So I am still somewhat confused about this new SimEngine that was just released and how it will deal with player ratings. I have a team in Smith, so I start recruiting tomorrow, but I still need some more info before I decide who to recruit. Maybe someone from the testing world can help:
A couple questions?
How important is a low post rating for a guard? Will a guard with a low LP rating not be able to drive/score inside?
In DIII, there are many of these players: will a PG with low PER and low LP not really be able to score at all with this new engine?
I basically want to know if I am wasting my time (to an extent) recruiting a PG with low PER and absolutely no LP skills (rating of 1-5).
I asked some of these questions during the Dev Chat, but didn't get my questions fully answered.

I'm also hoping this will start a discussion here about the new SimEngine, with other questions asked/brought up, rather than just getting my questions answered.
Any help/insight would be great, thanx
5/13/2010 7:47 PM
most everything is about the same as before except LP for guards and PER for bigs come into play a little more if you want to run that type of offense, for example if you played FB it may help to have guards with decent LP skills or if you wanted your C to shoot threes and spread the floor then PER would be important for them.

the biggest change I noticed is setting player mismatches and also your over all D setting, I ran a +3 for a season and it worked very well at shutting down the other teams outside game.

even for those of us that tested the new engine because of how games where ran in bunches we really didn't get to fine tune anything on our teams so it's still new to us also.

if you have any other questions that you need help with send me a sitemail and I'll try to answer them as good as I can.
5/13/2010 8:10 PM
I don't think it matters too much as far as recruiting this season, because while the sim engine will go into effect this season the recruits were created under the old engine meaning the old way of creating recruits. Due to that you won't find many guards with meaningful LP.
5/13/2010 8:20 PM
Keep in mind that with GUards whiel LP has SOME effect, its 'relatively low' for guards naturally. .and works in concert with Ball handling, SPeed and Athleticism. Also keep in mind that ratings in general are going to AVERAGE a bit lower - YOu might see less 95s and 99s floating around in general, so players that, for example, hit triple digits will be a bit more special for recruits going forward.
5/13/2010 8:21 PM
Quote: Originally posted by kmasonbx on 5/13/2010I don't think it matters too much as far as recruiting this season, because while the sim engine will go into effect this season the recruits were created under the old engine meaning the old way of creating recruits. Due to that you won't find many guards with meaningful LP.

That would be nice but I remember Seble said in the Dev Chat that the new engine would only see a player's ratings, even if they were generated in the old engine.

Has anyone from the test world seen a guard with low LP and poor PER be productive?
5/13/2010 8:27 PM
Yes, I have seen PGs with low LP/low Per be productive but it takes the right combination of athl and speed, good teammates, shot distribution, and some luck. i was in a conference not too long ago (post FSS) where a PG had something like a 5 LP and a 14 Per but had around a 90 speed and 85 athl. He scored around 15 ppg.

I think what kmasonbx is saying is that next season you will see guards with LP of 50-60+ and single digit Per. Those guys will score inside now because this engine changes the definition of LP from back-to-the-basket to simply "in the paint". That is a huge change.
5/13/2010 9:02 PM
I know its definitely a huge change, which is why I want to know how much it will affect PG productivity. Right now in Smith DIII, I have a lot of PGs targeted with low LP ratings below 10, average Per (15-30ish), but with good BH, Pas, Spd, Ath. In the new sim engine, would this player be worth targeting?

Weena: I can't tell if you're talking about the old or new sim engine. I know as long as a guard was fast with good BH he could be productive, but what about in the new engine?
5/13/2010 9:14 PM
It really depends on your definition of productive. If you are looking for someone to score a ton of points, don't count on getting it from a single digit LP/15-30ish Per PG. However, if you are looking for someone who will not turn the ball over very much, will set up his teammates with good passing, and will contribute a few points here and there then that's your guy. The latter is what I target most of the time.

To me, scoring from a PG is a bonus. I would rank what I look for in a PG as #1 Speed, #2 Passing and LP/PER no higher than #5 or #6. This applies to both the old and new engine.
5/13/2010 9:34 PM

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