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Dafuq with the minutes distribution?

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From: Yotamnor

This Post:
11
265462.3 in reply to 265462.2
Date: 12/13/2014 6:16:16 PM
Overall Posts Rated:
173173
The blank line up is the only way currently to spread minutes correctly if you don't have a specific type of team which contains 5 obvious starters and 5 obvious subs.

I've been using BL for a long time by now- sincerely at the moment when I'm walking into a game which I wanna win the best way to do it for me is BL, putting on a lineup is for trainnings and minutes management.

So to sum it all up- I've used and am aware of how BL is supposed to act, what suddenly happened? what have triggered this unpredictable behavior by the engine which completly screwed my game (and my season...).

Last edited by Yotamnor at 12/13/2014 6:17:02 PM

This Post:
00
265462.4 in reply to 265462.3
Date: 12/13/2014 7:41:10 PM
Overall Posts Rated:
5353
Not adding any real explanatory value here but am always interested in how the game engine works so here goes:

Is the minutes primarily related to the foul troubles? So many fouls, so early on.

This Post:
00
265462.6 in reply to 265462.5
Date: 12/14/2014 2:44:24 AM
Overall Posts Rated:
173173
How can you "guess" that my best 3 players would all get fouled out given the chance to play?

This Post:
00
265462.8 in reply to 265462.1
Date: 12/15/2014 9:37:02 AM
Overall Posts Rated:
766766
could also be to do with stamina

and also to do with availability of other players at other positions.
and also to do with the opportunities to perform substitutions - eg: no break in play means subs dont happen when you think they would.


From: Jiddo

This Post:
00
265462.10 in reply to 265462.9
Date: 2/9/2015 3:44:56 AM
Cybot Galactica
III.1
Overall Posts Rated:
6565
Second Team:
Swan Warriors
This is not related to Blank Lineups, but still it is to faulty minutes count.

In the past seasons I regularly employes lineups that gave me the "default" 36 mins for the starter, and 10+2 for the backup.
1 minute more, 1 minute less, it was really very reliable and acceptable.
This season, though, I have seen a great blowup of this "rule", with starters playing around 40+ and backups stopping at just 4/6/8.
Quite regularly.

I noticed, as well, that games this season are more balanced, less lopsided, and more tight in score until the end.
Does this influence the minutes count for each and every role significantly, or did something change in the engine that impacted the so cool 36/10/2 minutes for different roles ?

Or is it a bug (not quite convinced of this, although it manifested just recently, after 5/6 seasons of a reliable distribution in all situations).

Thank you for any help !

From: jonte

This Post:
00
265462.11 in reply to 265462.10
Date: 2/9/2015 5:36:30 AM
Overall Posts Rated:
925925
as you said. the games are tight in score until the end. this should be the main reason for your starters to stay in the game. if nothing else changed (stamina, the skillset of you starters/backups etc.) it may be that your opponents just got better

From: Jiddo

This Post:
00
265462.12 in reply to 265462.11
Date: 2/9/2015 5:41:40 AM
Cybot Galactica
III.1
Overall Posts Rated:
6565
Second Team:
Swan Warriors
I've been promoted, so they have gotten better...
Or... more to it, I am not well prepared for the new level !
: )

I need to readjust the playing lineups then, cause it gives me a few players over 80 mins per game, and that should raise the chances of injuries and impact game shape much more than staying around 70....
Sigh...


From: jonte

This Post:
00
265462.13 in reply to 265462.12
Date: 2/9/2015 5:48:30 AM
Overall Posts Rated:
925925
yes. i didn't look it up but i imagined sth like this. it was the same for me when i promoted. suddenly you loose games or win by a small margin and your players play over 70 minutes per week.

good backups sometimes help you o have a good minutedistribution. a few seasons ago someone told me that low stamina on the starters is also a good idea, but since then they changed the stamina - GS relation.

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