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for my PK lines, i focus on forwards who have high defense, high tec and high passing.
i think that is agression more important for penalty killing than passing and tech
I'm trying to come up with a formula to determine a players Quality when it comes to training the Attributes that affect his position.
For example) Winger Q(off)*.5 + Q(tec)*.2 + Q(agr)*.2 + Q(sht)*.1
Any thoughts?????
For example) Winger Q(off)*.5 + Q(tec)*.2 + Q(agr)*.2 + Q(sht)*.1
Any thoughts?????
Aggression plays a key role, but aggression is also what puts your guys in the box to start with. I've never been big on aggression with my team, and generally have had a highly successful PK system.
Start with your build. ie 4:3:2 or 2:1:1 for eexample. Then add in shot at 50% of prime or 75% of prime ect. Lets take 4:3:2 with 3 shot. Thus 4/12 for prime 3/12 for secondary and shot and 2/12 for third atty. But this is on even wieghting based on atty distribution by percentage. I found the real key lies in the 2 secondary attys in the 4:3:2 build. The presumption being his primary, thus position was chosen by high quality in that atty.
I like the secondary to be over wieght to the prime. Thus equal to prime on quality for the excellerated build. But on wieghting nuetral you'd have 33.3%:25%:16.7% and 25% shot. Though this brings up the relationship between shot and other attys such as tech. And whether that ratio is the effective build. This translates to 2:1:1 in theory. As you could build 4:2:2 and shot 2 or shot 3 looking for 75% of prime on shot. It seems that 75% shot to prime more effective on SOG%. You'd need to get the opinion of a couple 2:1:1 builders to get an idea on effectiveness.
Basically I approach this on time as value. If your not building flat backends the slower build is a higher 3rd atty in quality rather than 2nd.
Lastly the issue of stars and wieghting in the star generation process. My own findings are that shot is under wieght on recognition to offense or defense. Thus a nutral build will over wieght stars for shot over time on recognition. Add to that there appears to be more wieghting in stars calculation for shot by forwards versus defensemen and your actually time/value versus position could certainly be effected by player position as an additional factor. ie you could build effective defensemen with 50% shot based on 50% tech(not in bundle) While requiring 75% shot for wingers in a 4:3:2 build for 1:1 shot:tech ratio if you apply that theory.
At the end of the day you have to start with the build/ratio your employing. Just 1 possible approach.
I like the secondary to be over wieght to the prime. Thus equal to prime on quality for the excellerated build. But on wieghting nuetral you'd have 33.3%:25%:16.7% and 25% shot. Though this brings up the relationship between shot and other attys such as tech. And whether that ratio is the effective build. This translates to 2:1:1 in theory. As you could build 4:2:2 and shot 2 or shot 3 looking for 75% of prime on shot. It seems that 75% shot to prime more effective on SOG%. You'd need to get the opinion of a couple 2:1:1 builders to get an idea on effectiveness.
Basically I approach this on time as value. If your not building flat backends the slower build is a higher 3rd atty in quality rather than 2nd.
Lastly the issue of stars and wieghting in the star generation process. My own findings are that shot is under wieght on recognition to offense or defense. Thus a nutral build will over wieght stars for shot over time on recognition. Add to that there appears to be more wieghting in stars calculation for shot by forwards versus defensemen and your actually time/value versus position could certainly be effected by player position as an additional factor. ie you could build effective defensemen with 50% shot based on 50% tech(not in bundle) While requiring 75% shot for wingers in a 4:3:2 build for 1:1 shot:tech ratio if you apply that theory.
At the end of the day you have to start with the build/ratio your employing. Just 1 possible approach.
Ever learned about how to compute conductivity in a serial circuit? If so, there should be no further questions

No way, I'm so dumb that I couldn't even figure out the right counterattack to counterattack the counterattack you were going to select when I played a game against you.
1 @ 22 @ 3/6
2 @ 22 @ 4/6
1 @ 21 @ 4/6
2 @ 19 @ 4/6
1 @ 19 @ 5/6
1 @ 18 @ 6/6
4 @ 17 @ 5/6
12 @ 16 @ 5/6
5 @ 16 @ 6/6
5 @ 15 @ 5/6
3 @ 15 @ 6/6
2 @ 22 @ 4/6
1 @ 21 @ 4/6
2 @ 19 @ 4/6
1 @ 19 @ 5/6
1 @ 18 @ 6/6
4 @ 17 @ 5/6
12 @ 16 @ 5/6
5 @ 16 @ 6/6
5 @ 15 @ 5/6
3 @ 15 @ 6/6
Age/CL x count
15/6 x 6
15/5 x 3
16/6 x 4
16/5 x 7
17/5 x 7
17/4 x 5
18/5 x 3
18/4 x 1
19/5 x 3
19/4 x 1
20/4 x 1
22/4 x 1
15/6 x 6
15/5 x 3
16/6 x 4
16/5 x 7
17/5 x 7
17/4 x 5
18/5 x 3
18/4 x 1
19/5 x 3
19/4 x 1
20/4 x 1
22/4 x 1
Which is the impact of playing in changed place? How much decreases his permformance?
For instance RW playing on left.
For instance RW playing on left.
I don't think anybody knows the actual drop in performance, but from what i've seen it seems to be somewhere between 10% and 20% decrease. I have one player who permanently players on his off-side (my 3rd line RW, who prefers LW).
Thanks for the C/L info guys. The statistics are starting to come out nicely. As there are more younger players their representation is the best but the numbers are starting to round off to logical values (50%, 25%, 60% etc.) so it is looking good.
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