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Training Capped Players

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273191.28 in reply to 273191.27
Date: 9/4/2015 9:51:23 AM
Overall Posts Rated:
88
I have a 22 yr old SG with Superstar potentail that buzzer manager says is at 64-70% potential limit. Does that mean he still has room to grow more skills or he is already at his limit? I've trained pressure (2 position) for 5 weeks and no pop =/

From: Phyr

This Post:
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273191.30 in reply to 273191.28
Date: 9/4/2015 10:12:23 AM
Overall Posts Rated:
654654
You should almost never train OD, JR, PA, ID, or SB in two position training for a guard. Always one-position train those skills.

From: Phyr

This Post:
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273191.31 in reply to 273191.16
Date: 9/4/2015 11:11:05 AM
Overall Posts Rated:
654654
So I had a one of my guys who has been in 9 GS the last two training updates increase 2k DMI. B-M has him at 91-100%. I hope that means that he is still getting training or should his DMI increased more? I'm think that since he is classified as a PG and I gave him ID training that that is the reason for only the small bump.

Last edited by Phyr at 9/4/2015 11:11:58 AM

From: GM-hrudey

To: Phyr
This Post:
11
273191.32 in reply to 273191.30
Date: 9/4/2015 11:14:22 AM
Overall Posts Rated:
32293229
You should almost never train OD, JR, PA, ID, or SB in two position training for a guard. Always one-position train those skills.


At least, for guys with high potential. It's perfectly fine to train, for example, five lowish potential (e.g., star) guards two position.

This Post:
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273191.33 in reply to 273191.32
Date: 9/4/2015 11:38:00 AM
Overall Posts Rated:
14901490
Train 6 players, determine the 2 (out of the 6) who will be the less valuable end product (when you plan to stop training them) due to current skill/potential and sacrifice a little of their minutes if one of the other 4 guys fouls out.

If you train 1v1 first, the elastic effect is enough to make even OD increase at a decent rate. I've done this in Utopia and I sold all the guys except for 2. The best guy I sold had almost 85 TSP and no skill above 11 (he had 11 HA) when I sold him (33808655). I bought him for 2k and sold him for 469k (but I think I was extremely lucky to get him for 2k and he was quite well rounded also looking at his inside skills)

Last edited by Lemonshine at 9/4/2015 12:22:05 PM

This Post:
00
273191.34 in reply to 273191.26
Date: 9/4/2015 12:00:43 PM
Overall Posts Rated:
99
Well, one out of 2 pops down!Got a JS pop this week, leaning towards running 2pos PA for a few weeks now.

From: Lemonshine

To: Phyr
This Post:
00
273191.35 in reply to 273191.31
Date: 9/4/2015 12:17:30 PM
Overall Posts Rated:
14901490
Yeah I'd assume he got training and he's not completely capped. My main trainee (a MVP C) went from 1 776 900 to 1 780 800 with training in passing. Buzzer-manager has him at 94%-100%, Coach Parrot has him at 9.15 and my cap calculation sheet where I use the tables below (which I believe are the same buzzer manager uses) has him at 95.2%-102.5%. He's at risk of capping any time and he may already be.

The interesting question is what happens when you reach the value of the Potential sublevel. So in my case MVP=9.0-9.99, say the actual value is 9.30, do you still get a smaller amount of training after you reach 9.30 (until 9.99) or you just get no training whatsoever? I'm asking this because the increase in DMI this week was very little, therefore it seems possible that he is capped and now training at an even slower pace than he would normally.

Cap Calculations
Weights
Position/Skill__JS___JR___OD___HA___DR___PA___IS____ID___RB____SB
PG ________0.18__0.3___0.3__0.23__0.11__0.5__0.05__0.05__0.2___0.03
SG ________0.45__0.45__0.4__0.06__0.06__0.07_0.06___0.1__0.25__0.03
SF _________0.6__0.25__0.3__0.05__0.05__0.03__0.1___0.2__0.35__0.03
PF ________0.34__0.06__0.05_0.05__0.05__0.03__0.4___0.4___0.4__0.18
C _________0.08__0.15___0__0.03__0.03__0.03__0.46__0.42__0.45__0.25

Cap levels by potential (weighted skills)
Potential__________Min__Max
announcer_____0___10___10
bench warmer__1___10___12
role player_____2___12___14
6th man______3___14___16
starter________4___16___18
star__________5___18___20
allstar________ 6___20___22
perennial allstar_7___22___24
superstar______8___24___26
MVP__________9___26___28
hall of famer___10___28___30
all-time great___11___30___50



Last edited by Lemonshine at 9/4/2015 12:26:48 PM

This Post:
00
273191.37 in reply to 273191.36
Date: 9/4/2015 3:23:20 PM
Overall Posts Rated:
14901490
If you can start a spare player on top of 5 trainees then it means you can start 6 trainees too. There is no economic sense in paying salary for a starter at a position of training when you're going to preferably play your trainees in the first 2 games of the week. This is the point: if you have 5 trainees and want to maximise the chances of them getting 48+ then you will play T1/T2 in game1 of the week, T3/T4 in game2 and T5 + anyone who still needs minutes to get over 48 in the cup/scrimmage game.

Considering that the 3rd game is the least important because it will be often a scrimmage or a game with low chance of victory, then you either play a non-trainee in the first 2 games (and accept the risk of one or more trainees getting significantly fewer minutes than 48) or you're paying for a player you don't really need.

If you train 5 players it will be hard to compete anyway until they can hold their own against the competition (at least not being black holes) so you might as well get that 6th trainee, hope they can last for at least 46-47 minutes a game and get 6 older players to complete the roster. When at least 3 of your trainees are decent compared to the opposition, if you want to compete, among those 6 older players you may want to invest more and have players who can actually make a difference. At this time, it could be preferable to have 5 trainees rather than 6 to have a boost in one of the games and to be able to manage GS more easily.

Other than competing, I see no point in having 5 over 6 when you will try to give 48 minutes in a single game to all of them. Even if someone is so foul prone that he will foul out before half time or in the 3rd quarter, you should just dump him and replace him: 2 trainees are still strategically better than 1. Besides I doubt it's worth it to make up that 1 or 2 missing minutes if you are training 2 positions and I would advise against it. The only reasons for having 5 over 6 is that:
- one or more trainees often foul out (I suggest to replace these trainees)
- it's actually easier to manage GS if you are flexible in one game. Again, if you're not competing then there is no reason to nitpick about the fact that sometimes you have to play a big man as guard or vice versa to keep minutes under control and preferably between 48-72
- you can start a better player in one of the training slots once a week. Again this is only a concern if you try to compete for a playoff slot (I doubt this is a valid strategy for people in D2 or D1, as avoiding relegation will cost you way too much in non-starters salary)

Last edited by Lemonshine at 9/5/2015 7:48:42 AM

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