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The inquisitive diary of a buzzernoob

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This Post:
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302634.115 in reply to 302634.114
Date: 3/31/2020 8:51:56 AM
Overall Posts Rated:
1515
uuhhhh, so I did fail massively by starting with ID
at least now I know

I managed to bring my young "star" center from 6 to 8 in half a season in ID + he got one more pop in IS (now he is at 9)

PS: I just realized that in the beginning I had 2 weeks of IS training, but at that point didn't know what's up. However, I did get 6 players to pop in those 2 weeks

This Post:
11
302634.116 in reply to 302634.113
Date: 3/31/2020 10:02:31 AM
Woodbridge Wreckers
DBA Pro A
Overall Posts Rated:
14331433
Nobody starts training perfectly right out of the gate, so don't worry. Training ID on small players early isn't bad if you do want it on your players, because at a young age it won't go as slowly as later on. However, the consensus is that starting with 1v1 forwards is best for total training speed. It's also the most fun because you get the most pops.

Seeing their heights reinforces my opinion to focus training on those 3 together as guards, for now. If you train 1v1, you can train the other 2 as well though your 23 yo doesn't need any 1v1 training (I suggest selling him as he's not a strong player, but someone else might want to train him to become one). At the start of coming season you can check if you get lucky in the draft and get a better player to replace one of these, or you might feel like buying a better trainee on the market.

You can get lucky with some quick pops when training a new skill, because skills have sublevels. Your players might have had high sublevels in IS (like 6.9) and therefore quickly popped at first. The 2nd pop would take the regular amount of training time (roughly, because that first pop could have gotten him to 7.3 or something, so only 0.7 left).

This Post:
00
302634.119 in reply to 302634.116
Date: 3/31/2020 5:43:33 PM
Overall Posts Rated:
1515
I will be working on fixing my training then
I did want ID for all my players, because other than that low TSP Center (which I don't know why I don't play more often ) and my young Center (who keeps getting fouled out in most matches - started fiddling around with various types of defenses just to see which one doesn't get him fouled out), my players don't really have any decent ID, so I get butchered in the paint against any sort of human opposition (would like to have a team ready to compete when the time comes).

And speaking of a competitive team, I'd have a hard time finding a replacement for my 23 PG/SG as he puts some fairly decent numbers on the score board every single match, even when I play him as a C. I've trimmed down my squad as much as I could - heard 10 is a good number - so ditching a starter might not be the right move as of now, especially that I feel like he's not going to fetch a good price either.

The fast pops make sense. There were nice to experience in my early phases of the game experience nonetheless.

This Post:
00
302634.120 in reply to 302634.117
Date: 3/31/2020 6:03:49 PM
Overall Posts Rated:
1515
@Sakiz105: I did kind of get the general idea behind it, but could and will definitely use those numbers you've provided me with. So cheers for that. Having a quantifiable perspective always spurs on my appetite for petting the thin lines of efficiency

As of now, the salary doesn't seem to trouble me. Or I am not comprehending the scale of its influence. But the coaches' influence is definitely something that I want to wrap my head around. I must say though, that I was expecting a bigger difference from one level to another, giving the huuuge difference in staff prices and their salaries. Kind of feel cheated if anything, for having just recently bought a level 6 coach

are there some numbers behind the elastic effect? I might need to start more sheets in excel if I am to understand this correctly

I am guessing @NJ's numbers are mirroring that

This Post:
00
302634.121 in reply to 302634.118
Date: 3/31/2020 6:18:22 PM
Overall Posts Rated:
1515
that is simply awesome! cheers
I like the training plans a lot, though I kind of see a lot of values rounding up at 15. Is that a minimum default reachable for all levels of potential? I kind of feel like the height element is going to mess up a lot of my training plans in the future. And the physical stats seem to be assigned so randomly that it might be a while until I manage to train the right lads for the right position.

for now though, I am kind of exploring how converting positions works.Turning my PG into a PF would be awesome if doable

This Post:
22
302634.123 in reply to 302634.121
Date: 4/1/2020 6:50:48 AM
Woodbridge Wreckers
DBA Pro A
Overall Posts Rated:
14331433
If you like numbers and sheets, you should check the BB Help programs here (100218.2) before you start making them yourself :) Especially the Training Simulator is very helpful, it contains known numbers on all the factors for training like coefficients for height, age, elastic effect.

I wouldn't bother too much with positions of your players, just look at their skills and determine what would be helpful. If that converts the position, that's an insignificant side effect. It's more important to determine the necessary skills for your player to perform in the way you want him to, than to let some label determine anything you do.

Last edited by Jeründerbar at 4/1/2020 6:53:17 AM

This Post:
00
302634.124 in reply to 302634.123
Date: 4/1/2020 8:39:19 AM
Overall Posts Rated:
1515
:D this corona holiday is making people get into all sorts of projects now you've just put an end to mine
jokes aside, cheers for the link. I already checked 2 of them from the previous post, but will have a look at the rest as well

This Post:
00
302634.125 in reply to 302634.124
Date: 4/2/2020 1:56:22 PM
Overall Posts Rated:
1515
waaiiiiit
how does one get a customized court design? :O

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