JR is useful, particularly on 3 point attempts, but it's also considered by many to be
inefficient salary wise compared to JS and OD, both of which seem to be a factor in more match engine events compared to JR (especially OD). It's a good idea to have some JR anyway, especially with the elastic training effects, just don't expect a player with high JR to suddenly have Jimmer Range. I'd prefer "10 JS 6 JR" over "8 JS 8 JR", because JS gives a player a better mid-range game and still seems to boost a player's 3 point accuracy anyway.
In my opinion salary efficiency plays a big role in this game. You ideally want to train up combo guards; roughly equal wage in the PG and SG salary formulas, so that they get the best of both worlds for the lowest wage possible. Here's a good site for you:
http://www.buzzer-manager.com/If you sign up there you gain access to a number of features including the salary estimator that can be used to see how different skills affect player salary and potential caps.
It's usually a good idea to stick to one-position training unless you only have 2 games in any given week, or an abundance of decent trainees but no superstar+ potentials. Your players will train quicker in one position training and it's easier to micromanage 3 trainees compared to 6. Normal estimates say that 2 position training is about 70% as effective on each player as 1 position training, though actual results may vary from skill to skill.
As for your P.S... I'd say defence wins championships so when in doubt, Pressure (OD) if you're training guards and Inside Defence if you're training bigmen. Be sure to switch up your training regimes occasionally though to take advantage of the elastic effect.
Last edited by Jay (OTT) at 5/3/2013 11:04:29 PM