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zyler (1)
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From:
j9s3
To:
Sleet
This Post:
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152325.2
in reply to
152325.1
Date: 7/22/2010 9:22:03 AM
Overall Posts Rated:
51
Yeah, that's bs, but unfortunately there is nothing you can do about it. Especially since every time a shot goes up, the clock stops... In a real game, the clock would have expired while the shot was in the air.
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From:
zyler
To:
Sleet
This Post:
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152325.3
in reply to
152325.1
Date: 7/22/2010 9:50:36 AM
Overall Posts Rated:
217
answered 1 of these before, as mentioned the clock stops between the shot n rebound, as you do not know where the rebound was grabbed whats to say the rebound wasnt grabed in there half with 1.9 secs left, stil highly unlikely but slightly move believable .
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From:
Dunkface
To:
Sleet
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152325.4
in reply to
152325.1
Date: 7/22/2010 3:05:11 PM
Arizona Cacti
III.8
Overall Posts Rated:
276
I haven't had it affect a game I've been in yet, but yes I do think that's the most unrealistic aspect of the game engine. I think (x) number of seconds should be deducted from the shot/game clock before an offense begins to function, perhaps based on the difference between the point guard's handling rating and the OD of the player guarding him. So a PG being blanketed on defense might take 7-8 seconds to get the ball upcourt and start the offensive set whereas a PG with much better handling could get the ball upcourt in 3-4 seconds.
Either way, I'd like to see examples like the one listed by original poster be phased out of the game engine.
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From:
HAHA
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152325.5
in reply to
152325.1
Date: 4/6/2013 12:33:30 PM
HAHA001
IBL
Overall Posts Rated:
476
Wow ... that's a nice rebound full court pass ...
Sorry to "MIamI H3aT" ...
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