Minutes or Fatigue? Topic

Im still new at the game and still experimenting and last night i lost to a sim team which was IMO no where close to talent as mine. I used the minutes instead of fatigue and i noticed i had a good lead and ended up losing because my guys got tired. My question is who uses fatigue and who uses minutes and why? Thanks in advance.
6/27/2010 2:25 PM
I assume that you are talking about the loss in exhibition with your Fisk team.

Almost everyone uses fatigue substitution, the problem with target minutes is that guys stay in for too long of stretches at a time. But either way uptempo with a press defense will tire your guys out unless you are deep with good stamina.

But, having said that, you did not necessarily lose because of the substitution. You jumped out to a very early 10 pt lead. Your guys were tired in the 2nd half, but by then, he had already come back.

As far as the sim being nowhere close to you, I don't agree with that.

You are starting a FR pg with a 1 in both ATH and DEF. Any minutes that he plays seems like a HUGE liability to me.
6/27/2010 2:43 PM
In the early days, we only had minutes.  When they added fatigue, it was so superior that almost coaches now use fatigue...just as hbmerlin said
6/27/2010 2:47 PM
Posted by hbmerlin on 6/27/2010 2:44:00 PM (view original):
I assume that you are talking about the loss in exhibition with your Fisk team.

Almost everyone uses fatigue substitution, the problem with target minutes is that guys stay in for too long of stretches at a time. But either way uptempo with a press defense will tire your guys out unless you are deep with good stamina.

But, having said that, you did not necessarily lose because of the substitution. You jumped out to a very early 10 pt lead. Your guys were tired in the 2nd half, but by then, he had already come back.

As far as the sim being nowhere close to you, I don't agree with that.

You are starting a FR pg with a 1 in both ATH and DEF. Any minutes that he plays seems like a HUGE liability to me.
Would that 1 ATH and 1 DEF matter much if i were running a zone defense? I am practicing zone but playing FCP to see how it works with my team. Zone will be my main def though.
6/27/2010 2:51 PM
It doesn't matter _as much_ if they are paired up with a stronger defender at their position, but it woudl definitely still MATTER.
6/27/2010 3:14 PM
I know I'm in the minority on this one, but I prefer minutes because its a concrete concept...tiring, mostly fresh, etc. seemed too abstract to me to feel comfortable basing a substitution pattern off of. It also allows me to better limit the amount of time my one-dimensional players (usually defensive stoppers whose sole job it is to come in and make it difficult to score, maybe come up with a steal now and then and for god sakes try not to turn the ball over) get on the floor.

The drawback with minutes is the computer will play for whatever 4-min. target range you're looking at. If you've got it set for 29-33, for instance, and your player gets in early foul trouble and sits for most of the first half, then he's going to try and reach his minutes by playing the entire second half without rest if need be.

I usually compensate for this by under-setting my minutes so that the collective range adds up to 150-180ish. This minimizes the foul issue impact should it arise. If I'm in a close game, those "extra" unassigned minutes are given to my starters by the computer AI. In blowouts, they're distributed among the backups, just like I'd like them to be. As best I can tell, this still seems the case under the new engine.

Like I said, I know I'm in the minority from asking around, but that's my rationale for going minutes vs. fatigue.
6/27/2010 7:14 PM
Posted by rednu on 6/27/2010 7:14:00 PM (view original):
I know I'm in the minority on this one, but I prefer minutes because its a concrete concept...tiring, mostly fresh, etc. seemed too abstract to me to feel comfortable basing a substitution pattern off of. It also allows me to better limit the amount of time my one-dimensional players (usually defensive stoppers whose sole job it is to come in and make it difficult to score, maybe come up with a steal now and then and for god sakes try not to turn the ball over) get on the floor.

The drawback with minutes is the computer will play for whatever 4-min. target range you're looking at. If you've got it set for 29-33, for instance, and your player gets in early foul trouble and sits for most of the first half, then he's going to try and reach his minutes by playing the entire second half without rest if need be.

I usually compensate for this by under-setting my minutes so that the collective range adds up to 150-180ish. This minimizes the foul issue impact should it arise. If I'm in a close game, those "extra" unassigned minutes are given to my starters by the computer AI. In blowouts, they're distributed among the backups, just like I'd like them to be. As best I can tell, this still seems the case under the new engine.

Like I said, I know I'm in the minority from asking around, but that's my rationale for going minutes vs. fatigue.
This makes a lot of sense to me.  You might have just converted me.
6/27/2010 7:54 PM
Yeah that freshman pg, i would bury him on my bench
6/28/2010 5:02 AM
interesting, red, real intersting... might have to try it.
6/28/2010 10:28 AM
Minutes or Fatigue? Topic

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