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The inquisitive diary of a buzzernoob

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302634.84 in reply to 302634.83
Date: 3/21/2020 12:59:55 PM
Dynamo J. Hradec
II.4
Overall Posts Rated:
499499
You'll never buy a trainer level 6 with 5000 salary for 2 millions. Buying him for 8 millions is totally reasonable - you can keep him for a very long time.

You can buy one with salary around 30000 for 1 million or less (I did twice). And you need one when you train NT prospects.

This Post:
00
302634.86 in reply to 302634.85
Date: 3/21/2020 3:51:18 PM
Dynamo J. Hradec
II.4
Overall Posts Rated:
499499
You didn't, I mixed up two your answers, my fault.

Nonetheless I disagree buying that trainer for 8 M is idiotic. It makes sense for someone who needs him and it's financially OK. Or at least it was at the moment.

This Post:
22
302634.87 in reply to 302634.76
Date: 3/25/2020 8:51:40 AM
Woodbridge Wreckers
DBA Pro A
Overall Posts Rated:
14331433
Potential is for the player, not for individual skills. Each skill has a different effect on the potential it uses, depending on the overall skillset. If your player is a Center, raising Inside Shot 1 level eats a good amount of potential. If your player is a PG however, raising Inside shot 1 level barely uses any potential at all.

Also, the potential in Buzzer Manager is not up to date. There have been changes to Shotblocking and Jump Range which are not reflected in the tool; they use less potential in reality than in the tool.

The value of potential on a player depends on wether it will be a limiting factor, and that depends on your skill in training, your trainer/facilities and his starting skills. Usually, a new player doesn't have a lot of skills/assets for training, so a player with high potential doesn't mean much since a new player probably won't be able to train that player to it's cap. The better your skills/training assets, the more important the potential becomes. Also, your goal with the players matter a lot; if you want to train a balanced SF you need less potential than a traditional Center.

Seeing that you're into training, inquisitive enough to increase your training skills and willingness to invest in training assets, I'd say you can use higher potential players. I'd go for 7 minimum, 8 is fine and 9 is nice to have.

Also, to compare 18 and 19 year old draftees, consider that the 1st year of training can yield 10-18 skill points (depending on your training assets and which skills you train). So relatively speaking, your 18-yo player with 47 has more TSP than your 19-yo player with 58 TSP. He also has higher potential. However, you can get an 18-yo 8 potential player with 50+ TSP for cheap on the market, which makes for an even better trainee. They won't be home grown (and possibly not even from your country), so that means less merchandising income.

Enough food for thoughts I assume :)

This Post:
11
302634.89 in reply to 302634.87
Date: 3/25/2020 7:23:25 PM
Overall Posts Rated:
1515
you Sir, you are gold!

Definitely some food for thought. Wouldn't mind some more, even though this is delicious enough
I will have to and I will re-read it several times until it sticks in my poor memory. The different skills eating into the potential at different rates it is definitely something that makes me weigh my options differently

This Post:
11
302634.90 in reply to 302634.89
Date: 3/26/2020 4:47:19 AM
Woodbridge Wreckers
DBA Pro A
Overall Posts Rated:
14331433
The same goes for salary by the way (you might have noticed that). Increasing Inside Shot on a Center, expensive. Increasing Inside Shot on a PG, free! This is because every position has its own salary formula; the game calculates salary for each position, and the highest salary determines the player's position. It's possible the game assigns a position to a player that doesn't seem to match his skillset. Also, when you train players, the outcome of the different formulas change and if the outcome of the formula of another position becomes higher than the current, you'll see another position assigned to the player.

This happens you train a guard with low passing; he'll probably be a SG. When you start training passing, you won't see a salary increase right away (if you use buzzer-manager for example, as in the game salary only gets adjusted at the start of the season). At some point though, salary will increase and you'll see he becomes a PG.

This Post:
00
302634.91 in reply to 302634.90
Date: 3/26/2020 4:46:23 PM
Overall Posts Rated:
1515
You've just read my mind. I had this written down as my next question and left it in a draft stage

I see that positions have an impact on certain elements of a player's development, but I've noticed that positions change depending on how the skills evolve/devolve. Does that also change the impact that the development of certain skills (and the development itself) have on a player's potential cap/salary?

The other thing that got me confused is how can a player gain so many skill points in just one season/year. My best home-grown prospect (Denize) only got 4 pops in a tiny bit over half of a season (was training ID, if that makes any difference)
And being on the subject, is there a cumulative effect on training if you train 2 positions in a skill (in various scenarios)?
Like if player A gets to play 14min as a PF and 34 as a C (while training both positions), will he benefit fully of the minimum requirement for getting training?
What if player A gets to play 48min as a PF and 48min as a C? will there be a certain multiplier effect on the amount of training he is getting?

This Post:
00
302634.93 in reply to 302634.92
Date: 3/27/2020 7:36:03 AM
Overall Posts Rated:
1515
awesome! now I have the training bit sorted out (even though,sadly, I didn't record any pops today)
I don't have a youth trainer and as far as I've read, in my current context/condition, it would just be a waste of money
but now my eyes started shinning because of those numbers you are telling me no bueno


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