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Dormouse (7)
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307729.4
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Date: 12/25/2020 5:00:10 PM
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2nd - Roles to train:
We can decide which roles to train in the second drop-down menu, the one next to the type.
On the basis of the type chosen we are given possibilities.
For example in the case of "Pressure" training we can choose whether to train those who played as PG or SG, SF, PF or C.
However, we note that moving away from the preferred role for training the percentage of improvement drops. A PC will get 100%, an SG will get 90%, etc.
We can also decide to train several roles at the same time, for example PG and SG together, but in this case the improvement of the players will be slower than if we trained them in one role only.
Based on the roles we choose, the image of the playing field above changes by placing a ball in the circle of the chosen roles.
(Remember to save the changes you have made before exiting the page)
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Date: 12/25/2020 5:01:40 PM
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3rd - Weekly minutes:
Once we have decided to train Outside Shooting for the role of PG, we should have to play the players to train in the role of PG in that week's games.
To take a full training, players must play at least
48 minutes
in the chosen role (even in multiple games). If they play less the percentage of training taken drops.
To see the minutes and roles our players have played during the week we can look at the "Weekly Stats" page in the main menu.
BuzzerBeater comes to our aid by immediately showing us which players have accumulated minutes in the roles we have chosen, highlighting the time in red when they are under 48 minutes or in green when they are equal to or greater than 48 minutes.
Taking into consideration types of training with single slot; in order to train a player in the best possible way, we must make him play for 48 minutes (or more) in a certain role.
During a week we can have a maximum of three games (two league matches + one which can be national cup or scrimmage). We can therefore train a maximum of 3 players, but we should be very careful in setting up the formation.
In general, to have a player play 48 minutes in a single game, the chosen player must be set as both a Starter and Backups and Reserves.
We must also avoid having players in excess of the Starter and Backups roles, set in the Substitutions field "
Strictly Follow Depth Chart
" and in the Foul Trouble field select "
Let Them Play
".
In this way the chances of a player playing in the 48-minute chosen role are very high, with the exception of injuries, fouls or very prolonged Garbage Time.
Last edited by Dormouse at 12/25/2020 5:02:02 PM
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Date: 12/25/2020 5:02:27 PM
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4th - Cross Training:
It is a training that helps to grow skills not trained directly (the primary or secondary ones we have seen in the previous table).
This type of training (which we don't choose, but which is always active) slightly raises all of a player's skills even if this growth is very slow and very difficult to estimate.
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Date: 12/25/2020 5:06:50 PM
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5th - Elastic training:
There is another type of training that is always present that is activated simply by training a skill with a large difference between associated skills.
It may seem complex, I'll try to explain it better.
Some skills go up faster if they are much lower than other associated skills.
These associations between skills are not explicit in the game, so over time we have tried to understand which skill is influenced by which other, here below I report some of these known combinations:
Trained skill -> (is towed by) Matched skill -> drag coefficient
JS -> DR -> 0.011
OD -> HN -> 0.007
HN -> OD -> 0.050
DR -> HN -> 0.005
PS -> HN -> 0.030
IS -> ID -> 0.001
ID -> IS -> 0.020
RB -> IS and ID -> 0.20 and 0.010
JR -> JS ->?
SB -> ID and RB ->?
This means that when we train JS if the DR value is much higher the growth rate of JS will increase. Each match has a coefficient that must be multiplied by the difference in value of the two skills.
If we suppose we have JS at 5 and DR at 15 and the relationship between the two skills expressed by a coefficient of 0.011 the count will be:
DR - JS = 15 - 5 = 10 which must be multiplied by the coefficient
10 x 0.011 = 0.11 (11%)
This increase is added to the percentage of training that the player takes if trained in JS, giving a significant advantage to the growth of the players.
Furthermore, this growth (those dictated by the elastic training) are not influenced by the age of the players, allowing to continue to train even players who are no longer very young.
Last edited by Dormouse at 12/29/2020 5:35:58 AM
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Date: 12/25/2020 5:07:39 PM
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6th - What affects the training:
Main training and cross training are influenced by the age and height of the player.
Younger players are faster to learn and improve in skills.
Height also influences training, a
short player
will be quicker to grow into an "
outside
" skill, while a
tall player
is favored in learning the "
inside
" skills.
JS, JR, OD, HN, DR, PA are considered "outside" skills; while the "inside" ones are: IS, ID, RB, SB.
Let's also remember that when you reach a certain age, players begin to lose skill levels (around 32, perhaps later with the new changes made in Season 52).
The general training that can be selected in the "Team Training" training field (Game Shape, Free Throw, Stamina) are not affected by age.
The Stamina skill can suffer even in a young player.
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Date: 12/25/2020 5:08:14 PM
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7th - Coaches:
Another thing that affects the growth rate of trained players is the level of the coach.
Looking at the "Staff" page in the main game menu we can change our collaborators.
The "Trainer" is the one that allows players to improve faster. Obviously the higher the level of him (Minimal 1 - Basic 2 - Competent 3 - Advanced 4 - Superior 5 - Exceptional 6 - World-renowned 7) the more our trainers will be positively influenced.
Clearly, we have to deal with our available budget, both for the purchase of the employee and for his maintenance.
Indicatively effective progress has already begun from level 4.
Also for young players an additional collaborator called "
Youth Trainer
" has been added that we can add to the staff with the link under the word "Secondary Staff".
This manager only affects players between the ages of
18
and
19
. If you do not have any trainers of this age, it is not beneficial.
The main trainer can have "Specialty" which are "Carreer extension" and "Fitness". The first acts on aging and limits the decline in skill in old players, while the second allows you to slow down the decline in Stamina.
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Date: 12/25/2020 5:08:53 PM
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8th - Structures:
In the "Arena" page in the main menu we can see our game arena with some additional structures that can help team development. We can see them by clicking on "Arena Designer" under the image of our building.
Those that affect training are two:
Gym
and
Training Ground
.
The
Gym
increases the effect of Cross-Training, increasing the growth of skills not trained directly.
The
Training Ground
only affects the Free Throws of all players on the team.
These structures have 3 levels, obviously the higher the level the greater the influence they will have.
Even here, however, we should deal with our budget as they have very high purchase costs (level 1 of any structure costs 500,000, level 2 costs 800,000 and level 3 costs 1,000,000) and a maintenance cost of 5,000. level every week. (at level 3 we will spend 15,000 every week).
So we need to evaluate what we can afford.
A small note: usually you take advantage of the weeks with a lower number of games (that of the All star game and those of the end of the season between playoffs and playouts) to train the whole team in Stamina or Free Throws. With the Training Camp we can worry. less about training Free Throws during these weeks.
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