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Rotation Timeline 2K18

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Old 09-22-2017, 02:48 AM   #1
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Rotation Timeline 2K18

Now we have rotation time in roster editor. I think it is very good and can replicate real life custom rotation. What I do not know is if the rotation will break if someone got injured or in foul trouble.
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Old 09-22-2017, 12:42 PM   #2
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Re: Rotation Timeline 2K18

I think this is the perfect page;
http://nbarotations.info/




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Old 09-22-2017, 04:31 PM   #3
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Re: Rotation Timeline 2K18

Quote:
Originally Posted by EpicNarry
Now we have rotation time in roster editor. I think it is very good and can replicate real life custom rotation. What I do not know is if the rotation will break if someone got injured or in foul trouble.
It breaks if someone gets injured or fouls out. The CPU also doesnt take players out if a person is in foul trouble.
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Old 09-22-2017, 06:16 PM   #4
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Re: Rotation Timeline 2K18

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Originally Posted by javov10
I think this is the perfect page;
http://nbarotations.info/




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It's the perfect site I used it all last year.. only issue I can see is that they changed the way the rotation breaks down in this game an I'm having a little trouble figuring it out
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Old 09-22-2017, 06:51 PM   #5
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Re: Rotation Timeline 2K18

Quote:
Originally Posted by javov10
I think this is the perfect page;
http://nbarotations.info/




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I tried using it and it has its fair share of problems. If a franchise player is injured for much of the season, they'll show up with a lightly colored bar because this page assumes all players played all 82 games. It also seems to have problems when players are traded mid-season. For instance look at Deron Williams for both the Cavs and the Mavs, or DeMarcus Cousins on the Kings/Pelicans.

In a perfect world where no one gets injured or misses games, it's perfect.

EDIT: It also breaks down when accounting for garbage time. Look at the Warriors example in the image. If rotations were created strictly based on that chart, Ian Clark and Patrick McCaw would almost be guaranteed to be in the lineup at the end of games. But we know the chart looks that way because the Warriors tended to blow opposing teams out. So its really more of a guideline, than a strict one-to-one way to set the rotation charts.
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Old 09-22-2017, 08:43 PM   #6
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Re: Rotation Timeline 2K18

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Originally Posted by SonicMage
I tried using it and it has its fair share of problems. If a franchise player is injured for much of the season, they'll show up with a lightly colored bar because this page assumes all players played all 82 games. It also seems to have problems when players are traded mid-season. For instance look at Deron Williams for both the Cavs and the Mavs, or DeMarcus Cousins on the Kings/Pelicans.

In a perfect world where no one gets injured or misses games, it's perfect.

EDIT: It also breaks down when accounting for garbage time. Look at the Warriors example in the image. If rotations were created strictly based on that chart, Ian Clark and Patrick McCaw would almost be guaranteed to be in the lineup at the end of games. But we know the chart looks that way because the Warriors tended to blow opposing teams out. So its really more of a guideline, than a strict one-to-one way to set the rotation charts.
That's where sample size comes into play , usually I would take a 10 game sample of games decided by 10 points or less an go off of that, so when fouls or garbage time come into the equation I would just use my best judgement
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Old 09-22-2017, 11:11 PM   #7
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Re: Rotation Timeline 2K18

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Originally Posted by EpicNarry;
Now we have rotation time in roster editor. I think it is very good and can replicate real life custom rotation. What I do not know is if the rotation will break if someone got injured or in foul trouble.
What about free throws? It messed up in 17.




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Old 09-23-2017, 12:48 AM   #8
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Re: Rotation Timeline 2K18

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Originally Posted by JoFri
What about free throws? It messed up in 17.




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That only happened if the person who was supposed to get taken out got fouled and had to shoot the free throws. That wasnt a big issue because the AI would immediately correct itself at the next dead ball.
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