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The tour is divided into 8 divisions, each division has multiple teams waiting for all players in the league to challenge, the game mechanism is similar to the playoff trial adopts a point system, players can count the game points when they challenge the target team, regardless of whether they win or lose, the points obtained by all members of the challenge of a single target team will be accumulated together, and when the points meet the requirements, the team will be cleared. Each player can challenge each region up to twice a day (to open an alliance, the alliance leader must consume a certain amount of alliance active value to open it).
When a player completes a team's challenge, they will randomly drop loot to the Alliance Warehouse (so far, the loot dropped is gear). Every alliance member can line up to claim these loot every day at 10:30 to 23:0
Every 60 minutes between 30, the system will automatically allocate the battle power to the first player who applies for the loot, so if you find that you have dropped the equipment you need, don't apply as soon as possible!
After clearing the entire region, all players in the alliance can be rewarded with alliance coins. About the starters.
There is no doubt that S and A are preferred, and if it really doesn't work, BC-level players can also use it. Adhering to the principle that the strongest player in the position starts the lineup, after all, there is still no such choice of lineup before.
About the substitutions. The substitute position must be assigned to each person, and it can only be changed when the main force is exhausted. Of course, there are other factors such as the salary cap that have to be taken into account. The overall strength of a team is also a very important factor.
It's about skills. The other is the combination of skills, S-level and A-level players have their own exclusive skills, although other skills can also play an effect, but some additional attribute bonuses are gone.
About the fighters. When the team is promoted to level 12 to open the tactics, it is necessary to match the specific tactical bonuses, and the bonus position Combining the above points, you can maximize the performance of the players by reasonably matching your own team configuration, and the players on the bench can also get a level increase. Players with high power will get a higher bonus, so put the player with high power in the corresponding bonus position of the tactic.
About substitutions. In the game, making reasonable use of substitution opportunities, and substitutions in the player's physical strength or skill cooldown can often get very good results. Keep in mind that blind substitutions can result in a waste of skill and stamina for high-level players.
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1?Game time.
Each game is divided into two and a half hours for a total of 4 quarters of 12 minutes each. Extra time is 5 minutes. Take a 130-second break between the first and second, third and fourth quarters.
Take a 15-minute break between halves. Take a 100-second break between 4th quarter and overtime and between any overtime. During the last minute of the first, second, and third quarters, the game clock shall be stopped after a successful shot.
During the fourth quarter and the last two minutes of overtime, the game clock shall be stopped after a successful shot.
2?Team. During the competition, each team shall consist of 5 players, and the number of players on the field shall not be less than 5. If a player commits a sixth offensive foul and the team no longer has an eligible substitute, the player shall remain on the court and shall register one offensive foul and a team-wide foul, as well as a technical foul imposed on the team. All subsequent offensive fouls, including offensive fouls, shall be dealt with in the same way.
If there are only 5 qualified players, one of whom is injured and must be removed or ejected, he shall be replaced by the last player who has been disqualified for 6 offensive fouls. Each time an injured or ejected player needs to be replaced, the order of reversal shall be followed. Any disqualified player who re-enters the game shall be awarded a technical foul.
3?The game begins.
The first quarter of the game and overtime shall begin with a self-jumping ball in the middle. The second and third quarters shall begin with the throw-in at the end line by the team that loses possession after kick-off in the first quarter. The fourth quarter of play shall begin with a throw-in from the end line by the team that has gained possession of the ball after the kick-off of the first quarter.
4?Dead ball, live ball, stress ball.
When the ball is dead, scrum, the ball stays on the basket or gets stuck between the hoop and the rebound, at the end of any quarter, free throws for technical fouls, offensive fouls, boxing fouls, non-game fouls, first free throw in multiple free throws, court violations, dribbling away, 3 seconds, 10 seconds, 24 seconds, etc.
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