by BigMx on Mon Jun 02, 2008 3:31 pm
Well I've done quite a few training test in multiple dynasties in this very area....however, I'll give you the shorter (well not so short..lol) version ...which is very simple in my opinion.
Get an asst. head coach with the training specialty and at least an A grade in development. leaderships and rumors don't do much of anything anyway unless your simming a dynasty, in which case, leadership may be important but there is never any need for a high rumor grade. Oh and yes, an Assistant head coach with training specialty an low development grade is better than one with a high development rating and no specialty.
Second, if your gonna get 3 assistants, then get one with a high grade in each category. one with A in offense, one with A in defense and one with A in athletics. Athletics is only necessary if you have poor athletic team (backcourt or front court). sometimes you can end up with forwards and centers with poor athletics and may need an athletic trainer. For example, I consider anything below 60 to be poor athletics for a power forward/center, below 70 for a small foward and below 80 for a guard. Though 70 - 75 could be considered average for a guard but great for a power forward or center....heck most centers are 50 or below anyway.
As for the specialties, well that's dependent on the players you have on your team. For example if you have very good rebounders (3 or more players with 75+ rebounding) then you don't really need an assistant with the rebounding specialty. personally in 08, defense sucks compared to 07 so I'd always get at least one assistant with the defense specialty....the more defense your player can get, the better....whether you play or sim, the most important areas is defense awareness (and offense awareness). That's because a player with low awareness doesn't take advantage of their other abilities often. Like a player with 85 stealing may not perform well in that area if their defense awareness is in the 60's, while a player with 60 stealing and 85 awareness may perform better. Just think of it in terms of if you can't see something coming, you don't have the opportunity to react to it....but of course this is a game and it's not always that way since EA is notorious for programming sports games so that A.I. on computer controlled players seem to have eyes in the back of their head or super agility/speed/acceleration..etc. Ever seen a player with 70 speed that's controlled by the A.I. (on your team or not) who can catch a player with 99 speed, get in front of them and cut them off even though you have a 3 feet head start...yeah, that's EA programming for you.
Anyway, the last thing, and more to the point of your question is that the amount of training you put in each category should vary based on how many assistants you have, how many players you want or need to train and what you need to train. Typically, when I have assistants that are very good in one area and bad in another, I'll assign each one 100% in their good area for training...but that's only because If I have assistants with bad areas (C grade or lower), I'll have at least 3 assistants...well I always sign 3 assistants anyway...lol
however, if I have say an assistant with A+ in both offense and defense, I'll assign 50% to both with I train a player. It's very effective when I have a good asst. head coach with the development specialty.
Lastly, there are times in my dynasties where I can't get a good balance of assistants (such as all of the assistants available to sign are poor). In that case, I simply assign 1 year contracts and get the best grade I can in two areas for each assistant, but totally ignore one category all together. Then I'll just train players in 2 of the 3 categories the whole season.
For example, I may get 3 assistants and then get them all with high offense and athletics (or offense and defense)....the third area I don't even bother with until next season....this all depends on my teams skills though. Typically since I play nearly all my seasons games, I'll skip offensive specialties because I'm controlling the players myself and in that case a stat that is say 60 actually performs like it's an 80 when I'm using the player....so if I have a forward with a 60 FG rating, it don't matter because I'll control his shots and end up making that 60 FG rating seem like it's an 80 FG rating just by using timing, spacing and shooting the right shots. So because of this, I usually end up putting 100% defense and/or athletics.
Now I've tried things such as 30 off, 30 def, 40 athletics or 40 off, 40 def, 20 athletics....in all my experiments, they showed the lowest stat gains....therefore, I advise to always stick with 50% or higher on any area.
Just remember, the choices you make should be based on what type of players you have. If you have 3 centers, 4 or 5 forwards and a 3 guard rotation, an assistant with the big man specialty would probably be better than one with the guard specialty. Even when you can't afford an assistant with the specialty, I say sacrifice and get one anyway and go cheap on the trainer and scout. All a scout and trainer needs are specialties anyway...their ratings don't matter much....again, unless your simming more than playing games.