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11x11 Guide: Special Ability

Date: Jan 01 2010 09:58:08 Source: http://forum.11x11.com/index.php?showtopic=371 Views:
KeyWord: 11x11, simulation, special ability, sports, football, football manager
11x11


11x11 - is a free online game in the football manager style. You create a football club and manage it, compete with thousands of real opponents. Here is the information of special ability in the game.


Special Ability

By Semi-Prof on official forum

Immediately after registering online you get a team (all players are given randomly)

d (defender) - Defender;
m (midlefield) - midfield;
f (forward) - Striker;
r (right) - right;
c (centr) - Central;
l (left) – Left

Speed - for field players. The higher the value of the bonus, the higher the speed with which the player can move through the field. (a useful skill)

Sliding tackle - for field players. The higher the value of the bonus the player who commits drove, the more likely to knock the ball without infringing. By knocking out the ball means situtsiya when the ball does not belong to any party. (do not think this skill is necessary ...)

Corner - for field players and goalkeepers. The higher the value of the bonus (the goalkeeper), the greater the probability that the goalkeeper will take the ball at a corner.

The higher the value of the bonus for submitting the corner, the greater the likelihood of successful implementation of the standard. (in my humble opinion is just shaking his goalkeeper, and even then would not advise it ... but to you, because the angle of the game happen often ...) (do not think this skill is necessary ...)

Free Kick - for field players and goalkeepers. When the standards (free, penalty), with long distances, when there is a draw: the higher the value of the bonus from piercing the player the higher the probability of successful drawing standard. When piercing free-kick near the gate: the higher the value of the bonus from piercing the player, the higher the probability of hitting the gate. The higher the value of the bonus at the goalkeeper, the less chance of successful implementation of the standard. (I would have shook his midfielders or that player, who will perform all standards)

Technicians - for field players. The higher the value of the bonus the player with the ball, the greater the chance of stroke. (that's swinging the main striker, preferably central)

Athleticism - for field players. Enhances the ability to Endurance, the higher the bonus, the greater the gain (in calculation postgame fatigue). At the same time - the higher the bonus, the less the loss of power during the match. (very good skill, given the basic field players)

Interception - for field players. The higher the value (the player who takes the ball), the more chances to take the ball - much to fast balls (blow). (This ability is not of the required number of each skill canopy of gold and need to spend them wisely)

Throw-in - for field players. The higher the value of the bonus the player thrown the ball, the farther and more accurately he can do it. The higher the value of the bonus the player who takes a throw, the more chance of success.

Leader - for field players and goalkeepers. The higher the value of the bonus the player, the more he "pulls" the morality of his team players. If he has higher morals than the players on the team, they still have it goes up, if below, it is not affected. (in our difficult time with the morality of going betatesta , I have it often either 0 or - ... so that sways the player base, but I would recommend pumping goalkeeper, as well as players of the Role is not injured and nearly always on the field)

Game head - for field players. When standards (in shelters) - the higher the value of the bonus the player, which is being shed - the greater the chances of a successful outcome of the standard (to throw off the ball, hit the gate).

Playmaker - for field players. The higher the value of the bonus the player, the more accurate passing game, he hands out - chances to take a pass from playmaker rise.

High pass - for field players. The higher the value of the bonus the player who gives shelter, the more likely the player taking shelter in a successful outcome. It is especially important when submitting to the flank.

Penalties - for field players and goalkeepers. The higher the player piercing penalty, the more chances of hitting the gate. The higher a goalkeeper, the more likely to reflect the penalty.

From the gate - for goalkeepers. The higher the value of the bonus, the farther the goalkeeper may kick the ball.

One on one - for goalkeepers. The higher the value of the bonus, the greater the chances of a successful outcome of the episode with the outputs 1 to 1.

Universal - for field players. Reduces the penalty for an incorrect position (if it does not match the game Role).

...

11x11

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