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How to train for poor teams in S32

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This Post:
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271128.3 in reply to 271128.2
Date: 06/22/2015 11:38:21
Overall Posts Rated:
12061206
Since announcer and perennial allstar cost the same after draft, there is no sense to buy anything below perennial allstar to train.

This Post:
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271128.4 in reply to 271128.1
Date: 06/22/2015 20:24:24
The LA Lions
II.2
Overall Posts Rated:
187187
... If you are looking for higher skill levels, then you are not new, or poor or needing this guide...


lmao

Good post.

This Post:
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271128.7 in reply to 271128.6
Date: 06/23/2015 07:54:13
Overall Posts Rated:
12061206
They were sold for ~100k just because they had potential >=7.
And it's great proof that there is no sense to buy anything below perennial allstar, because you can't do it with starters.
Most of them (let's say excluding MVPs, they were really garbage) had enough TSP to play in U21. Few of them had TSP >=50. There is no problem to buy perennial allstar with TSP = 51-55 for 10k after draft.
In fact you never played in div III or IV so you don't know how to improve team on this level and how to beat other teams when you have to control every dollar. Practically there is no difference between 10k and 1k when you buy perennial allstar instead of starter. But there is big difference when you want to train them longer or sell. It's better to buy for 10k and sell for 1M (even if it's "only" 100x more) instead of to buy for 1k and sell for 500k (even though it's 500 times more).

This Post:
11
271128.9 in reply to 271128.8
Date: 06/23/2015 08:31:34
Overall Posts Rated:
766766
yup
........irrespective of the little tif going on here....... i have to admit that if i was going to train again from scratch as a new player, (with no money or knowledge of the game) i would train all-star or below.

All-star is probably the breaking point in terms of 'good' players. The star rating (in the draft ) is directly maxed based on the potential
that is, the best star rating an all-star potential player will have, will be 3. (or 4? far out im rusty on the draft)....Which is still ok,
But definitely you can get some mint as starter or star players and train them. a 7ft star potential player, as a new player in this game, really is golden for that new player.

This Post:
44
271128.10 in reply to 271128.8
Date: 06/23/2015 08:40:25
Overall Posts Rated:
197197
Nice post. Couldn't agree more on what you say about potential for starting teams. If you are starting, you can very well pick some cheap allstars or eternal allstars to train, it will take at least 3-4 seasons for them to fulfill their potential and that's pretty much the time you need to have a decent arena, a decent fan base and start making money and being competitive. Then after those 3-4 seasons you sell your trainees, maybe keep one of them on your roster, and with the profit try to upgrade the level of your trainees. Or you can sell one of the trainees before they cap and keep training the others while buying a new one, than you will always have better trainees that could have a starting hole and others that fit as reserves/backups.

Anyway, MVP potential and above are more useful if you intend to grow national team players. After a certain threshold, salaries get too high and thus selling prices go down as well, so if you want to make a profit you shouldn't spend a lot on a trainee with high potential, training him until he caps and try to sell him. Only a very tiny percentage of teams can afford players with 100k+ wages on their rosters, so there won't be many potential costumers for your product. Not to mention that if you are training a player with a 100k salary he will cost you 1,4kk/season only to keep him. OK, your team will be competitive with him on your roster, but you must take those stuff into account when deciding who to train.

This Post:
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271128.11 in reply to 271128.8
Date: 06/23/2015 13:55:47
Overall Posts Rated:
14901490
Honestly he's got a point when he says that if you see a starter with 55 TSP for 1k and an allstar with the same 55 TSP for 10k , it makes sense you go for the allstar. New managers shouldn't really be so poor that they can't afford to spend the extra 9k on 1 player. Even if you buy 5 it will cost you 50k before trainer. That is definitely affordable. And I think getting 5 trainees 1-3 of whom are better may be also a good strategy: do 2 position training for a season, sell the worse guys for profit, keep the others and keep going with a 1 position training.

The only time I bought 'starter' and 'star' potential was in the first, crazy, Utopia season and I was in one of the lowest numbered leagues with several big guns and a couple of daytraders. I spent on arena, I spent on starters in order to compete (I reached the semifinal in the cup) and I really had not much room left as I also had to buy a trainer. Your usual DIV or DIII team who plays against bots, who get an extra 200k plus no salary floor in the first 4 weeks should really be able to afford to spend 50k-100k on trainees.

My suggestion also would be to look for the secondaries and consider 19yo players. So for example, big men >6'10''+ with high OD/JR/HA or guards <6'5'' with high ID/SB/IS. One of my trainees spawned 2/6/8 6/3/6 1/8/8/6 at Perennial all-star. I paid much less than 10k for him because he was 19yo and had that 1 IS (which I thought was a plus, but many did not). Another had 8/8/8 5/8/1 5/7/6/5 at 6'10'' with superstar potential, again 19yo. When looking at trainees you should also think about how long it will take you to raise a players secondary skills to a level of your liking. That first trainee was great even at perennial all-star because the low shooting guaranteed that he would not cap easily and the 8/8 defense plus the passing, was great. I sold him to a D1 team after a season when he was 3.3/6/8.1 7.6/4.7/6 1.2/10.1/8.5/12.3.

Last edited by Lemonshine at 06/23/2015 13:59:57

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