new release so far.... Topic

I'm not crazy about the fatigue thing. I used to platoon 2 PGs and they'd get about 22/18 minutes. Tried it the first few games, the 2nd guy was averaging 9 minutes. That wasn't good enough to get production from him, so I had to blow it up and start them both side by side. Now my starters score more, but my bench is weaker...(but since they aren't out there much I guess it works?) (This was with both set to fairly fresh)
2/9/2011 3:17 PM
I've had some crazy results in terms of fatigue / MPG... but I'm waiting for more information.  The wildest one came from a zone defense team, which shouldn't have had any change based on the chat.
2/9/2011 3:23 PM
One definite noticeable change has been the double-team logic changing exactly as Seble described that it would:

"Double teams are now re-evaluated each possession instead of only on lineup changes to account for the leading scorer changing"

Makes for a LOT of double-team switching around early in games.
2/9/2011 3:50 PM
Posted by dacj501 on 2/9/2011 3:18:00 PM (view original):
I'm not crazy about the fatigue thing. I used to platoon 2 PGs and they'd get about 22/18 minutes. Tried it the first few games, the 2nd guy was averaging 9 minutes. That wasn't good enough to get production from him, so I had to blow it up and start them both side by side. Now my starters score more, but my bench is weaker...(but since they aren't out there much I guess it works?) (This was with both set to fairly fresh)
dac makes one of my points.

In real life coaches have the ability to control playing time. In HD we really don't. Until they come up with a better way to program target minutes we are forced to use fatigue and there are only so many things we can do to adjust that. The new change is nice if we WANT a starter to go 30 mins, but what if we want a 23-17 split? What if our backup brings to the table some things our starter can't, like better defense?

So although more minutes may be more realistic and, by itself, may be a good thing, until they make other parts of the game also more realistic, I'm still not for it.
2/9/2011 5:04 PM
well this is cool. Fatigue goes up, and I suddenly have 2 ineligibles and down to 9 players for my Rupp team right before the CT...Ouch!
2/9/2011 5:08 PM
Posted by mullycj on 2/9/2011 5:04:00 PM (view original):
Posted by dacj501 on 2/9/2011 3:18:00 PM (view original):
I'm not crazy about the fatigue thing. I used to platoon 2 PGs and they'd get about 22/18 minutes. Tried it the first few games, the 2nd guy was averaging 9 minutes. That wasn't good enough to get production from him, so I had to blow it up and start them both side by side. Now my starters score more, but my bench is weaker...(but since they aren't out there much I guess it works?) (This was with both set to fairly fresh)
dac makes one of my points.

In real life coaches have the ability to control playing time. In HD we really don't. Until they come up with a better way to program target minutes we are forced to use fatigue and there are only so many things we can do to adjust that. The new change is nice if we WANT a starter to go 30 mins, but what if we want a 23-17 split? What if our backup brings to the table some things our starter can't, like better defense?

So although more minutes may be more realistic and, by itself, may be a good thing, until they make other parts of the game also more realistic, I'm still not for it.
easy to do, well, maybe not exactly easy, and it is 100% ludicrous that stam dictates playing time, but if you fool around with the FF/GT/VT/T settings, you can get most splits with starters and reserves, 

due to EE's I had a team get way, way out of whack, such that I had to try just about every combo of the fatigue settings I could think of, I was able to get my minutes near to the minute how I wanted them, but it takes time, and quite a bit of know how,

too bad really, in the old game, target worked very, very well, and allowed the rookie coaches to easily get playing time right.  Problem was, the vets could really prey on rookie's tnedancy to play 60 stam highly rated players way too long, hence the switch to fatigue.

Has anyone played target since the engine change, I played all ten of my teams about 5 games with target about 2 or 3 years ago, it works just fine, until something odd happens, like OT, or foul trouble, or 2 teams playing uptempo, etc - at least from what I recall.
2/9/2011 6:14 PM
Do we know the ratio of the FG percentage change between 2s and 3s?  It seems like outside shooting teams are doing a bit better than inside-scoring teams since the update.  Based on a fairly small sample size, though...  But my bigs %s are way down and my guards seem to be shooting similarly to what they were doing before.
2/9/2011 6:41 PM
Ever had a team shoot only 36% but still average more than a point per posession?
2/9/2011 7:20 PM
Posted by dahsdebater on 2/9/2011 6:41:00 PM (view original):
Do we know the ratio of the FG percentage change between 2s and 3s?  It seems like outside shooting teams are doing a bit better than inside-scoring teams since the update.  Based on a fairly small sample size, though...  But my bigs %s are way down and my guards seem to be shooting similarly to what they were doing before.
My bigs are down more than my guards, but then, they were also shooting in the high 500s. I think with fg% being nerfed, its better to go -1 or -2 on offense to get to the line more often. 
2/9/2011 10:10 PM
Posted by dahsdebater on 2/9/2011 6:41:00 PM (view original):
Do we know the ratio of the FG percentage change between 2s and 3s?  It seems like outside shooting teams are doing a bit better than inside-scoring teams since the update.  Based on a fairly small sample size, though...  But my bigs %s are way down and my guards seem to be shooting similarly to what they were doing before.
I know you can'y base much on anecdotal examples, but my Best big was 5-5 last game and my best guard shot somwhere inbetween 30 and 35%
2/10/2011 1:00 AM
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new release so far.... Topic

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