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The "Jump Range "" Stat

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This Post:
00
142812.25 in reply to 142812.24
Date: 5/8/2010 4:56:48 AM
Overall Posts Rated:
343343
Lol i need an other coffee i think :D

This Post:
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142812.26 in reply to 142812.23
Date: 5/8/2010 5:46:03 AM
Overall Posts Rated:
959959
i would go 14-12, and if i work on other Pops with this player i would even preffer 13-13 or 12-14 because Range is harder to train ;)

PS: I used 26 like you do :)

Last edited by CrazyEye at 5/8/2010 5:47:13 AM

This Post:
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142812.27 in reply to 142812.26
Date: 5/8/2010 5:53:50 AM
Overall Posts Rated:
343343
I am talking about finished product, so dont use as a factor the training.

This Post:
00
142812.28 in reply to 142812.27
Date: 5/8/2010 5:57:07 AM
Overall Posts Rated:
959959
and you got an answer for that ;)

This Post:
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142812.29 in reply to 142812.27
Date: 5/8/2010 6:02:55 AM
Overall Posts Rated:
522522
I'd go for 14 JS and 11 JR.

Message deleted
This Post:
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142812.32 in reply to 142812.11
Date: 5/8/2010 8:49:00 AM
Overall Posts Rated:
113113
my 5/7 SG is shooting better than 6/6 SG behind the arch

This Post:
00
142812.33 in reply to 142812.31
Date: 5/8/2010 11:22:37 AM
Overall Posts Rated:
522522
Why do you rate JR over JS?

I suppose my choice was dependant on tactics, if I played Run and Gun, Motion or Princeton then I would probably go something like 12-13 or 13-12, but as I play mainly inside tactics I consider a 14-11 or even a 15-10 much better.

This Post:
00
142812.35 in reply to 142812.34
Date: 5/8/2010 1:25:47 PM
Overall Posts Rated:
522522
Fair enough, I guess people's preferences in JS/JR will depend a lot on their tactics.

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