Once a free kick or a penalty is awarded, the ball will be placed on the field where the foul occurred and a ring around the ball will appear which represents the time you have to take the set piece.

 

There will also be a larger ring outside it which prevents opponents from entering and disrupting your ability to take your set piece.

 

To take the set piece the player must run towards the ball while holding one of the kick buttons (LMB/RMB) once the player is in contact with the ball it will shoot towards the direction of the cursor with a certain power and height, depending on the button being held and the power charged (or not if you charged RMB).


It is advisable that if you want to take the set piece with power (eg for corners), you should stand a few metres away from the ball, and then start running towards it with the LMB held down and cursor fairly close to your player. By standing back far enough, you are giving yourself enough time for the LMB charge to load up. If your run up doesn’t have enough speed and you’re using the LMB, you won’t be able to kick the ball.

 

 

 

 

 

 

 

 

 

 

 

 

           It’s possible to use the LMB to take a free kick while just standing over the ball but there won’t be much power in the kick. This method would be more suitable for taking a chipped pass/lob free kick.

 

          As a side note, do not attempt to block your own team mate from taking a corner (or any set piece) as the ball will bounce off you in the opposite direction. If you wish to offer yourself a short pass option to a teammate on a set piece, stand to the side of them rather than directly in front of them to avoid confusion.

8. Free Kicks/Penalties

         Offsides

You need to be in line or behind at least 2 opponent players (including the goalkeeper) when you receive the ball from a team mate. Failure to do so will result in an offside and a free kick for the opponent. This however doesn’t apply if you were standing in your own half when your team mate passed you the ball, or on goal kicks where you can stand wherever you want.

After you commit a foul by sliding, you will be penalised with x foul points depending on the severity of the foul and the position of the pitch it was made. Once you hit or exceed 10 points you will be “red carded” and expelled from the match for a minimum of 10 ingame minutes.

9. Player Size


There are 3 kinds of player size in TPM, you can change it in the My Profile -> Match Settings tab.

 

         Small - Has the highest speed but the lowest control zone, shooting power and sliding area

 

         Normal - Average in all aspects

 

         Large(ogre) - The lowest speed, but has the highest reach, shooting power and sliding area

 

Picking a good size according to your position is critical, small is the most popular all around due to the speed it provides, among defenders there's also a number of players running normal and large size to win aerial duels and have a longer passing range.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Mouse button tackling - you ought to know that you can kick any ball that is in your control zone, even when the ball is being controlled by opponents. The rule is the same as for normal ball kicking.

You decide where and how the ball will fly with your mouse cursor (its direction and distance). Both right and left mouse button kicks will work. Of course you need to be close enough to the ball so due to the locking restraint that clicking the mouse buttons has on your player, it is advisable to rapidly click the LMB/RMB so you can still maintain a good (but not complete) control of your player, and give yourself the chance of winning the ball if the opponent comes into your zone of control.

Body tackling - this is both softest and least certain method to stop the opponent. Softest, because it does not require any mouse button or key to be pressed, leaving you with constant full control of your player's movement.Once the ball is in reach of more than one player and none of them tries to kick it, for a short period of time it will become uncontrollable for all players - no one will be able to move that ball around, but will only be able to hit it with kick, slide, etc.

Once you get close enough to the opponent who controls the ball, you have a small chance to push him over, depending on the difference of your body builds.

For example, small players have no body tackling boost, normal size players have a 20% boost, and large players have a whopping 30% boost. So a large player will have a 30% chance to push over and dispossess a small player, but only a 10% chance to push a normal sized player. Weaker sizes can never push a bigger sized player, equal sized player can’t do it either as their chance is plain 0%.

         Players who body tackled someone will have a 3 second cooldown before next attempt, 1 second cooldown after a failed attempt.

         You cannot body tackle a goalkeeper who is in position during catching. Note: goalkeeper can push you over.

7. Fouls/Offside

In this game there's fouls and offsides just like real life, the fouls are determined by sliding outside the specific zone. The red area will be foul and the green area means a valid slide tackle with no foul. Essentially, if you slide someone from behind, it will be a foul, if you slide them from the front or directly side-on, it won’t be a foul.

6. Tackling

The first thing a new guy would think, is that the slide tackle, as the name points out, is the main and best way to steal the ball from the opponent.

In reality, the slide tackle should be used as a last resort as it's hard to get the right timing and precision, especially against experienced opponents, and the punishment for missed slide tackle is very high - you are out of the action for a few good seconds and that can be enough for the opponents to use their temporary numerical and spatial advantage to score.

 

But the slide tackle isn't the only way to steal the ball. There are two 'safer' methods to take the ball from the opponent

5. Diving headers

On the S (default) key of the keyboard your character will perform a diving header in the direction where your cursor is placed when you press the button.

This causes your player to perform a temporary accelerated diving movement in the given direction. If the ball comes into the control zone of your player during this action, the ball will automatically be hit in the direction of the cursor at the point of impact.

You can combine the dive with a kick button (LMB or RMB) to shoot, pass or clear the ball away. The LMB will make the ball bounce more while the RMB will make the ball travel faster along the ground.

 

         The diving header won't affect balls that are either too high or too low, or those controlled by other players (you can't tackle opponents with this action).The diving action also cannot be performed until the ball is in the air.

4. Jump

The D (default) key on the keyboard will make your character jump. This is mainly used for headers, clearing the ball or when you want to control the ball while it's in the air and you wont reach it without jumping.

 

        You can also use it to avoid being knocked down by your opponent's slide tackles.

The closer the mouse is when the LMB is released, the higher the ball will rise. Similarly, the further away the mouse cursor, the lower the ball will go. If there is enough distance between your character and the mouse cursor, the ball won’t leave the ground.


So for example if you want to do a chipped pass, you will have your cursor near the character and charge your LMB a little bit, while if you want to do a long ball, your cursor will still be close to your character but you will power up more.

The LMB is mostly used for long passes, shots, crossing, long shots and strong passes. It can also be used for tackling. See the tackling section for further information. You can also curve the ball by moving your cursor immediately after kicking the ball in the direction you wish it to curl in.

3. Sliding Tackle

By pressing the A (default) key on the keyboard you will perform a sliding tackle, this will take into account the direction of your cursor and the momentum of your player; if you are running slowly at the point you perform the slide, your sliding reach will be less than if you were running faster.

 

While performing the sliding tackle, if your character hits the ball, you can affect the direction the ball will go in. You can force the ball to move 30 degrees clockwise or anti-clockwise depending on whether your cursor is pointing right or left respectively when you make contact with the ball. This is useful as you can simultaneously cause your opponent to lose possession of the ball and pass it to a nearby teammate at the same time.

 

         Furthermore if you hold down the LMB when your slide makes contact with the ball, this will cause the ball to bounce slightly on impact.

Sliding is a dangerous action that can cause fouls if you don’t hit the right angle. Performing a bad slide tackle can leave you in trouble. This is explained further in the 7. Fouls/Offside section below. Normally you want to use the slide tackle to go for a loose ball or when an opponent dribbles the ball but dribbles it too far ahead.

 

         Note that slides won't affect balls that are in the air.

Right + Left mouse button simultaneously - for cushioned headers when the ball is in the air; this is good for clearing the ball coming in from crosses or winning header duels against the opponent.

 

 

 

 

 

 

 

 

 

 

        It is however not very good for shooting (the ball flies too slow and high, usually over the crossbar). If the ball happens to be too low then a normal right mouse button kick action will occur instead.

Long Pass

Basic Mechanics

Your character’s movement is controlled by mouse - your player will run in the direction of your mouse's cursor. Depending on your 'slow-moving' settings, the closer the mouse cursor is to your character, the slower he will move.

The ‘slow-moving’ setting is the distance between your mouse cursor and your character at which point he will start to move slower.
The benefit of having a large slow moving area is that it allows you to change direction in tight spaces more accurately/sharply but it increases the general difficulty of dribbling as the cursor will be significantly further away from your character to dribble at full speed.

 

This option can be edited in 'Match Controls' settings of MatchView's menu, inside the game. The higher the value is, the bigger the ‘slow-moving’ area size will be.

Chip Pass

Power Pass

Examples

Right mouse button (RMB) - Pressing the RMB will also lock your character’s speed and direction from the moment you hold down the button but your power bar won’t charge. Instead, if the ball is within your range of control while the RMB is held down, the ball will immediately be kicked in the direction that your cursor is pointing at.

 

So if you have control of the ball when you click on the RMB, the ball will be immediately kicked. If you don't control the ball and it enters your range of control while your RMB is held down, whether the ball is in the air or on the ground, your character will kick it in the direction of the cursor.

 

        The benefit that the RMB has over the LMB is that you don’t need to charge up the kick. The downside is that it can only be used for kicking the ball along the ground.

 

This is mostly used for short passing, first touch passing, heading the ball, clearing and tackling.

1. Movement

2. Kicking/Heading

With the left and the right mouse buttons you have the ability to pass/shoot the ball but both have their own particular behaviors.

Left mouse button (LMB) - Pressing down on the LMB you fill up your power bar which is at the top of the screen. Once the power reaches the maximum it stays there. While you are holding and powering up, your character’s direction and speed will be locked at the moment you started pressing the button.


If you have the ball, once you release the LMB you will perform a kick.