BuzzerBeater Forums

Help - English > Training 2 star potential 18 year olds

Training 2 star potential 18 year olds

Set priority
Show messages by
From: GM-hrudey

This Post:
00
226989.5 in reply to 226989.2
Date: 9/14/2012 3:11:01 PM
Overall Posts Rated:
32293229
Their potential will be pretty limiting to what you get as a end product. If you run LI and want to maximize what you get out from them you may need to not train any JS/JR on them. If you do so you can focus on a OD, PA and 1on1 rotation and get a player that is pretty molded to fit in a LI offense. I havent looked at it in the salary calculator but i figure they will cap around 13 OD/HA/PA.


That looks about right - assuming no inside pops and minimal JS pops, a 6/5/13/13/13/13/7/8/4/2 is just over the midpoint of the star cap (1911 where star has an 1800-2000 range).

This Post:
11
226989.6 in reply to 226989.5
Date: 9/15/2012 11:40:14 AM
Overall Posts Rated:
9191
Yeah, but training that much 1v1 will result in a few JS/IS pops and training that much pressure will result in 1 or 2 ID pops. Not to mention the random cross training pops that could occur.

I think you can train a decent player out of a star potential, but for a DII league? I think a star potential player will be quite lacking for a DII league.

This Post:
11
226989.7 in reply to 226989.6
Date: 9/15/2012 1:48:58 PM
Overall Posts Rated:
32293229
Yeah, but training that much 1v1 will result in a few JS/IS pops and training that much pressure will result in 1 or 2 ID pops. Not to mention the random cross training pops that could occur.

I think you can train a decent player out of a star potential, but for a DII league? I think a star potential player will be quite lacking for a DII league.


One on one for guards will cause as many IS pops as it will cause rebounding pops, on average - whatever crosstraining gives it. ;)

Yeah, there probably would be more JS pops and if I remember correctly, the original players had a fairly large difference in handling v. driving (I think) so naturally the final "build" I compared with is not exactly likely. It was more to confirm to Manon that those players would fit within the star cap, about halfway. And you can always just drop passing from 13 to 12 to absorb three pops in JS, as that's roughly the same hit to the cap either way for a PG (and this build would be a huge way away from hitting the SG or SF cap formulas). The ID and IS are essentially free, so the extra pops in ID are not a concern.

Such a build likely wouldn't work in II, at least in the USA. I hadn't bothered to evaluate the utility of the player for his league because I was merely responding to Manon's post suggesting a cap of approximately 13 OD/13 HA/13 PA.

This Post:
00
226989.8 in reply to 226989.7
Date: 9/15/2012 3:05:16 PM
Overall Posts Rated:
9191
I always prefer doing 1x1 for forwards. Any idea how much slower on JS that is compared to 1x1 for guards?

This Post:
00
226989.9 in reply to 226989.8
Date: 9/15/2012 3:39:22 PM
Overall Posts Rated:
32293229
I always prefer doing 1x1 for forwards. Any idea how much slower on JS that is compared to 1x1 for guards?


From the training speed analysis project, it looks like it's roughly half as much JS for 1v1 forwards compared to 1v1 guards. And for this build in particular I suppose 1v1 for forwards would make more sense - and the IS would be negligible to the cap.

This Post:
11
226989.10 in reply to 226989.1
Date: 9/18/2012 7:47:16 AM
Overall Posts Rated:
952952
I wouldn't mind them as look inside SG or SF, but you have to make some compromises. Either you boost their OD in favour of worse PA (like OD 14, PA 11) or viceversa. If you leave their shooting out of training, I'd focus on OD, PA, DR, HA, IS and some ID. You can make two different types of players - one with more PA and other with more OD.