This is a test of INTANGIBLES!
Results so far:
#5 = 76-89 (-30 at one point - second with zero plays)
#4 = 83-84 (first one with zero plays, freelance only!)
#3 = 113 -97
#2 = 111-85
#1 = 101-100 (-5, 28.9s to go)
------------------------------
I am trying to understand what this attribute actually influences in gameplay. Is it only a modificator of players' overall values or something bigger...
Guys from 2K Labs in 2017. claimed that to be the measure of player's clutchness.
Some argue it is a parameter that influences how player globally acts on court at all the tasks that arent statistically measurable, like moving off the ball, moving through screens etc...
--------------------------------
CHANGES FOR THIS GAME:
def. and off. playcalling - Manual-Manual
Fixed parameters:
- Memphis and Atlanta are using THE SAME Bucks players with the same stats!
- the rosters is consisted only of Bucks players, others have been sent to free agency. Only injured ones remained
- ALL BADGES are removed!
- Memphis players are set to 99 INT value
- Atlanta players are set o 25 INT value
- all players have 48 mins allocated
- injuries off
- fatigue off
- fouls expulsion off
- offensive and defensive consistency are set to 0 in attempt to maximally extrapolate heat/cold influence on players behaviour-scoring
- other sliders remain as in SLIDERS 3.0
- both teams have COACHES with exact same attributes, badges etc! The same applies for ASSISTANT COACHES!
- coaching points of EMPHASYS are all set to NO PREFERENCE
- help defense 50
- run plays 0
- bench 5
- lineup performance 0
- others all 50
- player specific PLAYS settings are set to NONE in order to see how players behave when reduced to basic freelance game
- FREELANCE is static - no repeat
- both teams have the same freelance choice (three of them), the default ones
- both teams use BUCKS PLAYBOOK, not that it should matter
- ACE is off
- def. and off. playcalling AUTO
- system PROFICIENCY is pace and space (3,5* both)
0 Comments