by tempo on Sat Jan 21, 2006 12:32 am
I thought this mite be useful to some people with queries about rating and what they effect during gameplay.
RATING SUMMARY
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INSIDE SCORING (IS) – This rating is part of the shooting rating group and basically equates to how good the player is at scoring in the painted area or within 8-feet of the basket. In general the centre and power forward positions are higher rated than the guard positions but this is not always the case. A guard who can penetrate into the lane can be quite lethal if he can finish the play whilst doing so. Shots such as lay-ups, hook shots, tip-ins off rebounds, one handed shots and shots involving collisions and contested shots that are put up will be determined by the inside scoring ability.
FIELD GOALS (JS) – This rating is part of the shooting rating group and equates to how good the player is at a standard jump shot that is not classed as a inside shot (see above) or a shot taken inside of the 3pt line. The rating is basically a medium range shooting rating. A player with a high jump shot rating can be quite effective regardless of the player’s position. Centres and power forwards that can hit the 10-footer are effective and jump shooting is quite necessary for the guard positions. Please also note that a players dribble rating effects the jump shot style, there is both the smooth stroke that nearly all point guards, shooting guards and small forward have and then there’s the much longer release for the majority of the big men. The higher the rating the longer the “top of the jump” point is on the release of the shot which when achieved results in a made shot.
THREE POINT (3PT) – This rating equates to a players ability to hit a jump shot outside of the 3pt line. If a player has the same abilities at field goals as he has at 3pts the field goal will always be more reliable as the 3pt shot is farther away from the basket and may be out of the players shooting range. The higher the rating the longer the “top of the jump” point is on the release of the shot which when achieved results in a made shot.
FT – This rating equates to a players ability to make a free throw. The worse he is the faster the cross hairs will move and the smaller the target area will be. A player’s real life FT% directly equates to his FT rating in the game thus producing a realistic FT% during games depending on slider adjustments.
DUNK RATING (DNK) – This rating indicates how good a player is at actually finishing the dunks he attempts. The higher the dunk rating the higher the percentage the dunk will be completed with other players within the vicinity and dunks that are in traffic and alley oops! The fact shaq has a 99 dunk rating explains why he has the ability to nearly always complete a dunk attempt.
STEAL (STL) – This rating equates to the players ability to steal the ball from an opponent whether should it be by on the ball defence are by an interception of a pass in the passing lanes. Generally I thin there is a direct relation to a players teal ability and the other players dribble ability, in principle if a players steal ability is higher than the opposing players dribble ability its is quite easy to steal the ball from him.
BLOCK (BLK) – this rating equates to a players ability to block the ball after a shot attempt from an opposing player. Generally the centre position and power forward positions are better rated in this category as they generally play defence around the basket area thus contesting most shot attempts put up in the painted area and also being the last line of defence, but this is not always the case players like josh smith is a small forward and can be quite effective at blocking. There are two ways to block a shot a dunk/lay-up attempt or a jump shot attempt both will be blocked or not blocked depending upon the defending players block ability. From my experience a lay-up attempt can be effectively blocked from the front by a player with 40+ block ability obviously depending on certain factors this can change and a lay-up can be blocked from behind with a rating of around 75+ quite effectively again depending on certain factors.
QUICKNESS (QUI) – This rating is a rating to determine how “quick” a player does the things he wishes to do on the court. Please not that speed and quickness are different. For example swiping at the ball, speed of jumping, crossover, spin and quick turns are all governed by a player’s quickness rating.
DEFENSIVE AWARNESS (D.AW) – This rating is always hard to fathom. But this rating indicates a player’s defensive ability. Many people think a steal or block is a player’s ability to defend. This isn’t always true. Some of the greatest defenders didn’t achieve great statistical ratings in the block and steal categories but were still regarded as great defensive players such as karl malone or dennis rodman. This is also represented in nba live. For example bruce bowen is one of the best defenders on the game but is not really outstanding in the steal and block categories. During game play this rating effects the players ability to not fall for pump fakes, crossovers, and his ability to rotate from double teams and basically everything governing defence. If you notice its quite easy to buckle steve nash with a crossover because of his low defensive awareness.
OFFENSIVE REBOUNDING (O.REB) – This rating indicates a player’s ability to grab a rebound after a team mates missed shot. Strength and jumping rating also come into account when regarding rebounds (see below).
DEFENSIVE REBOUNDING (D.REB) – This rating indicates a player’s ability to grab a rebound after an opponents missed shot. Strength and jumping rating also come into account when regarding rebounds (see below).
STRENGTH (STR) – This rating is a rating, which is used to ascertain a players power or strength or his ability to hold his own on the court. Players with a high strength rating are harder to back down and when using the player with a high strength rating it is easier to back down opponents. Strength also relates to a players ability to box out opponents on rebounds and also when an offensive player drives to barge through a player the strength rating will determine weather the defender will simply bounce back or weather the offensive player will “bounce” back. A players back down ability is directly related to strength if for example an offensive player has a strength rating of 85 and the defender has a strength rating of 84 the offensive player will be able to back down the defender.
JUMP ABILITY (JUMP) – As the rating suggests this is a players ability to jump and at what height, the higher the rating the higher the player will jump to grab them loose rebounds and to block shots. A players dunk rating is also connected to a players jump rating, the jump rating will determine the dunk variety a player can perform and at what distance from the hoop he can take off from.
PASS (PASS) – The rating indicates how good a player is at completing a pass attempt. The higher the rating the less chance the pass will be picked off by defenders and the more likely the pass will reach its intended recipient including on alley oops.
SPEED (SP) – This is a player’s ability to run with and without the ball and should not be confused with quickness. And that’s basically what it is a persons running ability. Most of the time a players speed and quickness ratings are very similar for obvious reasons but this is not always the case.
DRIBB (DRB) – Is a player’s ability to keep control of the basketball. During crossovers, spins and moves both in the open court and most importantly in traffic a players dribbling rating comes into account. If the rating is quite low then the player will lose control of the basketball and a subsequent turnover will occur. A players dribbling rating also takes effect during an attempted steal (see above) by a defender. If the dribble rating is high try stripping that ball.
OFFENSIVE AWARNESS (O.AW) – As stated for the defensive awareness attribute this rating relates to a players offensive ability and doesn’t necessarily relate to how many points he will get. This rating governs things like a players ability to fake opponents with dukes and pump fakes, his ability to recognise a potential fast break his ability to know when to drive and when to pull up, his ability to read plays being called and follow them plays through instead of just standing around not knowing what to do.