
I always used to find the WFs and SMFs and SBs have too much synergy, forcing them to hug too much the touchline, while i prefer versatile attacking patterns. Mostly prefer attack from sides, but i want to be always able to cut inside for a shoot if possible.

Now on your post and given that there are not individual arrows for attack as on PES 5/6, what i do is try to work with playstyles. The ideal for me would be an SS with prolific winger plsystyle, but prolific works only with WFs unfortunately. So what i do in ML is place my SSs near the sidelines and have them be Goalpoachers, by hoping that they will play as wings, but the GoalPoacher instict will force them to join an inside cut for a shoot.
To be honest neither the goalpoacher SS, nor the prolific WF , has done the job for me.
I want something like Arjen Robben used to play, to be clear.

Forgot to mention, i place the SS as wide as possible, and as close to my SBs as possible, right in the last limit position, where he can play as SS, one more back and he becomes MF.
 
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Hi all,
Is there anyway to have the CPU line-up with Matt's man-marking in ML? Or, to get the intended effect, is it enough for me to set my team up with Matt's man-marking and let the CPU do as it wishes?

I would actually recommend against also setting up the CPU with man marking. I tried with Celtic vs Rangers and whenever i broke through with a midfielder, both CV's just kept marking my strikers regardless, letting me run into the box and have a free shot on goal.
 
@slamsoze I'll give that a shot cheers
You're welcome. The problem is, i think, that for the occasion of your question, we return to my first reply. Since you are playing a fixed cursor ML you are still dependent on the CPU AI. I mean it is more a "CORE" thing.
 
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It's not ideal, but I set manual man marking for the DMF/CMF opposing the other. I find that this instantly creates that midfield resistance I am looking for. It's not exactly 100% man-marking either as in it tethers the mark all the way throughout the pitch. It simply pulls the responsibility that should have been done in the first place. In addition, the transition position is much better, so the midfielders are not running back to a set position.

Very simply, this is how I do it in the gameplan. I'm on the PC so I can edit both User and CPU. I am trying to find a way for consoles, but not sure it can be done without being able to edit the gameplan of the CPU. You may still get a decent match though as your players will be focused on their task - thus instantly retreating back and forth, which could spark the CPU players to do the same.

------------

I'm using Perugia, playing against AC Pisa, the same team from the first video I posted. I just set marking for the central midfielders only, not the LMF or RMF (or AMF if I had one in this formation). For the opposing AMF, I can leave them unmarked, but have also found that putting my CB to man-mark them helps. Only in some rare spots is the CB out of position.

FfuQZo.png


Then do the same for the CPU.

XuedQL.png


That's all I do. No other changes to tactics, advaned instructions, player alignment, fluid formations.

Here's the Result. You wouldn't even know there is any true man-marking going on. It's simply forcing the defending team to pay attention to the ball carrier and intended recepient :

I’ve tested this for a few days and it’s a massive improvement. I’ve made a slight adjustment though which I think has helped an issue I was having with it. I found that the DM’s marking the other DM often results in my AM being the deepest midfielder in the defensive phase (as they naturally drop without the marking). I sometimes also found there was a gap which I can play into between defence and midfield as the marking advanced the DM a little too high up the pitch.

The adjustment I made is to just have the AM mark the DM and the DM to opposition AM. I also turn fluid formation on and the only thing I do is change the role of my AM without the ball to a SS. With both of these changes I’ve found this keeps my team shape much better and the transition is better (especially for the DM as they are more in their natural position and protect that gap while still being engaging and not sitting off like they did before the marking).
 
I’ve tested this for a few days and it’s a massive improvement. I’ve made a slight adjustment though which I think has helped an issue I was having with it. I found that the DM’s marking the other DM often results in my AM being the deepest midfielder in the defensive phase (as they naturally drop without the marking). I sometimes also found there was a gap which I can play into between defence and midfield as the marking advanced the DM a little too high up the pitch.

The adjustment I made is to just have the AM mark the DM and the DM to opposition AM. I also turn fluid formation on and the only thing I do is change the role of my AM without the ball to a SS. With both of these changes I’ve found this keeps my team shape much better and the transition is better (especially for the DM as they are more in their natural position and protect that gap while still being engaging and not sitting off like they did before the marking).
The difference is staggering in my opinion and there’s hardly any editing as you’re just telling players what they should be doing anyway. In my last game I did the three midfielders and then Van Dijk marking ibramivovich , my CB won every headed ball , he was glue tight to him all game. Finished 0 0 as there were was little space but I still managed 5 shots on target and Milan had 3 one on ones so chances still there
 
The difference is staggering in my opinion and there’s hardly any editing as you’re just telling players what they should be doing anyway. In my last game I did the three midfielders and then Van Dijk marking ibramivovich , my CB won every headed ball , he was glue tight to him all game. Finished 0 0 as there were was little space but I still managed 5 shots on target and Milan had 3 one on ones so chances still there


Agreed. The change is huge. Changes the shape of the entire match when allied to shifting the whole teams position up.

Seeing the way midfields hunt in packs like a wave then back off or do that thing modern midfields do of pressing the opposition midfields like a wave, not trying to get the l but forcing the ball across the pitch is really something I didnt think this game had in it.

And you now get to play around the midfield press which makes players who can play between midfield and defensive lines suddenly really useful.

I played as man city vs chelsea at Wembley (north london stadium) and it was an impressive game that really pulsed, ebbed back and forth and had a variety I've not really seen in a game. The attacking AI from.chelsea was so alive and varied.

If this game had genuine free ball physics with more movement points for the players, it would be so, so good.
Hopefully (surely) the ps5 version will...

It amazes me how poorly konami set up their game...
 
Hello everyone.. I have an issue playing online match with a friend.

We are 3 people in total, 2 in US and 1 in Europe.. We all bought the game from the origin of our countries' Ps Stores..

And the problem occurs when we invite the other friend.. Only the people in US zone can join the match table.. The one who is in Europe can take the invitation but can't join the match instead it says "View game in Ps Store" as if he doesn't have the game at all..

So different regions can't play online matches together? Is there a fix?

If I knew about this issue, I could have the person create a new account from US store and purchase it from there.. It's ridiculous..
 
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