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2022 BuzzerBeater Knowledge Base

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From: Apex

This Post:
22
314816.61 in reply to 314816.60
Date: 6/5/2023 9:46:55 PM
Atelier
IV.13
Overall Posts Rated:
420420
I just went ahead and asked for a bit of clarification...

Substitutions can be impacted by your opponents tactics and the state of the match
The rate of stamina decrease is impacted by substitutions and how long players play.

So in theory your opponent can indirectly influence your substitutions via their tactics. But there is no direct influence on your stamina consumption.

2x NBBA Champion: S55, S56. 3x USA Cup Champion: S54, S55, S56. WR for longest home streak ever at 11 in Season 47.
From: ned

This Post:
00
314816.62 in reply to 314816.52
Date: 6/6/2023 1:55:38 PM
Freccia Azzurra
IV.18
Overall Posts Rated:
823823
Second Team:
Slaytanic
So at the end having a roster with SB 20 is enough to keep the opponent score low? What about having high SB on P and PG position, in your opinion?

1990-2022 Stalinorgel - https://www.youtube.com/watch?v=pV-Xppl6h8Et
From: Nachtmahr

To: ned
This Post:
33
314816.63 in reply to 314816.62
Date: 6/9/2023 11:20:29 AM
white snake
II.1
Overall Posts Rated:
72467246
Second Team:
Black Forest Boars
So at the end having a roster with SB 20 is enough to keep the opponent score low? What about having high SB on P and PG position, in your opinion?

No, you need OD and ID before SB is triggered. If your guys cannot defend m2m (OD / ID), they will be not good at defending the shot afterwards.

I had SB 13 on PG and SG in Utopia. It is great with a FCP. For other tactics it is not so streng, but I would take it wirhout a moment of hesitation.

From: ned

This Post:
00
314816.64 in reply to 314816.63
Date: 6/9/2023 12:18:05 PM
Freccia Azzurra
IV.18
Overall Posts Rated:
823823
Second Team:
Slaytanic
Danke

1990-2022 Stalinorgel - https://www.youtube.com/watch?v=pV-Xppl6h8Et
This Post:
1616
314816.66 in reply to 314816.65
Date: 6/12/2023 2:58:17 AM
white snake
II.1
Overall Posts Rated:
72467246
Second Team:
Black Forest Boars
I have three main points here.

Point 1:
ID=SB
The "best" combo for the engine. It is just the way, how the engine was set up and is intended to run.

Point 2:
ID > SB
The main target here is to defend the opponent and take away the high % shooting spot. With ID you force your opponent to take worse shots and SB is just the secondary option to block or alter the shot.

Point 3:
SB > ID
I call this a "trap C". You lower your ID intentionally to open up a mismatch. The engine will shift towards this big and run more actions against him. As soon as the opponent takes the shot, the high SB kicks in and you stop him.
The crucial point here is, how far can you lower ID. If it is too low, the opponent will outplay you and take high % shots. Or your big fouls a lot.
From what I know about the game engine, ID should be in the range of the offense skills of your opponent.
So if you play against IS 23, ID 20 and SB 20+ would be my target.
Maximum 3 skills between your ID and the opponents IS.
SB can be 23 or 24, what you want and the capspace allows you to train.

If you run a IS+ID+RB PF with a trap C, you can set up a shift. The C has just to look like the better mismatch


When I build and and analysed Haek, the better he got, the more the engine tried to evade him. The big besides him got more and more actions to defend and had more blocks.
In Utopia I am building some trap Cs currently...

This Post:
11
314816.68 in reply to 314816.66
Date: 6/12/2023 9:45:28 AM
RB Warriors
II.1
Overall Posts Rated:
2020
Yes, this is correct indeed.
But I prefer using low SB players with high defense ( is this better for defending the opponent from scoring? )

This Post:
22
314816.69 in reply to 314816.68
Date: 6/12/2023 1:38:53 PM
white snake
II.1
Overall Posts Rated:
72467246
Second Team:
Black Forest Boars
Yes, this is correct indeed.
But I prefer using low SB players with high defense ( is this better for defending the opponent from scoring? )

Higher ID is better for defending the opponent. Let us make a scenario with made up numbers.

Without a defender the attacker would have a success rate of 70%.

Now you defend him in the paint. ID will lower this 70% to 55%. You increase your ID and it drops ro 45%. And so on.
At some point the drop rate will be almost non existent, because your ID is so overwhelming.
So the attacker has now 42% as a success rate. Your player decreasesd it thanks to his ID down from 70%. It attacker decides to take the shot. Now SB kicks in. Without a good/high SB the attacker can still score with a good %. If SB is high, it will just alter or block (% drops to 0%) the shot.

What is better for you and your team, only you can tell ;) I think it is just a way of playing this game. You prefer ID>>SB and I like SB>ID.

This Post:
11
314816.70 in reply to 314816.69
Date: 6/12/2023 7:33:46 PM
RB Warriors
II.1
Overall Posts Rated:
2020
Thanks very much!
Totally understood.
Actually I like ID more because I don't want to use those weeks to train SB, rather than other skills

This Post:
00
314816.71 in reply to 314816.66
Date: 6/14/2023 4:07:55 AM
Cobra Kai
III.10
Overall Posts Rated:
421421
Second Team:
Wu Tang Clan
When I build and and analysed Haek, the better he got, the more the engine tried to evade him. The big besides him got more and more actions to defend and had more blocks.


So if I understand correctly, since haek was the initial target of the engine (let's say in the first 15 minutes), opponent got more shots against him, resulting in shotblocks , after that the opponent's coach shifted the shots to your other big guy who made shotblocks on his own even though his SB was not high? or because haek helped him alter the shots because he was constantly improving in SB & engine tried to avoid him after a 15 minutes time out for example?

I'm trying to understand the timeline/scenario of your other bigs increasing their shotblocks even though their SB was much lower than their ID

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