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Genie Scout G rating

Started on 21 March 2026 by dpendao
Latest Reply on 24 March 2026 by RPGFan
  • POSTS18
  • VIEWS748
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luk4sh31's avatar Group luk4sh31
4 hoursEdited
2026-03-24 13:09#310123 dpendao : Beyond the percentages by position, there are three key factors that I always check in GS: important matches, consistency, and injury tendency. I don't know if you do the same.

For me, Consistency is the most important attribute.

I prefer to avoid players who are highly injury prone, but in reality, you never know exactly how often they will get injured. In my recent Dover save I had a player who had an Injury Proneness rating of 16, yet he didn’t miss a single match all season due to injury.

Important Matches seems like a useful attribute, but I’m not entirely sure how it works. Last year, I was playing with Spain and the Spanish goalkeeper, Unai Simón, had a low Important Matches rating, yet he always played well.

According to coach report Delap is not playing well in big marches yet he came out in the final and score that goal.

2026-03-24 07:09#310123 dpendao : Beyond the percentages by position, there are three key factors that I always check in GS: important matches, consistency, and injury tendency. I don't know if you do the same.

Yes they are also important, but it all depends on what level are you playing and if you can go around them.

For example I love the challenge of a rebuild save, that means starting out in lower leagues with no money or even in heavy debt.

Many players will have no interest in joining the club and those who do will often have a flaw in those three factors (which btw Coach reports will let you know if the player has a significant issue for better or worse on those three), players who excel on those three things are almost always grabbed by AI and understandably expensive to obtain, often will have no interest in joining lower clubs.

All can be managed to a degree

A lack Important matches means the player will struggle to perform on big important matches, not ideal, but they will still do well in other matches, you'll need to replace for those big important ones. As far as I know this is something set and cannot really be worked to be improved.

Low consistency

Many players specially young one will have this, but I think its a mistake to rule them out bc of it, bc unlike Important Matches this can be improved, by ensuring they play matches and get high ratings I think above 7 on average during the season, one easy way to do this is by playing them in lower leagues or with the reserve / youth teams. If they have a very low consistency it can take time to bring it high but if they are young players you will have the time to fully develop them.

Injury tendency

Another one fairly common on many great players, I would say its managable as long as its not a high injury proness, then the risk is too great I would say. You want to avoid your key players from having this, but if they are only medium injury proness then only thing you can do is manage to mitigate the risk, there is no way to remove this and a player with a history of injuries will also be more injury prone in the future.

Keeping a close eye on training intensity, giving them rest, lower the intensity of tactic once winning or looking for low intensity tactics, most injuries happen during training not matches, from what I've seen playing. Following the physio recommended intensity for those players is key to avoid injury. So yes you need to micro manage more but its the price to pay when you have an injury prone player.

Having good physio and sports scientist can also make a difference on injury prone players.
2026-03-24 07:12#310124 luk4sh31 : This is only my understanding.

If the Match Engine (ME) has flaws and errors, it would mean that not everything is working as it should. If something is based on errors, it will usually create error-based outcomes.

It is hard for me to believe that SI is not able to fix issues such as dealing with gegenpress tactics that seem to exploit the ME, ball physics, etc. Instead, they say that attributes matter.

If attributes interact with each other and players make decisions based on them, what is the percentage probability of proper execution?
I have no idea. We all try to make assumptions about which attributes are important because we want to believe the game is close to reality—but it is still just a game.

I’m not saying that Eugen’s files are wrong. He had an idea to create a way of calculating attributes to make it easier for users to search for players. He identified some patterns (I’m not exactly sure what they are) and built an app around them.

Does Eugen know how the ME works 100%? Probably not. Maybe he read FM guides and assumed that what they say is true, using them as a reference point.

What if SI is feeding us a kind of “fairy tale” so we believe these things matter, while in reality it was just an idea?

I don’t know if you’re familiar with match shouts. They were presented as a way to influence the game during matches. In reality, they might just be more of an immersion feature or even a placebo effect. But they admit that now when the new game came out and decide to remove it from original version of a game.

I think no one knows 100% how match engine works, but I do believe what FM 24 says makes sense.

I have not done extensive testing but from the time I've played I've seen on average players with better attributes will perform better although there will always be some odd bad matches with players with lower attributes doing well sometimes.

And granted attributes are not everything, still they are shown everywhere in the game for a reason.

Shouts can work if used sporadically and if you know what the personality of the players is, given at the right time, but can back fire if used too often or going against player personality.

The thing is they only take effect next time ball stops rather than immediately which is why the initially left them out, still they give one more way to help players get that 1% gain to give an advantage, given we do not control directly the players.

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