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Why did I almost lose?

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10436.3 in reply to 10436.2
Date: 12/20/2007 10:43:11 AM
Overall Posts Rated:
88
Thanks a lot for the detailed reply and for the encouragement...
You're right, my passing and handling must be improved, but it didn't bother me getting greater wins on much better teams, even away.
Winning is important, but I was disappointed with this match especially because of the lousy shooting. I usually get around 45% especially at home.
I'll try to push the ball on my next match.

Do you think a team with bad passing and handling should play faster or slower (high vs low pace)?

Do you think these two shortcomings requires contradicting reactions, i.e., maybe bad passing forces the team to play slower (players think more before they pass) but this causes them to hold the ball more which requires good handling?

thanks again,

yaniv

This Post:
00
10436.4 in reply to 10436.3
Date: 12/20/2007 11:01:14 AM
Overall Posts Rated:
744744
You asked my opinion, so don't take this as gospel as I really don't know for certain.

I believe it has been suggested that the longer a team waits before shooting, the more passes they attempt trying to get a great shot opportunity. If this is true, it seems viable that a team with dodgy passing/handling would be best suited to get rid of the ball as soon as possible. The theory also extends to the defenses you play against; i.e., the concept behind Full Court Press is that forcing the opponent to pass more will lead to more turnovers. If that is true, then I'd also stay away from playing an offense like Patient with poor passing/handling.

I would test this out in a scrimmage with guys that can shoot well but can't even pass gas, playing something like Run & Gun. It may be interesting research for the community at large.

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This Post:
00
10436.5 in reply to 10436.4
Date: 12/20/2007 11:13:46 AM
Overall Posts Rated:
88
Thanks a lot

I'll try run and gun it on Saturday's league match (I'm playing a weak team)

This Post:
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10436.6 in reply to 10436.5
Date: 12/20/2007 11:16:44 AM
Overall Posts Rated:
744744
Good luck to you.

Let us know how it works out, won't you?

(http://www.buzzerbeater.com/community/fedoverview.aspx?fe...)
Keep your friend`s toast, and your enemy`s toaster.
This Post:
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10436.7 in reply to 10436.6
Date: 12/20/2007 11:21:03 AM
Overall Posts Rated:
88
ofcourse

This Post:
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10436.8 in reply to 10436.7
Date: 12/23/2007 7:40:40 PM
Overall Posts Rated:
9696
maybe an other thing to think about.
As I understand it the game engine looks for shotoportunities, the fact that your players took so long to get a shot (many times near the shot clock) is something I don't understand (I also didn't look at your match and tactics (maybe you played patient?, dunno).
What I do understand is that once the chance for a shot arises, it is taken by the player, and then a calculation is made to see if he scores. If you are better, if you player is better, then lets say you should roll a 4 or more on a 20 sided die in order to score, 3 or less, and the defence stops you. Now the more rolls you make, to more likely it will get that you average out on making 17 out of 20 shots, BUT every time the die needs to be roled, and believe me, I can roll 3 or less prety often with a 20sided die...
My point is, if you take an overall of all matches over a whole season, it will be prety close to the numbers you deserve to get, but 1 game can always go wrong in one way or another...
If you keep being puzzled by your results, you should start thinking about solutions, if it only hapens once in a season, I don't think you're doing anything wrong...

They are not your friends; they dispise you. I am the only one you can count on. Trust me.
This Post:
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10436.9 in reply to 10436.8
Date: 12/24/2007 10:15:07 AM
Overall Posts Rated:
88
Thanks for your answer.
I've played base offense on that match.
The opponent was the worst human team on my league, which even gets kicked by the worst bots (hope he doesn't reads this...).
That is why I started this thread, as my team usually scores much better against much better teams.

This Post:
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10436.10 in reply to 10436.7
Date: 12/24/2007 3:45:48 PM
Overall Posts Rated:
744744
Looks like the Run & Gun worked pretty well. You shot nearly 46% from the field, and over 38% from 3-pt range (an improvement over the previous 35% from the field and <17% from 3pt range). However, you did match up against an opponent with complete crap perimeter defense, which always helps.

(http://www.buzzerbeater.com/community/fedoverview.aspx?fe...)
Keep your friend`s toast, and your enemy`s toaster.
This Post:
00
10436.11 in reply to 10436.10
Date: 12/24/2007 4:04:49 PM
Overall Posts Rated:
88
Yea, he does have a very bad perimeter defense.
I was also very happy that my players took 104 shots instead of the 80 in the last game, and the 8 TOs.
I wanted to send an update on my findings after my important match tomorrow against the league leader, I plan to play Push the Ball (hope he won't have time to read this...).
This would give us a much better indication regarding the influence of higher pace for teams with low offensive flow, like my team.

This Post:
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10436.12 in reply to 10436.10
Date: 12/25/2007 9:15:24 PM
Overall Posts Rated:
88
Pushing the ball seemed to work!
I've played against the only undefeated team in my series, and beat them by 16!
I've lost many balls, but my players took many shots, without shot clock problems, and scored marvelously...
(1166074)

This Post:
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10436.13 in reply to 10436.12
Date: 12/25/2007 10:20:20 PM
Overall Posts Rated:
744744
Wow. You did remarkably well considering how much your team fouled (and how well your opponent shot FTs). That aside, you finally had a test against a decent perimeter defense, and came out on top.

Push the Ball was likely a better choice in this scenerio than Run & Gun, too; as you had only a minor advantage in rebounding (even against his FCP).

Good job

(http://www.buzzerbeater.com/community/fedoverview.aspx?fe...)
Keep your friend`s toast, and your enemy`s toaster.
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