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Forgot to add... this especially applies when those players are used on the Penalty Kill lines

One thought on training defense on forwards and not offense on defenders, not that I don't think its a good idea, but I've noticed guys coming out of camp as I build up my facility already have more. So it may be worth it to wait for the better players.
That being said, before season 2 I trained all my forwards to a minimum of 10 defense. But I like my PK guys to have at least 20. To put that in perspective my best players have their primaries in the 60's.
That being said, before season 2 I trained all my forwards to a minimum of 10 defense. But I like my PK guys to have at least 20. To put that in perspective my best players have their primaries in the 60's.
I have a guy I pulled with 45 O and 40 shot... his Qs were sweet for a Dman so I converted him to D. He now sits at 70/45/40/60/40/40 (D/O/S/P/T/A). I haven't played him much to take advantage of his youth and high training rate... but the two friendlies he's been in he's found the net so I'm going to build him up really nice into a good offensive Dman and PP specialist.
I would like to know if DEF on a keeper makes a diff, as for OFF on Dmen. . .
Offense on Defense seems like a bit of a waste to me.
My D man Dávid Botošov was had 13 OFF (5th for my D men / worse than ANY forward) Shot went form 24 - 30 during the year (4th for D men / worse than any forward). PAS is where it is at he was highest of my D men and 4th on the team.
Now with that he LEAD my team in scoring in I.1 Season 3
11G 24A
Looking at my other D men, those with higher Off and or Sho get NO offensive bonus, no matter if 1st line, PP or PK.
Offense on Defense seems like a bit of a waste to me.
My D man Dávid Botošov was had 13 OFF (5th for my D men / worse than ANY forward) Shot went form 24 - 30 during the year (4th for D men / worse than any forward). PAS is where it is at he was highest of my D men and 4th on the team.
Now with that he LEAD my team in scoring in I.1 Season 3
11G 24A
Looking at my other D men, those with higher Off and or Sho get NO offensive bonus, no matter if 1st line, PP or PK.
Stan has been toying with the idea of Def on a keeper helps. He seems to believe so. I think it should, as should agr, but Vlady is persistent that it is not needed.
Based on my Dmen experiments I would believe what Vlady says over what would seem logical.
I would take what comes from the devs over anything that comes from supposed testing. While some things can be large scale tested and provide accuracy, the impact of defense on a goalie is not one of them.
In order to get an accurate sample you would need at the bare minimum of 100 games played between identical teams with the only difference being the defense atty on the goaltender. That's just not possible.
I could train defense on my goaltender and argue he is playing better, but at the same time, the defense rating of my other players is also improving. You also have to take into account your opponent. Just way too many variables to get an accurate sample.
In order to get an accurate sample you would need at the bare minimum of 100 games played between identical teams with the only difference being the defense atty on the goaltender. That's just not possible.
I could train defense on my goaltender and argue he is playing better, but at the same time, the defense rating of my other players is also improving. You also have to take into account your opponent. Just way too many variables to get an accurate sample.
Wish Scott hadn't mentioned my name frankly.
But here's my approach to the game lately. I'm trying various things based on a single over riding concept. That being diminishing returns. This is looking at a player who produces "X" that recently has not performed to his previous level. Then look at non bundle attys and see if those not being built might fall outside a certain percentage or ratio.
I've had success in getting players back to previous production levels with this approach. Could just be coincidence mind you but I've applied this approach to all positions on a few players and seems to have results.
As for "supposed testing" under the peramiters suggested by one individual you might as well try nothing because you'll never get the perfect controls necessary to measure results accurately. Thus why bother playing at all. It's just luck and random.
Actually I think the games randomness is wide so you're very unlikely to qualitatively prove much conclusively. Folks like myself mirely suggest ideas to try. Each person is free to experiment or not. Though I'd personally take what the devs say with a grain of salt. They have made it clear they do not wish to disclose the game engine. So if we are discussing a concept and have actually hit on something the devs aren't going to comment as to it's accuracy.
Lastly let me say that non bundle atty development falls into that murky water area. Vlady has stated on several occasions they do not matter. Certainly they don't for star/puck recognition. But perhaps within the game engine it might be different. Then again perhaps not.
But here's my approach to the game lately. I'm trying various things based on a single over riding concept. That being diminishing returns. This is looking at a player who produces "X" that recently has not performed to his previous level. Then look at non bundle attys and see if those not being built might fall outside a certain percentage or ratio.
I've had success in getting players back to previous production levels with this approach. Could just be coincidence mind you but I've applied this approach to all positions on a few players and seems to have results.
As for "supposed testing" under the peramiters suggested by one individual you might as well try nothing because you'll never get the perfect controls necessary to measure results accurately. Thus why bother playing at all. It's just luck and random.
Actually I think the games randomness is wide so you're very unlikely to qualitatively prove much conclusively. Folks like myself mirely suggest ideas to try. Each person is free to experiment or not. Though I'd personally take what the devs say with a grain of salt. They have made it clear they do not wish to disclose the game engine. So if we are discussing a concept and have actually hit on something the devs aren't going to comment as to it's accuracy.
Lastly let me say that non bundle atty development falls into that murky water area. Vlady has stated on several occasions they do not matter. Certainly they don't for star/puck recognition. But perhaps within the game engine it might be different. Then again perhaps not.
Yeah, I'm a believer that tec plays a huge role in defenders... It got to the point where a guy could be one of my top 4 defenders, but his tec was so low, he was getting 3-4 penalties in a game, so I sold him.
that's actually in the guide now. not sure when it was added.
The Devs are great at giving vague information... and so they should. The worse thing they could do would be to tell us exactly how the system works, or what works best.
So i personally take what the Devs say as a very vague/basic guide... and then test different things to find what works best for my team.
So i personally take what the Devs say as a very vague/basic guide... and then test different things to find what works best for my team.
Indeed, but as your defender grows your tec should also, because every single one of your players should have tec higher than aggression.
It's gotten to the point now where I'm doing a 2:1:1:1 ratio with all secondaries. The exception is shooting. I try and keep it 1 level down from the primary. So for example, if my forward is 60Off, I'll try and have his shooting be at least 50.
A little change of topic here: so I just put a player on the market, and had to pay the extra fee (not much - 7% instead of 5%) for having sold more than 10 players in the past 112 days. I know this is to stop buy and sells - here's the thing - I have never bought a player (trying to see how far I can go only using team resources). Secondary, I am getting charged extra for having 41 players, so I need to be selling players (or firing - which is not a good idea long term - need the money) - and since I now pull 5 players (this time I was lucky and promoted 3 - 1 which I will end up selling as his quality was not high enough)....so, not sure the solution, but the implementation to stop buy/sell seems to be a little off in this case.
Cheers,
Cheers,
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