raymattison21 wrote:
It’s dependent on weight and the physical demands. Conditioning and The rest time between plays does something but saying low settings are strange is strange. If you use high ones they are on the field and rules with overrides act as subbing but low ones just searches down the depth chart quicker. If nobody is slotted it uses your player weights. Kinda simple the highest I use is for QB but the next is dB at 47. In preseason the lowest I use is 17 for oline. Snaps per game is interesting to calculate because STs stats are not separate but in general I will get between roughly 40 and 100 percent of snaps with these low settings.( as I generally sit starters are n STs) Bleeding beta has slightly different results... so code matters a bit too
I didn't say that low fatigue settings are strange. I said the produce strange results. Basically, if your fatigue settings are so low that all of your players in a position are "fatigued" then the game goes to the next best player at position based on the default weights.
So you draft a TE and converted him to a T? Well, he's now likely your TE4/5 if your TE fatigue is set to < 30. That CB with 90+ SP and 100 Avoid Fumble? Congratulations, he's getting you 5 carries a game if you have your RB fatigue low and not enough players to cover fatigue.