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Player Tendencies, Badges, and Attributes - As they affect performance?

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Old 06-21-2015, 08:39 PM   #1
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Player Tendencies, Badges, and Attributes - As they affect performance?

Is there a thread or a place online (I can't seem to find it if so) where they explain the TENDENCIES? Or anywhere anyone has done some testing the Ratings?

e.g.
Crash - low is good?
Putback - high is good?
Roll vs Pop? High (90) is pop? low is roll?

I can't seem to get the bigs (Gobert, Drummond, Jordan, Love, etc) to grab more rebounds (11.5 is tops usually) and, in the case of Gobert, A.Davis, Ibaka, Noel, etc more blocks (2.2 is the highest I've seen)

Anyone had any success getting 14+ rpg or 3-4 bgp in sims?

Thanks!
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Old 06-23-2015, 12:23 PM   #2
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Re: Player Tendencies, Badges, and Attributes - As they affect performance?

Yea man we had more threads like this in last gen 2k14 but not so much this year for current gen for some reason. Maybe a lot of the guys that do roster editing/testing just haven't jumped ship yet.

But to answer your question I think attributes have a lot more to do with sim stats that don't relate to scoring. For example if you want someone to average double digits assist like in the 10-12 range. You have to basically make his passing very high and everyone on his teams real low. Also make sure his shot tendency is below 50 and play calling is below 50. And the pass out tendency is very high. I did this with a created player and he was getting like 15 to 16 assist with an average of 12.5. Now their may be other factors like play books and point of emphasis but I don't think they factor that much.... So in essence you can do he same thing for other categories, make the person you want high in that specific category and everyone else low. I know it's a pain lol

For scoring its kind of the same thing. High shoot tendency and everyone else shot tendency low. Say 40 notches lower. I've been getting real good sim stats. I haven't got real high blocks but I haven't tried the strategy yet with that category.
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Old 06-23-2015, 12:37 PM   #3
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Re: Player Tendencies, Badges, and Attributes - As they affect performance?

Appreciate the info. And the time put in.

But gosh, to tinker with all the guys, that is a bit of a pain. lol

And then as your GM season rolls on...trades, drafting players, etc - can no longer edit - really have to be 'careful' who you draft/sign.
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Old 06-23-2015, 01:00 PM   #4
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Re: Player Tendencies, Badges, and Attributes - As they affect performance?

Quote:
Originally Posted by rjohns23
Yea man we had more threads like this in last gen 2k14 but not so much this year for current gen for some reason. Maybe a lot of the guys that do roster editing/testing just haven't jumped ship yet.

But to answer your question I think attributes have a lot more to do with sim stats that don't relate to scoring. For example if you want someone to average double digits assist like in the 10-12 range. You have to basically make his passing very high and everyone on his teams real low. Also make sure his shot tendency is below 50 and play calling is below 50. And the pass out tendency is very high. I did this with a created player and he was getting like 15 to 16 assist with an average of 12.5. Now their may be other factors like play books and point of emphasis but I don't think they factor that much.... So in essence you can do he same thing for other categories, make the person you want high in that specific category and everyone else low. I know it's a pain lol

For scoring its kind of the same thing. High shoot tendency and everyone else shot tendency low. Say 40 notches lower. I've been getting real good sim stats. I haven't got real high blocks but I haven't tried the strategy yet with that category.
The Low Passer Rating was true last year, but it is not the case this year if you want guys over 10 APG. You can go that route if you choose, but it throws off gameplay in my opinion. Everyone has a different way of getting what they want out of the game.

My last Sim i have 5 guys in Double Digit Assists. 3 guys over 30ppg and had a couple teams with Three 20ppg scoring, Without making the other players on the Team Obsolete. I am doing this with my Fictional Roster, so it takes away alot of Player Bias that exists when trying to Edit an NBA Roster. But it also shows me what the game is Capable of.
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