Thinking back to the statements I made earlier, I feel like i'm not giving this game an honest shot. I always talk about looking back to what we had 5 years ago and just remembering all the "gamekiller" type bugs that we have encountered. I guess I took it too hard. It's a huge bug, not one that you shouldnt be giving up a great "game" for. So for now on, i think im gonna save 2 timeouts for the franchise CPU team, and just call them for the CPU when need be. I figure if a team needs a three to win the game and has 6 seconds or less on the clock, than Ill call them a TO. But 6 or more seconds and they need a three, I think theyll be fine running full court for a quick shot. I really dont think that the videogame players feel the pressure... ala, if there is 3 seconds on the clock or 1. it doesnt matter.
I think its safe to say, I'll give this game a second chance. even though the first lockout of mine lasted only 1 day (
)after playing that quick game.. i feel like a sellout if I just leave, without giving it a real chance. It has so much potential to be great that something like this shouldnt hinder it like how we are portraying it.
honestly, i have never known if timeouts really help stop momentum, especially in videogames.. Sure we call them and emulate real life, after droughts and scoring runs for other teams.. But does it really matter in a video game? I guess i'll just be putting restrictions on my timeout capabilties and save them for substitutions only, and not really for DROUGHTS or big time "momentum shifting" plays. I really really doubt, pressure and momentum builds in videogames and is hampered by Timeouts like real life. thats just what im beginning to think.
I'm thinking, if push comes to shove, that I am gonna save two of 4 timeouts for the other team in a close situation, like the one that I just playedout above... 4 seconds left user team is up by 3. the CPU should always call a TO so they have time to make a basket.. even though you dont want the CPU to win at all, its the logical thing to do.

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