ReyJ obviously plays with player lock... Without it, well the guards are never there although they should be. This is something the 10-player free style could fix. The inactivity of AI controlled player while playing switch.
I meant that if a guard averages 7 rebounds while simulating, well he should be there to get some rebounds in the game too. And the AI had never quite handled it like it should.
I've averaged about 5 rebounds with a bad rebounder in Live 2003 with player lock on. Almost 3,5 of them were offensive. Which is again way too unrealistic.
But I still say that when you get the scores right, you don't get the other stats right. Like those rebounding numbers. Why I mentioned long rebounds, well the lack of long rebounds results that the forwards collect all the rebounds and none are left for the guards that only seldom go in and fight for the rebound.
But there's no point in arguing the point... Rebounding can be done, but it is not implemented right *period*
ReyJ, well you averaged 8,5 rebounds with Tim Thomas... How much did the other guys average? And what length quarters did you use?