Switching from press?! Topic

you only have a 71 stamina and are running an FCP. And a fastbreak. He was running an uptempo motion/press. YOur highest stamina is an 82, and you only have two stamina's over 80.

YOu were playing huge chunks of the game with good numbers of your players at very tired. . .


5/28/2010 5:19 PM
(That was for udm_mike)
5/28/2010 5:20 PM
It seems to me that the press is not leading to fastbreak opportunities as it once did. No more steals from you guard and then him laying it in. I have started to see even steal and then a timeout. That must be the response to all the complaining. I agree that steal-points possessions were on the heavy side. But, now it seems to have removed altogether. Both extremes are wrong. But again, the complaining lobby won the debate.
6/3/2010 10:24 AM
Yeah, but if the press sucks so bad Mike, how did Vassar (a pressing team) beat you by 89?
6/3/2010 10:31 AM
I have been considering dropping the press since the new engine was released but the game this morning made up my mind. My opponent shot .628% from the field against me when my team was CONSIDERABLY more talented.
6/3/2010 10:50 AM
Running press with 10 players, 6 of which have stamina less than 74, is not a recipe for success anymore scotty. he went 11 deep and was never tired.

Plus you were CONSIDERABLY outclassed in terms of IQs. Especially on your defense vs. his offense. I got about a B- for your defense vs. a B+ for his offense.

Plus a little HCA helped him I bet.
6/3/2010 11:03 AM
Reinsel, did you bother to look through the PBP? I had 1 player reach tired and he did that once in the first half and once in the 2nd half so I really don't see how fatigue was an issue. As far as only being 10 players deep, show me a team in RL that's 10 deep. Most teams run an 8 or 9 man rotation.
6/3/2010 11:14 AM
Quote: Originally Posted By scottyj74 on 6/03/2010Reinsel, did you bother to look through the PBP? I had 1 player reach tired and he did that once in the first half and once in the 2nd half so I really don't see how fatigue was an issue. As far as only being 10 players deep, show me a team in RL that's 10 deep. Most teams run an 8 or 9 man rotation.
1) If you can show me a team in RL that plays the HD version of the FCP then I'll show you a team that goes 10 deep.

2) In almost every single 60 sec period leading up to the media to's where we see fatigue you subbed out your entire lineup. Therefore those snapshots don't give you a great picture of the actual fatigue. Reinsel is right.
6/3/2010 12:00 PM
You don't see how fatigue was an issue? You were up a point with 10:56 to go. Up to that poiint, you'd had mild fatigue issues (mostly Warren, a little from the bigs). After that your players started to really tire (at 7:36, Warren was in the red, Smith yellow and Spencer yellow ... and during that time you went from winning by one to losing by seven).

Also, keep in mind that just because someone doesn't show as tired in the four-minute increments doesn't mean they haven't been playing tired. For instance, Gaskins and Spencer were taken out immediately before the update at 3:36. No doubt they had been playing tired, but since they were taken out immediately before, it didn't show up in clear black-and-white.

And as for this argument of yours: "As far as only being 10 players deep, show me a team in RL that's 10 deep. Most teams run an 8 or 9 man rotation" ... that is correct, most do. But those teams don't run a fcp. If you want to run a successful fcp now, you're going to have to pay more attention to depth and stamina, and that makes complete sense to me.

EDIT: cheez pre-empted me on paragraphs #2 and 3. Stupid work getting in the way of my post ...
6/3/2010 12:08 PM
RL is RL, this is HD which is and should be a little different since it is a game (in RL there is not much hope to make Alcorn State a final 4 team, and players ignore coaches a lot).

In HD FCP, you need to go 10 deep. I am not a FCP coach, I usually played a combo, and I always play 10 deep. In FCP you might even need 11 players if you have a bunch of guys in the 60s and 70s in stamina. I bet a team of 90-95 stamina guys can go 8 deep, running slowdown FCP, but your roster has exactly 4 players I consider to not be stamina liabilities for a combo defense, and you aren't even trying to ammeliorate the situation by playing slowdown?

73 stamina Spencer can't play 20 minutes, and you have a 67 stamina and 70 stamina bench guys going 17-18 minutes. They are getting tired, and they are not playing good defense.
6/3/2010 12:09 PM
Correction, I always play 10 deep when I have 10 or more scholarship players. Had a little trouble in Gainesville last season with recruiting, but I hope to get some more bodies and switch to a combo press next year.
6/3/2010 12:10 PM
I guess its a different of opinion because I do not see how 2 guys with 70 stamina can't split time and make it through the game without being dead tired. In HD, if you have a guy get 25 minutes, no matter what D you play, you're pushing it. Where as in RL players regularly get 30+ minutes a game. If WIS wants to make this game as realistic as they can why is the fatigue logic so screwed up? We have all seen it multiple times where our starters are subbed for 3 minutes into a game... I know part of this is me being stuborn but common sense tells me that D1 players SHOULD be able to play more minutes.
6/3/2010 12:57 PM
Yeah, true, but then it would totally change the game. You don't have 13 scholarship players, multiple redshirts, and you do have sophomores who quit the team without 10 mpg.

Having fatigue exist and be a major factor adds a strategic element to the game. And two 70 stamina guys can make it, provided neither gets into any sort of foul trouble whatsoever, and the timeouts come at the right sport so they both can stay fresh.

And I have a D3 player that is averaging 28 mpg on fresh. We play Fastbreak offense uptempo. He has a 97 stamina though.
6/3/2010 1:53 PM
Quote: Originally posted by scottyj74 on 6/03/2010I guess its a different of opinion because I do not see how 2 guys with 70 stamina can't split time and make it through the game without being dead tired. In HD, if you have a guy get 25 minutes, no matter what D you play, you're pushing it. Where as in RL players regularly get 30+ minutes a game. If WIS wants to make this game as realistic as they can why is the fatigue logic so screwed up? We have all seen it multiple times where our starters are subbed for 3 minutes into a game... I know part of this is me being stuborn but common sense tells me that D1 players SHOULD be able to play more minutes.
That's my biggest beef with fatigue, pre and post new engine. "Getting tired" shouldn't mean a drastic reduction in play. Anyone that isn't "getting tired" after a few minutes isn't trying hard enough and shouldn't be on the court in the 1st place. "Tired" should be where the big drop off in production occurs.
6/3/2010 2:00 PM
Mack on your team seems ok with 26-29 mpg.
6/3/2010 2:00 PM
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