These slider sets are for anyone looking to play full 12 minute quarter games. I've been getting ultra realistic stats and gameplay with these settings. I'm new to the whole posting slider thing so feedback is more than welcomed.
Difficulty: Hall Of Fame or Superstar (depends on you)
Quarters: 12 Min
Speed: Normal
Rules : All set to on
Fouls: Each setting set to 30 (default is 20)
Sliders : (Equal for both human and cpu - I always like for human and cpu to be even when I do sliders regardless of difficulty setting)
Close Shot Success: - 9 from default
Mid Shot Success: - 9 from default
Layup Success: - 9 from default
Close Shot Tendencies: + 8 from zero
Mid Shot Tendencies: + 44 from zero
3PT Shot Tendencies: + 44 from zero
Drive Tendency: + 13 from zero
Dunk Tendency: + 21 from zero
Rip Success: - 10 from default
Steal: - 9 from default
Block: - 9 from default
Ball Handling: - 9 from default
Dunk: - 9 from default
Offensive Awareness: - 9 from default
Defensive Awareness: - 9 from default
Slider Interpretations.....
SHOT PERCENTAGES
While playing this game for the past month or so, I've noticed that players will just make shots at will even when the shot is defended. It doesn't happen on every single shot, but I was frustrated with the computer throwing up turnarounds from the baseline while covered and sinking it 90 % of the time. The shot percentage adjustments should remedy this. It has for me in the games I've played. No longer will players make just any type of shot. Squared up shots still have a good chance of going in if timed right and not forced which is the way it should be. I had the same issue with layups. Even those these guys are professionals, I've seen a lot of botch layups in the NBA, mostly in traffic. I feel that the adjustments there should give more realistic results for contested layups. Of course higher rated guys will usually finish, but the lower rated ones will mostly miss if the layup is heavily contested.
TENDENCIES
The tendency sliders have been under a lot of debate here recently. Following Nolesfan and others tips, I played around with these sliders to see if I can notice a change. I did indeed. By lowering the CPU tendencies, the CPU will run the offense more with passes and actually running plays as oppose to just trying to drive to the lane all the time. Players that drive often in real life with still drive if open, but they won't "force" the drive at these settings. Also for the human, you will notice that your AI teammates, set up more on the perimeter spacing the floor out a bit. At default it seems that everyone just sets up around the paint which isn't the way most NBA offenses operate. This will in turn put the user in position to attempt for mid range shots.
Attributes
More times than not, I find myself getting ripped when posting up, by players with the likes of Adonal Foyle!!! I bumped down rip success to ensure that only the most skilled defensive players can pick pockets. The blocks this year are a lot better than previous years. I decided to bump down blocks only because of the 12 minute quarter factors. This was made to ensure NBA - esque stats for blocks at the end of the game. A lot of players have also complained about crossovers being too affective and being too easy to drive to the lane. Bumping down ball handling remedies but doesn't eliminate this problem. The defense will seem to react faster to crossovers though due the ball handling change. Dunks for me were way over the top. It seemed to be a nice balance in the beginning but after paying close attention, there were just too many fancy dunks in traffic. Your higher rating dunks like Vince, RJ, and Richardson will still have the ability to perform all the dunks from the shot stick. Lower rated players like those below 70 will less likely attempt dunks. Players around the 70 rating will be less likely to finish a dunk in heavy traffic.
I only bumped down the offensive rating slider because I didn't want to give an advantage to one end of the floor over the other. I felt that VC did a good job balancing it already (at least for the cpu). So the adjustments were made evenly to both to keep the balance. Also, some may notice now that players will less likely be successful of intercepting passes that were thrown while their backs are too the ball. I've saw this way too often in replays of players intercepting passes they didn't even see get thrown. The lowering of the defensive awareness slider makes for more realistic reactions. Keep in mind though, players will still be just as successful in intercepting if the are facing the ball though. So you still gotta make smart passes.
WHY EVEN SLIDERS FOR HUMAN/CPU ON HALL OF FAME/SUPERSTAR? DOESN'T THE CPU ALREADY HAVE AN ADVANTAGE ON THIS LEVEL?
The only real advantage I've seen from the CPU is that they are faster on the breaks, and are more successful in attempting passes. I felt it should be up to the user to modify the way they play and play smarter to counter attack this. I feel that the game is even as far as human and cpu on the other areas (just my opinion though). Others may feel differently but its all up to the individual. Anyhow, I'm done talking now. Try these sliders out if you get bored or just want an alternate to the other great sliders here (or want something optimized for 12 minute quarters). Like I mentioned earlier, I do want feedback. this is my first time contributing sliders on this board so I just want to see how others like or dislike them.
SUPERSTAR VS HALL OF FAME
You may notice that I started a thread identical to this one already. I decided to restart this thread to let those know that the game doesn't necessarily have to be on Hall of Fame to get a realistic, statistical game. On Hall of Fame you may notice excellent help D from the computer, but looking closer I felt that this made bad teams too good on D. I bumped down to Superstar and I'm seeing better team rating integrity. If you think you're up to the challenge though, by all means bump it up to HOF. I personally haven't gotten skilled enough to compete on this level. I always fall apart in the 2nd quarter.
DISCLAIMER: In order to be successful on Hall Of Fame you have to play like you were the one on the court. Concentration and execution is the only tools you need to beat the CPU. Take advantage of your strengths and disguise your weaknesses. Be sure to give the CPU different looks on D and to share the ball on offense. Also take smart shots. Be sure to use ball movement to find the open shot. Also, capitalize on the aggressive defense. If they reach, then you teach. It's that simple. Enjoy fellas (and ladies if any). Good defense will force more missed shots from the computer as well. Lax defense will .... well play lax D and you'll see for your self.
CAN A MOD CLOSE MY 12 MINUTE HOF SLIDERS THREAD BECAUSE ITS PRETTY POINTLESS NOW. THANKS!!!
Difficulty: Hall Of Fame or Superstar (depends on you)
Quarters: 12 Min
Speed: Normal
Rules : All set to on
Fouls: Each setting set to 30 (default is 20)
Sliders : (Equal for both human and cpu - I always like for human and cpu to be even when I do sliders regardless of difficulty setting)
Close Shot Success: - 9 from default
Mid Shot Success: - 9 from default
Layup Success: - 9 from default
Close Shot Tendencies: + 8 from zero
Mid Shot Tendencies: + 44 from zero
3PT Shot Tendencies: + 44 from zero
Drive Tendency: + 13 from zero
Dunk Tendency: + 21 from zero
Rip Success: - 10 from default
Steal: - 9 from default
Block: - 9 from default
Ball Handling: - 9 from default
Dunk: - 9 from default
Offensive Awareness: - 9 from default
Defensive Awareness: - 9 from default
Slider Interpretations.....
SHOT PERCENTAGES
While playing this game for the past month or so, I've noticed that players will just make shots at will even when the shot is defended. It doesn't happen on every single shot, but I was frustrated with the computer throwing up turnarounds from the baseline while covered and sinking it 90 % of the time. The shot percentage adjustments should remedy this. It has for me in the games I've played. No longer will players make just any type of shot. Squared up shots still have a good chance of going in if timed right and not forced which is the way it should be. I had the same issue with layups. Even those these guys are professionals, I've seen a lot of botch layups in the NBA, mostly in traffic. I feel that the adjustments there should give more realistic results for contested layups. Of course higher rated guys will usually finish, but the lower rated ones will mostly miss if the layup is heavily contested.
TENDENCIES
The tendency sliders have been under a lot of debate here recently. Following Nolesfan and others tips, I played around with these sliders to see if I can notice a change. I did indeed. By lowering the CPU tendencies, the CPU will run the offense more with passes and actually running plays as oppose to just trying to drive to the lane all the time. Players that drive often in real life with still drive if open, but they won't "force" the drive at these settings. Also for the human, you will notice that your AI teammates, set up more on the perimeter spacing the floor out a bit. At default it seems that everyone just sets up around the paint which isn't the way most NBA offenses operate. This will in turn put the user in position to attempt for mid range shots.
Attributes
More times than not, I find myself getting ripped when posting up, by players with the likes of Adonal Foyle!!! I bumped down rip success to ensure that only the most skilled defensive players can pick pockets. The blocks this year are a lot better than previous years. I decided to bump down blocks only because of the 12 minute quarter factors. This was made to ensure NBA - esque stats for blocks at the end of the game. A lot of players have also complained about crossovers being too affective and being too easy to drive to the lane. Bumping down ball handling remedies but doesn't eliminate this problem. The defense will seem to react faster to crossovers though due the ball handling change. Dunks for me were way over the top. It seemed to be a nice balance in the beginning but after paying close attention, there were just too many fancy dunks in traffic. Your higher rating dunks like Vince, RJ, and Richardson will still have the ability to perform all the dunks from the shot stick. Lower rated players like those below 70 will less likely attempt dunks. Players around the 70 rating will be less likely to finish a dunk in heavy traffic.
I only bumped down the offensive rating slider because I didn't want to give an advantage to one end of the floor over the other. I felt that VC did a good job balancing it already (at least for the cpu). So the adjustments were made evenly to both to keep the balance. Also, some may notice now that players will less likely be successful of intercepting passes that were thrown while their backs are too the ball. I've saw this way too often in replays of players intercepting passes they didn't even see get thrown. The lowering of the defensive awareness slider makes for more realistic reactions. Keep in mind though, players will still be just as successful in intercepting if the are facing the ball though. So you still gotta make smart passes.
WHY EVEN SLIDERS FOR HUMAN/CPU ON HALL OF FAME/SUPERSTAR? DOESN'T THE CPU ALREADY HAVE AN ADVANTAGE ON THIS LEVEL?
The only real advantage I've seen from the CPU is that they are faster on the breaks, and are more successful in attempting passes. I felt it should be up to the user to modify the way they play and play smarter to counter attack this. I feel that the game is even as far as human and cpu on the other areas (just my opinion though). Others may feel differently but its all up to the individual. Anyhow, I'm done talking now. Try these sliders out if you get bored or just want an alternate to the other great sliders here (or want something optimized for 12 minute quarters). Like I mentioned earlier, I do want feedback. this is my first time contributing sliders on this board so I just want to see how others like or dislike them.
SUPERSTAR VS HALL OF FAME
You may notice that I started a thread identical to this one already. I decided to restart this thread to let those know that the game doesn't necessarily have to be on Hall of Fame to get a realistic, statistical game. On Hall of Fame you may notice excellent help D from the computer, but looking closer I felt that this made bad teams too good on D. I bumped down to Superstar and I'm seeing better team rating integrity. If you think you're up to the challenge though, by all means bump it up to HOF. I personally haven't gotten skilled enough to compete on this level. I always fall apart in the 2nd quarter.
DISCLAIMER: In order to be successful on Hall Of Fame you have to play like you were the one on the court. Concentration and execution is the only tools you need to beat the CPU. Take advantage of your strengths and disguise your weaknesses. Be sure to give the CPU different looks on D and to share the ball on offense. Also take smart shots. Be sure to use ball movement to find the open shot. Also, capitalize on the aggressive defense. If they reach, then you teach. It's that simple. Enjoy fellas (and ladies if any). Good defense will force more missed shots from the computer as well. Lax defense will .... well play lax D and you'll see for your self.
CAN A MOD CLOSE MY 12 MINUTE HOF SLIDERS THREAD BECAUSE ITS PRETTY POINTLESS NOW. THANKS!!!
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