03-29-2016, 03:41 PM
|
#58
|
MVP
|
Re: OSUPiper's CH2K8 CPUvCPU Experience
Some notes on the changes above:
The major change is boosting the attempts at dribble penetration. Note that this is designed to increase the time spent dribbling by increasing (1) the number of times a player tries to gain an advantage off of the dribble and (2) the duration of each attempt.
NCAA games have a lot more dribble drives than CH2K8's engine provides under my setup. However, the game mechanics make it impossible to actually simulate what an attempt at lane penetration looks like IRL. This issue is addressed very well in an OS article on NBA2K on the front page. Basically, CH2K8 uses collisions to interrupt a drive, where this would be a foul IRL. The difference for our purposes is that the drive terminates in CH2K8, whereas a drive would more likely continue IRL -- either to the basket, through the lane, or just by reversing direction.
The changes above create more tries at penetration and, even though the drives do not terminate as organically as IRL, most drives DO provide opportunities for the offense as defense gets out of position, which mirrors the effect we see IRL. One major difference is that in CH2K8 we almost always get a better shot, but IRL we see plenty of bad FGAs off of a drive (bad pass, bad shot, turnover, etc.). This leads to the FG% adjustments in the latest set.
I lowered DefAw and Help D to emphasize one-on-one opportunities, pick and rolls, and give and gos. 3pt FGAs became too prevalent, particularly against a 2-3 zone, so I bumped Help Recovery up to compensate. because of the open jumpers and more attempts around the rime, I lowered FG% slightly. I have raised 3pt FG% slightly based on stats but I am still tracking those results. Most 3pFGAs are open shots, so I may end up lowering this again. So far, it's good.
Because dribble drives are more prevalent, teams are using up more of the shot clock. This is why I bumped CLOSE and MID FGAs. This also helps PFs get more shot attempts.
Known Issues: Scoring PFs are still not as effective as they should be, particularly against sim stats. In contrast, SFs are still too dominant, especially if they can shoot 3s. Both issues are tied to offensive sets. SF FGAs are usually created in open space at the angle-left or angle-right perimeter spots. This leads to an open 3pFGA or dribble penetration which is contested at or inside the lane resulting in FTAs. SFs will artificially have more scoring opportunities as a result. My only alternative is to manually edit SFs' 3PT tendencies, which would substantially effect sim stats.
(I am aware that typical college SFs play a role that is consistent with the way CH2K rates its SFs. The problem lies in the offensive sets; SFs get way more good looks at the basket than SGs. Try putting a 3-point specialist SG at the #3 spot. He will be much more effective in his role, but you are basically cheating the CPU by doing this.)
PFs receive the ball outside the lane at a range of 8-12' with their back to the basket. PFs will benefit from bumping MID tendency but you will observe the same effect from Centers and Guards, leading to poor results overall with shot distribution. The better way to deal with this is the DRIVE slider. As a secondary measure, I may resort to editing the Drive tendency of offensive minded PFs.
Last edited by OSUPiper; 04-06-2016 at 11:42 AM.
Reason: typo
|
|
|