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SPORT1. Hattrick – 2. Bundesliga. Moderatorin Laura Wontorra ist am Montagabend in den Stadien der 2. Bundesliga im Einsatz. © Getty Images. Many translated example sentences containing "Hattrick live" – English-German dictionary and search engine for English translations. Many translated example sentences containing "Hattrick live" – German-English dictionary and search engine for German translations. Event in Hattingen, Germany by Hattrick- Real Acoustic Music on Saturday, April 14 Hattrick Live Sport1, , Fußball. Auswärts geht nix! Gerade mal drei Pünktchen ergatterte Bielefeld bis zur Länderspielpause im März auf.

Hattrick Live

Am Montagabend wurde das „Topspiel“ eines Spieltags live übertragen. Sport1 zeigte vor diesem Spiel ab Uhr selbstproduzierte Interviews mit Trainern. SPORT1. Hattrick – 2. Bundesliga. Moderatorin Laura Wontorra ist am Montagabend in den Stadien der 2. Bundesliga im Einsatz. © Getty Images. Level up your Life. perfekte Unterstützung für deine sportlichen Ziele. Wir haben nicht einfach nur eine Rezeptur mit 5 Geschmacksrichtungen entwickelt. Sport1 bricht damit ein absolutes Quoten-Zugpferd weg. Hauptseite Themenportale Zufälliger Artikel. Mehr zum Thema Ausstrahlungs- turnus. Ihre persönlichen Daten werden einzig zur Zustellung des Newsletters verwendet und nicht an Dritte Sizzling Hot 5 7er. Da hatte der Sender aber auch Lucky Charm Slot Zugpferde am Start. Optionen Drucken Merken Leserbrief. Namensräume Artikel Diskussion.

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Soulive - \ This is the lowest amount Europameisterschaft U19 which you're prepared to let him go. When a player gets closer to the age of 30, he loses a little Most Realistic Online Games his abilities each week. Hattrick est le jeu de gestion de football en ligne par excellence, et nous existons depuis All teams start off with five penalties each, and if the game's still a draw after this, it'll proceed Hattrick Live the teams taking Samsung Spiele penalty each until it's all been decided. If you wish to play a formation other thanthis is done by moving a player. Series winners who have to qualify will face a team who finished 5th or 6th in the division above.

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Links hinzufügen. Hauptseite Themenportale Zufälliger Artikel. Das beliebteste Team scheint dabei der VfB Stuttgart zu sein. Hattrick — Die 2. Peugeot Quasar bleiben nur noch Randsportarten wie Eishockey, Handball, Basketball. Surftipps Justin Townes Earle stirbt mit 38 Jahren. Teile ich auf Ansichten Lesen Bearbeiten Quelltext bearbeiten Www.Merkur Reisen. Täglich aktuell Wöchentliche Reihen Marktanteile. Surftipps Justin Townes Earle stirbt mit 38 Jahren. Casino Games Pc beim Aufeinandertreffen mit Düsseldorf vor rund Optionen Drucken Merken Leserbrief. Ansichten Lesen Bearbeiten Quelltext bearbeiten Versionsgeschichte. Kam Rpr1 Silvester Bad Durkheim am 6. MaiUhr. Die Sendung wird aus dem Sport1-Studio in Ismaning gesendet. Sport1 bricht damit ein absolutes Quoten-Zugpferd weg. Freitag: Uhr Sonntag: Uhr. Eine Ära ist zu Multiball. Da hatte der Sender aber auch echte Zugpferde am Start. Hattrick zeigte am Freitag die Kometenplatz Walsum der Freitagsspiele und am Sonntag die Zusammenfassungen der Samstags- und Sonntagsspiele aus der 2. Mit Neuvergabe der Ausstrahlungsrechte der 1. Täglich aktuell Wöchentliche Reihen Marktanteile. Das beliebteste Team scheint dabei der VfB Stuttgart zu sein. Nous vous accueillons chaleureusement dans Hattrick, le meilleur jeu de gestion de football gratuit existant! You Learn 2 Fly 2 Cheats have to place orders, though. Develop your team through training. They can focus on two types of training at the same time, one primary and one secondary. In such situations, Gratis Spiele Book Of Ra the team with the lowest Iron Man Online Movie Free of experience can get nervous, reflecting their inexperience. How much you get depends on your place and in which Ohne Anmelden you play:. Generally, the servers are always open for business, with allowances for operational disturbances or upgrades. Finding the right lineup Hattrick Live one of your biggest challenges in Hattrick. The coach's mentality Herren Slalom he's offensive, defensive or neutral also plays a part. Hattrick live | Mo Sport1 TV-Tipps - Die Sportvorschau. Quotencheck: «Hattrick Live». Eine Ära ist zu Ende. Am Montag zeigte Sport1 das letzte Live-Spiel aus der zweiten Liga. Ab Ende Juli hält Sky. Level up your Life. perfekte Unterstützung für deine sportlichen Ziele. Wir haben nicht einfach nur eine Rezeptur mit 5 Geschmacksrichtungen entwickelt. Galerie zur Sendung „Hattrick Live“. zurück zur Sendung · beliebteste Galerien. 1 von 3. Zurück · Weiter. Bild 1. Statisch. tele. Kontakt · Impressum · Offenlegung. Am Montagabend wurde das „Topspiel“ eines Spieltags live übertragen. Sport1 zeigte vor diesem Spiel ab Uhr selbstproduzierte Interviews mit Trainern. Hattrick Live

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Sport1 hielt die alleinigen Erstverwerterrechte für die Spiele der 2. Kurz-URL: qmde. Da hatte der Sender aber auch echte Zugpferde am Start. Die Sendung lief freitags um Uhr und sonntags um Uhr. Von bis wurde das Team zusätzlich durch Thomas Helmer verstärkt. Auf ähnlichem Niveau lief das Auswärtsspiel der Stuttgarter am Ansichten Lesen Bearbeiten Quelltext bearbeiten Versionsgeschichte.

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Adresse mail:. Merci d'indiquer l'adresse e-mail d'un de tes parents. Every player has the same individual chance of having his background form change, and there is nothing you can do to influence this chance.

However, when chance decrees that a player's background form will change, there are several factors that influence what the new background form will be:.

About half of all players have a characteristic called " speciality ", which has impact on matches.

Every main speciality has a good and a bad side, explained in the Special Events chapter. Specialities can also be useful for certain tactic types as explained in the Tactics chapter.

Some rare specialities also exist. Their effects are more or less unknown and up to you to find out.

Sometimes players get injured. If this is the case, the injury , unless very slight, will put them on the treatment table for a couple of games.

The risk of injuries increases as the team increases the intensity of training, but you can also hire physiotherapists to reduce the risk of injuries.

Older players take a longer time to heal, and doctors can be hired to help players heal faster. Players approaching their forties will have a hard time to recover at all though.

Also remember that the injury times stated are only estimates - if your star forward has a week-long injury, it might take him 8 or 9 days to get fit again.

Players may get booked or sent off during games, highly aggressive players especially those with low honesty and lacking experience more often than others.

Getting sent off means that the player is suspended from the next competitive game. A player will also be suspended for one match after accumulating 3 bookings from competitive games during a season.

Bookings from league, cup, and qualifying games are all counted as the same. If a player has already been booked twice in league matches one season, and receives another booking in a following cup match, he will be suspended from the next competitive match, regardless of if it's a league match, cup match or qualifier.

You can check your players list for how many bookings your players have received before a match. A player who has accumulated 3 bookings or has been sent off in his last match will have a red card symbol on the players list, to show his suspension.

The suspended players booking slate is wiped when a competitive match has been played. Also, all player slates are wiped at the end of the season.

A player can't get a suspension or get his slate wiped from a friendly game. As the manager for your team you decide how your team will play and which formation to use.

Before each match you submit your decision — your match orders — through the order form found in the match list.

Your match orders need to be submitted at least 20 minutes before the start of the game, but remember that the watch of the referee may not agree with yours, so try to avoid last-minute orders if you can.

You can also make a match order a "standard setup" which we recommend you to do for reasons of precaution. This means that Hattrick will assume this setup for future games but you can always adjust your setup according to the particular circumstances affecting matches ahead.

For each match you select your starting eleven players, your substitutes , your set pieces taker and your team captain. In the order form you choose which player goes where by drag and drop.

If one of your players gets injured, the substitute for that position will enter the pitch. If you don't have a substitute assigned to a certain position, or if the substitute is injured as well, one of the other substitutes will automatically get selected to play.

If you don't have any able substitutes you'll have to continue the game with 10 players. If you're out of subs and your goalkeeper gets injured or if you haven't named any , an outfield player will move to that spot.

You can also set up conditional substitutions. See the substitutions chapter for more info. Remember that you must start your league or cup games with at least 9 players to avoid a walkover , which also means the effect of training for the whole week will be lost.

If you fail to field at least 9 players in non-competitive or youth matches, then the boys from the neighbourhood will replace your team. Contrary to competitive matches, this will not have a negative impact on the training received by players who have been fielded in a competitive match that week.

This function only applies under special circumstances. If a cup game, qualifier or a friendly played with cup rules ends in a draw after extra time, a penalty contest is held.

Before these matches you should decide the order of your penalty takers. This can be done with a special orders form. You can find it via the link at the bottom of the default orders page or in a separate section on the advanced orders page.

The player's experience, his skill at set pieces and scoring, and his specialty if any should be taken into consideration.

The player least skilled at these abilities should be at the bottom of this list - penalty contests rarely exceed 10 penalties.

Note that the first penalty taker is always the same as the one taking the set pieces during the regular game. If you change the first name on the special orders form for penalty contests, this is the same as changing the regular orders form on set pieces.

The other 10 penalty takers can only be changed by using the special orders form. As for the order of the first 5 penalty takers, this isn't important.

All teams start off with five penalties each, and if the game's still a draw after this, it'll proceed with the teams taking one penalty each until it's all been decided.

In the orders list youcan set tactics for each individual position. Apart from "normal" there are two types of settings you can choose.

Note this difference, it's important! It's only by repositioning players that you can switch formations from the normal A team where all players receive individual "Defensive" orders is still considered a lineup, albeit an extremely defensive one.

There are 4 types of individual orders possible you don't need to memorize these, the individual orders possible for each position are evident from the orders list :.

Finding the right lineup is one of your biggest challenges in Hattrick. This chapter will give you the basics - the most important things to know.

In each half a number of attacks are made, and the midfield decides which team gets each attack. The team with the strongest midfield the team with the most ball possession is most likely to get the largest number of attacks.

When a team gets an attack it is decided what kind of attack it is. There are three types of attacks right wing, left wing, centre , and set pieces free kicks and penalties also.

In each match a number of basic attacks as explained above are made. Some of these attacks are open, and can be taken by either team, and some are exclusive for one team only.

For open attacks, the midfield decides which team gets each attack. You can't get your opponent's exclusive chances, and they can't get yours. Most of the basic attacks are reported in the match report, but attacks a long way from leading to goals are not reported.

You may also gain additional attacks from "Special Events" and from counter-attacks. These additional attacks are described in the other two match chapters.

The home team is helped by their fans. Ordinarily you have a larger percentage of possession at home than away. In a derby when both teams are from the same region the home team also receives this advantage, while the away team receives about half the advantage.

If the game is played on neutral ground, neither team receives any advantage. Team spirit , confidence and team attitude affect how well your team performs.

You can read all about how Hattrick simulates these in the " Psychology " chapter. The coach's mentality if he's offensive, defensive or neutral also plays a part.

Read more about this in the " The coach " chapter. After a match has been played, you will get a team rating for each part of the team.

These ratings tell you how well different parts of your team performed in the match and these ratings are also what matters in the actual match calculation.

After a match your players receive a star rating for their performance in the match. The more stars, the better the performance.

Please note that the star rating only rates the individual player performance on his particular position and is useful for comparing different players playing in the same position.

It's not an ideal way to measure team strength. To know how your whole team performed and compare with other teams , look at the team ratings.

Please also be aware that team effects such as the contribution loss for more than one player in a central position, see basic lineup chapter is not reflected in the star rating.

The following table will help you somewhat when you select your team. Note that it's only an approximation. Some levels of abilities following each other may mean only slight differences in performance, and for others the differences might be much larger.

In addition, individual orders see specific chapter have not been taken into consideration. Every week you get to choose what kind of training you want your players to concentrate on in training sessions.

The effects of the weekly training always appear during Thursday or Friday, depending on the country, so you have to change your training orders before this.

Changes in players' current form and background form also occur at this time. Younger players are in general faster learners than older players, but how much your player will learn from training also depends on the skill levels he's at — the lower the skill level the faster the training.

Training on very low skill levels is many times faster than on medium skill levels, and training on very high skill levels is slower than on medium skill levels.

Apart from age and skill level there are four factors deciding the effects of training: the intensity of training, training type, the amount of stamina training, and the coaching staff head coach and assistants.

The harder you train, the better the squad's form becomes in general, and effects from training increase. You decide the intensity of training by supplying a number between 0 and The drawback of a high level of intensity is that risks for injuries increase.

You'll have to decide yourself what level of intensity will suit you - do ask other managers on the conferences. Significantly decreasing intensity can provide a 'one-time' boost to team spirit.

Once you order your players to train with more intensity again, their team spirit will understandably drop with this news.

There are 12 types of training to choose from. All of them make your players better at something.

The different types of training are shown in the table below. If you have a good coach , training will be more effective than if you have a bad one.

Assistant coaches also increase the effect of training. Stamina must be trained every week, as a percentage of the total training of the team.

Its efficiency will drop at higher intensity levels — it's better to train a little every week than a lot now and then.

Older players will need more training every week to maintain a certain stamina level, which in turn means that managers will have to find the appropriate stamina training share for their particular squad and ambitions.

Other squad players including subs who do not get to play receive only half the effect. Stamina training affects the overall form of your team negatively; the more stamina you train the more the negative effect on form.

It should be noted that only current form, not background form, is affected by stamina training and the different training types.

The amount of training a player receives depends on how many minutes he has played for your team in a trainable position during the week. Training should be combined with "live action", so to speak A player can receive 90 minutes training during a week.

Playing more than 90 minutes in a trainable position will not give him more training. Playing less, for example 50 minutes, will give him less training — in this case 50 minutes out of Repositioned players get their match training from their new position.

Players with individual orders get their match training from their normal positions. If a player has played in two different positions during the week, the position that grants him the best training effect will be chosen at the update.

It doesn't matter if the player plays in a friendly game, a cup match or a league game - they're all just as effective from a training point of view.

If you show up for a match, but your opponent doesn't, you will win by walk-over - and your players will get full training effect, as in a normal game.

The team trains "Crossing" winger this week. When a player gets closer to the age of 30, he loses a little of his abilities each week.

How big the decrease is depends on how old the player is and the level of skill he is at. The higher level of skill the player is at, the bigger decrease.

Older players also suffer from bigger decreases than younger ones. Players at the highest skill levels, around divine, may experience a decrease even at younger age, making further training on that particular skill less appealing.

Your coach is an important person responsible for training and inspiring your players. Skill: A skilled coach knows the right methods to train players in order to make them better.

The more talented your coach is, the more effective training will be. A coach can never be better than excellent. All new teams get a passable coach to start with.

Leadership: Apart from planning training activities, your coach is also an inspirational source for your players. Your team spirit will be better in general if your coach is a good leader.

Tactics: Your coach can be offensive, defensive or neutral, which only affects your team's performance during the game. An offensive coach improves your attack at the expense of your defence and a defensive coach improves your defence at the expense of your attack.

A defensive coach improves defence slightly more than an offensive improves attack, to the same expense. A neutral coach is neither offensive nor defensive, which means he doesn't aid any team part or incur any penalties.

After your coach has been in your club for one season, his leadership skill will start to slowly deteriorate.

Once your coach reaches disastrous leadership, the deterioration starts hitting his trainer skill instead. If you are not satisfied with your coach you can either recruit an new external one or make one of your players coach.

You change coach from the training caption, under "your club" menu. Remember, all new trainers of a certain skill level are equal. When you hire a new coach your old coach will remain in the team as a player, but he can never become trainer again and you can not sell him either.

If you don't want to keep him, you will have to fire him. When you recruit a new coach you first decide what tactical type of coach you want, and then you decide how good you want him to be.

Each combination of leadership and skill has a fixed price, the better trainer the higher price.

When you turn a player into coach he will keep his current leadership. His experience determines how skilled he can become, and also how much the course to reach a certain skill level costs.

So, if you have a very experienced player with high leadership, this can be a real bargain. The player must however have been in your squad for a season 16 weeks before you can make him a coach.

As the club manager you are also responsible for your team's finances. You pay the expenses and collect the income at the weekly update. You can see the exact time this happens in your league on the Local Schedule page.

Most importantly, the finances page shows your current cash funds, with the number in brackets showing your funds for next week after the weekly update.

On the finances page you can see your budget for this week and last week's financial status. This is what the entries mean:.

There's nothing to keep you from spending money even if your balance is zero. Both sponsors and fans control important sources of income.

Therefore it is strongly advised to have a good relation with them and keep their mood up - it will pay off in the end. Membership fees are paid once a year, but more importantly their mood decides a lot when it comes to your income from arena ticket sales.

The easiest way to keep their mood up, and attract more fans, is to match or even exceed their expectations. Fans current mood can be seen on the fans page.

At the start of every season, fans will tell you what they expect of the team. Their expectations depend mostly on what happened last season, what fans expected then and what the outcome was.

As your team advances or drops in the league system, your fans will slowly get used to the new situation. If you just got promoted, fans will not expect much from you.

But if you are staying put in the same division year after year, fans will have a tendency to hope for just a little more. The season expectations in turn influence the expectations for each game.

On the Fans page you can see what the fans expect from each game. Generally, fans expect more from you when you play at home. If the match result is what they expected, they will like you in case of a win and not become so very disappointed if expectations of a loss tallies with a defeat.

If the result is better than their expectations, their mood will be even better. But if the result is worse than their expectations, it will affect their mood negatively.

At the start of the season, match expectations are based on the seasonal hopes of both teams' fans. As the season progresses, the actual league position and amount of points of both teams becomes more important.

In cup matches, fans base their match expectations only on the seasonal hopes including division level of both teams. Telling your players to "Play it cool" or play the "Match of the Season" also influences the fan reaction to the match result.

If the result is as expected or better , playing it cool will reduce the positive effect and match of the season will increase the positive effect.

If the result is worse than expected, playing it cool will increase the negative effect and match of the season will reduce the negative effect.

If you have a lot of money in your cash reserve, your fans will be a bit harder to please as they feel you have money to invest to reach success.

The more money your team holds, the higher significance these feelings have. Sponsors prefer supporting a club sporting a good "image" to which they can be connected.

Spokespersons also help to improve the club's image. Your sponsors' mood can be seen on the economy page. Your club will start off with a small stadium , which you will have the opportunity to improve throughout your Hattrick career.

You have four different types of stands to choose from, at various costs and income possibilities, attracting different types of spectators. As you remove stands the cost is 6.

In the match reports from home games you're able to see how many seats were sold in each separate type of stand.

The income from matches is distributed differently between clubs depending on what type of match it is.

How many spectators visit your arena largely depend on your fans. Your fans' mood and the size of your fan club are the most important crowd factors.

Your current position in your series, and the difference between your position and your opponent's position are also of importance for series games.

To some extent your opponents' fan club size and fan mood matters, as some of them might like to come too.

It is also worth knowing that people get more interested in attending games as the season goes by. You will generally get bigger crowds at the end of the season than at the start.

The weather naturally also matters. Fewer spectators will visit your arena in bad weather, but those who come will be more interested in buying more expensive tickets and sitting under a roof.

It is therefore possible that your total income will be similar in any weather, provided there enough appropriate stands. To improve your arena you order a construction company to rebuild your arena.

It'll take some time - a week or more depending on the scope of the conversion. All existing stands stay available during the construction time.

It's a good idea to have a mix of different types of stands to offer your fans. Most people want to buy tickets to the terraces, therefore these should be the largest in number among your seat types.

Some people only attend matches if they can have comfortable seats and some will also demand a roof over their seats , so you should have quite a lot of those too.

There is also the "prawn sandwich" brigade who only want to sit in fancy VIP lounges, they're not that many but you may not want to forget about them.

Seats under a roof and in VIP lounges aren't affected as much by bad weather as the other types. Hiring the right staff members is important to your team and to the development of the club.

Your staff may not be found in the dugout on match day, but they will work with the players during the week or fulfill other key tasks for the club.

They complement the head coach and for you as manager it is crucial to make sure you have the right people on the team.

Any contribution you get from hiring a staff member is applied as a static bonus on top of an existing team stat. This bonus will always be visible to you.

But since team stats are dynamic to begin with, and are influenced by different factors, the final effect achieved with a hired staff member can be hard to predict exactly.

What you can be sure of is that you are moving the needle in the right direction. Staff members with higher skill levels naturally contribute a higher bonus effect.

These bonuses are linear - which means that each additional skill level always contributes as much again as the skill level before. If you have several staff members within the same category, their bonuses are combined and applied only once.

In this way, a single level 4 Assistant Coach has the same effect as two level 2 Assistant Coaches. To make things easier, you will always see the actual bonus given by your current backroom staff or any staff you plan to hire written out on the Staff page.

A table with all staff categories and bonuses can also be found at the end of this section. You can employ up to 5 staff members in total.

You may employ up to three Assistant Coaches at a time. For all other staff categories your board will only allow one staff member at a time.

Hiring and firing. Any staff member you hire must stay for at least one whole week before he can be let go. Also, whenever a staff member is fired, they are paid a week's wages as compensation.

Beyond this there are no limitations as to how often you can make changes to your staff. The training speed bonus given by Assistant Coaches is added to your team's existing training efficiency.

Make sure you have a good regular coach before considering spending much money on assistant coaches. But when you do have a competent head coach, hiring a number of skilled Assistant Coaches could be a good strategy for any team focused on training.

This bonus is added as a multiplier on top of the existing training efficiency as decided by the coaching skill of your head coach, your chosen training intensity, and your chosen stamina share.

You can hire up to three Assistant Coaches at a time. If you have several Assistant Coaches, their combined skill levels will create one single bonus.

This means a level 4 Assistant Coach contributes exactly the same as two level 2 Assistant Coaches would. Alongside the effects on training, Assistant Coaches also have two side effects.

Form is increased, but so is injury risk. Injury risk is calculated as the average number of injuries per game, not per player but per team.

The base value is 0. With a level 5 Medic this can be reduced to 0. Assistant Coaches contribute to a higher injury risk by 0.

This means a level 5 Assistant Coach increases your base injury risk to 0. As already mentioned, on the positive side Assistant Coaches do increase the background form of your players.

If you have a full 15 skill levels of Assistant Coaches, background form will increase by 0. In other words, three level 5 Assistant Coaches contribute half as much to form as a level 5 Form Coach would.

Medics are responsible for the overall physical condition of your players. This means they work both proactively to prevent injuries as well as with the rehabilitation of any players that do get injured.

Having a Medic on the team will reduce injury risk as well as decreasing the recovery time for injured players.

Every time your team plays a match, there is a certain injury risk for your players. Having a Medic in the backroom staff will reduce the base injury risk for your team.

A level 5 Medic will reduce the base injury risk from 0. If a player experiences an injury, Medics also help speed up their recovery.

In Hattrick, injuries show up with an estimated recovery time in weeks. Examples: With no Medic, a 19 year old player will take 3 weeks to recover.

With a level 2 Medic he will take around 2 weeks to recover. With a level 5 Medic this reduces to approximately one and a half weeks. A 29 year old player with the same injury would take 6 weeks to recover with no Medic.

A level 1 Medic reduces this to about 5 weeks. A level 5 Medic reduces it further to just under 3 weeks. Hiring a spokesperson will improve the team's popularity with fans as well as sponsors, which in turn has an effect on sponsor income and ticket sales.

Hiring a spokesperson is mainly a financial decision - make sure that the salary is covered by increased revenue for the club.

The Spokesperson gives a bonus to both fan and sponsor mood. The bonus is not immediate, but rather raises the target value towards which fan and sponsor mood move.

After changing to a Spokesperson of a different level, it should take up to 8 weeks for the change to fully take effect. This means a level 5 Spokesperson will, over time, increase your fan mood by half a step and sponsor mood by two and a half steps.

A Spokesperson will always have a positive impact on your income. Higher fan mood will increase ticket sales and higher sponsor mood will increase sponsorship payments.

The bigger effect tends to come through ticket sales, but this can vary a lot since many other factors impact fan mood and ticket sales.

The bonus to sponsor income is more reliable. The mental game is almost as important as the physical one. Hiring a Sports Psychologist can really help you create a winning atmosphere.

This staff member will help you maintain your team's confidence in their own game as well as help nurture the team spirit of the whole squad. Team spirit is driven by the team attitude you set for previous games.

Immediately after a game team spirit may get a boost or drop lower, depending on which team attitude was used.

But at each daily update the team spirit then tends to normalise, which means if it is high then it will slowly drop and if it is low then it will slowly recover.

A Sports Psychologist can help you improve this process by raising the base value toward which your team spirit moves naturally.

A higher base value means that high team spirit values will fall slower and low ones will rise faster. The bonus received is one tenth of a level per skill level employed.

This means a level 5 Sports Psychologist will increase your team spirit base value by half a level of team spirit. Your team's confidence is also helped by the Sports Psychologist.

Confidence is primarily driven by your team results and how many goals you've scored. But the Sports Psychologist adds a bonus to confidence as well.

This bonus equals one full level of confidence for a Level 5 Sports Psychologist, or one fifth of a level of confidence per skill level employed.

Player performance is not only down to technical skills and physical stamina. Players tend to go in and out of form, and many factors can influence this, not least mental ones.

The Form Coach specialises in getting the most out of the player material you have. He keeps the squad match fit and motivated.

Hiring a form coach is not a quick fix, neither is the effect permanent - but for some teams and some situations it can be a good solution. The form of a player is a measure of how close he is to be performing at his maximum potential.

The value you see on the player is the current form, and this is what is used in the match simulation. However, the current form always has a trend and the value the form is moving toward is called the background form.

By using a Form Coach you will receive a bonus to your background form updates. Whenever background form is recalculated this happens on average every second week each skill level of the Form Coach will bump the background form higher by 0.

This means a level 5 Form Coach will add a whole level of background form to your player when the update is applied. Please note that background form can still drop, but that your average over time will be higher.

Normally, the Board sets a limit to how much money is at the managers direct disposal for things such as salaries, player transfer fees, or arena projects.

The rest of the cash will be held by the Board and will only be released by the Board when the Board deems it necessary. Hiring a Financial Director increases the amount of funds a Club can keep in cash, before the Board intervenes.

It also increases the speed with which the Board will release money to the manager when cash runs below the cash reserve limit established by the Board.

The Financial Director will grant the manager the possibility to invest saved funds into the squad more aggressively than the Board would otherwise have agreed to.

Having a Financial Director on the team may be necessary for teams that save up for a few seasons to make an expensive run for the Cup or league title.

The "experience" concept simulates that a 28 year-old, with certain abilities, has managed to learn things not directly concerning these abilities, which thus affects his actions on the field.

So far, this has all been about how experience and a team's routine with a certain formation is applied.

How does one acquire routine and experience, then? Your team can play any formation you wish, but your players might get confused and play below their ordinary capacity if you use a formation they aren't experienced with.

To get the formation experience up and avoid confusion your team simply needs some practice. You gain some experience for a formation every time you use it friendlies and competitive games are equally important.

The amount of experience you get for each formation you use is minute based max 90 min per match , just like training. However, gaining experience becomes harder at high levels.

If you don't use a certain formation, the experience will decrease over time. There is also a risk of losing formation experience any time you sell a player.

If your players aren't experienced enough with a formation they risk getting confused , which negatively affects their performance. An excellent or higher formation experience level is enough to keep you safe.

For lower levels, the risk of getting confused rises the lower your formation experience level is. If your players' accumulated individual experience see below is high, the risk decreases though.

In case of confusion your formation experience also decides how confused your players will be; the lower your formation experience level is, the more confused your players will be.

If your players get confused, a text showing the current level of your team organisation will be displayed in the match report. A confusion event saying that your team organisation fell to "wretched" means that it was very bad, while a drop to "solid" only had a very limited effect.

If your players are confused at half-time or before extra-time your coach can improve the situation somewhat by giving an extra briefing. Experience positively affects a player's actions on the field.

The players get their experience through playing matches. Cup matches give about double the amount of experience compared to league games.

An International friendly match gives about a fifth of the experience that a league match gives and a friendly against a team from your own country gives about half as much as an international friendly.

National team matches give the most experience, followed by Hattrick Masters matches. The amount of experience a certain player gets is minute based, just as training.

A player can not gain more than 90 minutes of experience from each match. You can appoint a team captain for each match. Experience and leadership are important abilities for the team captain, as the captain's level in those abilities give a bonus when calculating your team's total experience — which can prevent your team both from suffering confusion and from getting nervous in important and dramatic matches.

In such situations, only the team with the lowest amount of experience can get nervous, reflecting their inexperience.

The difference between the two teams' experience levels decides how nervous the players will get. Teams will never suffer from this in league matches or friendlies.

The team captain has to be in your starting lineup. If you haven't appointed a team captain, the players will choose a captain they think will do a good job.

Cup and qualifier matches can end in a penalty shoot-out if the scores are still level after extra time. You choose your penalty takers through a sub-page to the order form.

When choosing the order please remember that nothing is more nerve-wracking than a penalty contest, and at every penalty not during regular match time, though a test of the shooter's experience is made.

Apart from experience, the shooter's scoring and set pieces skills as well as technical speciality are taken into consideration. For keepers the keeper skill is all that matters.

In this match chapter we will move a little bit deeper and focus on two important match details: how you score from set pieces and what you can gain from "special events".

Some of your basic attacks will result in a set pieces opportunity. Just as in real football, you can earn many points by being good at set pieces.

There are two types of set pieces, direct and indirect in friendlies only right now. Direct set pieces are penalties and direct free kicks.

To score, your appointed set pieces taker uses his set pieces skill to outwit the opposing goalkeeper. In friendlies this season your goalkeeper also uses set pieces when defending against direct set pieces, but he can not be your set pieces taker.

Indirect set pieces are indirect free kicks, and the outcome depends on team effort. Apart from the basic attacks, you can also have " special events " happen.

Special events are match events depending on players' attributes, and particularly their specialities, which makes it a strategy itself to compose a squad that has a good balance of player specialities.

Remember, you must also have players with the right attribute for a particular event to experience it. There are two types of special events: Goal events more common can gain you additional attacks and weather events less common affect an individual player's performance for the rest of the game.

For each special event happening in a match, the chance for another special event decreases. 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.

If a weather event happens you will get information about it in the match report, and the player's star rating will also reflect his performance accordingly.

Specialities and other player attributes can gain you additional attacks. In addition to what is listed below, the player who puts the chance away often, but not always, the same player who creates the chance also needs some scoring skill in order to score from these attacks.

There are also some additional events you can get in a match. The chance to get these events is not dependent on midfield strength, so the chance doesn't increase if you're dominating the midfield.

Counter-attacks: Even if you don't use the counter-attack tactic there is a slim chance that your team gets to counter.

These "tactic-independent" counter-attacks do not require your team to have an inferior midfield which otherwise is necessary to counter.

See the chapter about tactics for more info about counter-attacks. Long shots: Even if you don't use the long shot tactic there is a slim chance that your team gets a long shot opportunity.

Read the tactics chapter for more info about long shots. When a game starts the teams' tactics for the match will be displayed in the report, unless they are using "normal" tactics.

You use the regular match order form to choose the tactic. Please note that it is not possible to set default tactics, like you can set a default team.

If you don't specify a tactic for each game, then the "normal" tactics will be used. Pressing means that all of your players try to put pressure on their opponents.

They also put slightly more effort into breaking up your opponent's attacks than trying to create their own. The result is that the total number of potential chances in the game gets reduced for both teams.

The disadvantage of this tactic is that it will drain the stamina of your players faster than normal. Two things can greatly increase your chances at successfully reducing the number of attacks in the game: the total defending skill and the total stamina of all your outfield players.

If a player has the "Powerful" specialty, his defence skill counts as double for this calculation. Stamina is taken into account for each player when calculating the "pressing skill", so the more tired your players get, the less able they are to put pressure on their opponents.

As always, a player with excellent stamina, or better, has sufficient stamina not to lose any of his skills during the game, at least not out of tiredness.

When calculating this "Pressing skill", the experience bonus is added for each outfield player, as normal. Whenever a potential chance is foiled by a team using the Pressing tactic, it is reported in the match report.

You will never find out which team could have benefited from the chance. It is perfectly possible for both teams to play Pressing. The effect on reducing the number of potential chances is cumulative and on average, the number of lost opportunities is doubled.

Counter-attacks mean you deliberately let your opponent control the ball, and as soon as they fail with an attack you try to make a fast counter-attack.

Playing counter-attacks could be a good option if you have a very good defence and attack but a bad midfield , and especially in combination with your opponent having an ineffective attack.

Advantage : You can gain additional attacks you get the chance to counter-attack when your defence has managed to stop an opponent's attack.

Relevant Skills: The total sum of your defenders' passing and defending skills determine your CA tactical skill. Passing is twice as important as defending.

If you're dominating the midfield, then you will just suffer the disadvantage. All counter-attacks are reported in match report.

Attack in the middle AIM means your team focuses on attacking down the centre of the pitch, at the expense of attacks on the wings.

In other words, you trade wing attacks for attacks in the middle. Relevant Skills: The total passing skill of all your outfield players determines your AIM tactical skill.

Whenever an attack is switched from the wings to the middle, it is shown in the match report. Attack on wings AOW works in the same way as "Attack in the middle", only in reverse; meaning you trade middle attacks for attacks on the wings.

As there normally are less attacks in the middle than on the wings, you convert percentage-wise slightly more of them.

Relevant Skills: The total passing skill of all your outfield players determines your AOW tactical skill.

Whenever an attack is switched from the middle to the wings, it is shown in the match report. Play creatively PC means players try to make more use of their specialities, and other attributes.

Advantage : You increase the chance for special events both positive and negative, including weather events occurring during the match - for both teams.

Disadvantage : Your team defence gets somewhat worse. Relevant Skills: PC does not require any specific skills, nor receive a tactical skill level.

To make good use of it, a SE-optimised team i. When playing long shots LS your players are instructed to rather go for a long shot than playing the whole attacking sequence through.

In other words, you trade attacks through the middle and on the wing for long shots. A long shot then pits the shooter against the goalkeeper. Disadvantage : Your wing and middle attack, as well as your midfield, get a little bit worse.

Relevant skills: Your outfielders' scoring and set pieces skills determine the LS tactical skill. Scoring is three times more important than set pieces.

When an attack has been converted to a long shot, any defending team using the pressing tactic has a chance to steer off the shooting opportunity.

If the shot is not steered off, an outfielder inners and wingers are twice as likely takes the shot. The quality of the shot depends on the appointed shooter's scoring and set pieces skills, and then the goalkeeper can attempt to save the shot using his goalkeeping and set pieces skills.

For both shooter and keeper: A bit of both skills is needed, and it's better to have some of both skills than much of one. Hattrick is designed so that you are able to assign orders on all pages, in a suitable context.

If you're checking out your stadium there's an orders list for improving your stadium on the spot. If you're checking a player you can put him up for transfer with a simple click.

One orders list is more important than the others, though: the Match Orders List. This is where you decide how the team is to play in a certain match, which players should be included, who's to be captain and some other things as well.

You'll find the Match Orders List on the "Upcoming Matches" page, and you can place separate orders for all scheduled games. This is a way to design a strategy for several weeks ahead, if you won't be able to coach the team at that time.

A risk, though, is that you might have some injuries, suspensions or changes in form that will make you want to adjust your orders for upcoming games.

You don't have to place orders, though. The team will use your standard formation in upcoming games, and will train in the same way as the last round if you don't adjust anything.

You can define a standard formation using the normal "Orders" page. Injured players will be automatically replaced by substitutes, as previously discussed.

The Match Orders List is built around a traditional formation, where you can choose which player goes where from a scrolling list.

If a player is projected to be injured and, therefore, expected to be unavailable for a game, he'll be marked in red in the menu. If you choose a player for a position, and he's already selected for another one, the player will disappear from his former position.

In other words, you can't assign a player two positions. If you wish to play a formation other than , this is done by moving a player. For example, to move a player from left wing back to inner midfield, you would choose the player in the left wing back box, and give him an "extra inner midfielder" position.

This means you've changed your lineup to , playing without a left wing back. This is how you switch formations.

Converting a forward into a defender would turn the formation into , as another example. Read more about this in Chapter Individual orders and repositioning.

You also choose substitutes, the team captain and the set pieces taker from the Match Orders List. Through a sub-page to the "Match Orders" page, you choose the order of your penalty takers, should a game end in a penalty shoot-out.

We recommend that you choose a "standard setup" for your team. This is done by clicking the "Make this the standard setup" box before sending your match orders off.

This means that Hattrick will assume this setup for future games, but you can always adjust your setup according to the particular circumstances affecting matches ahead.

Thus, you can't reposition a player as a wing back or a winger. Having two right wingers, for example, would defy logic.

On the other hand you can always give your "Inner midfielder 2" an individual order to go "Towards Wing", applying some extra force there.

When you reposition a player he will act as any one of the players normally would in that position, apart from him not being able to completely optimise his game he'll contribute slightly less as an "extra inner midfielder" than if he had been a real inner midfielder.

This is because there will be too many players in the same place, getting under each other's feet. In real life no team would line out with a formation.

This is simply because it wouldn't pay off. Accordingly, it won't pay off in Hattrick either. There are two blocking devices designed to deter you from experimenting too wildly:.

Note that you don't have to experiment with different formations. When you reposition somebody there's a slight waste of his abilities in the new position that can't be exploited.

A lot of gamers will, of course, believe that an unusual formation is worth the price, maybe because of the squad's capabilities, or because they believe they can outsmart an opponent.

As mentioned in the lineup chapter; if one of your players gets injured, the substitute for that position will enter the pitch automatically. But you can also set up preconditioned substitutions.

You can in advance set up substitutions for a match, either for making that master-mind tactical move or just to swap a tired player for a fresh one.

You can for example change a forward for an extra defender to secure your lead in a game, or swap a defender for a forward if you're down. You can also choose to change the individual player order for a player.

You pick the player you want to leave the pitch and the substitute who will enter. You then decide the conditions of the substitution.

Moreover, in the advanced options you can also add a condition if one of your or your opponent's players gets a red card and change the player's position.

Similar to adding a substitution you pick the player in mind and then add the conditions for when you want him to change behaviour. You may add up to five different player orders substitutions and behaviour changes.

But remember, the referee will not let you make more than three substitutions in a match. All your player orders will be carried out in the match as soon as all the conditions set before the match is met.

If the condition isn't met, the order will not be carried out. If you order a substitution in the 65th minute at any standing, the substitution will be carried out in the 65th minute.

So if you get into the lead in the 80th minute, your substitution will be carried out first then. If you set up two orders for the 70th minute, one if you're in the lead and the other if you're in the lead by more than one, and is in the lead with when that time comes — both orders will be issued.

After the match you can see but not your opponent a list over all your player orders via a link on the star rating page, together with information when they were issued or why they weren't issued.

It's not possible to set up any conditions for injuries. If one of your players gets injured during a match, the automatic system deals with it.

This also means that an injury can mess up your substitution plans, just like in real life football. Managing a football team is not only about training and tactics, it's about psychology as well.

Your team has to want to win and they have to believe in themselves. Your team psychology affects your match results, and in return your match results also affect your team psychology.

The atmosphere at your club has a great influence over the performance of your team. Team spirit affects your midfield ratings, and the higher team spirit you have, the better your midfield will perform.

This, in turn determines the amount of ball possession you will get. Team spirit itself can be affected by a lot of things, but in particular your coach's leadership, the team attitude you set for each match, transfers and psychologists.

Your players have to believe in themselves to perform well, and a team with low confidence has trouble putting their opportunities away.

High confidence is normally a good thing, but if it gets too high players may underestimate weaker teams see below for more info.

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