NBA 2K15 New Shot Meter Explained
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Re: NBA 2K15 New Shot Meter Explained
This is one fundamental difference between 14 and 15 that you should be able to notice. In 14, the player's timing window was directly proportionate to his jumper animation. So typically, guys who elevated more always had a bigger window than set shooters, which made them easier to time. In 15, we decoupled the size of the window from the animation. So better shooters should be easier to shoot with regardless of what animation they're assigned.
And this would be fantastic tooComment
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Re: NBA 2K15 New Shot Meter Explained
This is one fundamental difference between 14 and 15 that you should be able to notice. In 14, the player's timing window was directly proportionate to his jumper animation. So typically, guys who elevated more always had a bigger window than set shooters, which made them easier to time. In 15, we decoupled the size of the window from the animation. So better shooters should be easier to shoot with regardless of what animation they're assigned.Comment
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Re: NBA 2K15 New Shot Meter Explained
Thanks for the info, Beluba.
Will this be implemented in the online gaming? Specially in the Online Associations.http://www.anba2k.com/ - League for 30 spanish simheads
7+ seasons playing 82 games a year, 48 minutes a game - ONLINE NATION.Comment
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Re: NBA 2K15 New Shot Meter Explained
Yea mr developer all this new shot meter sounds good until people just spam the paint with lebron or whoever has posterizer or just picks the team with dimer or whoever has the most catch and shoot guys get rid of signature skills than i be hyped about this game until that happens it will still be a cheese festComment
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I'm not sure I like it but at least it's optional so that's cool. I actually really like using Real Player % as I suck at timing. I'll give it a shot though, as long as it's optional I'm happy.NCAA: Kentucky Wildcats
MLB: Atlanta Braves
NBA: San Antonio SpursComment
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Re: NBA 2K15 New Shot Meter Explained
This is one fundamental difference between 14 and 15 that you should be able to notice. In 14, the player's timing window was directly proportionate to his jumper animation. So typically, guys who elevated more always had a bigger window than set shooters, which made them easier to time. In 15, we decoupled the size of the window from the animation. So better shooters should be easier to shoot with regardless of what animation they're assigned.
Mike the only thing I didn't see explained is does the shot meter change based off location on the court or do you just get one shot meter regardless? Example I will use Bradley Beal and Westbrook.
Westbrook is a better mid range jump shooter % wise than Beal, but Beal is much better 3PT shooter. However overall they shoot the same overall from total jumpers
Westbrook Beal
Mid range 43% 38%
3pt 32% 39%
Overall 38% 38%Comment
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Re: NBA 2K15 New Shot Meter Explained
my main concern with shot success is that open shots are rewarded with success, and contested shots are punished with missing. i just want the shot success to make sense. reward people who take the time to get open shots. by allowing too many contested/contact shots go in, it makes success feel arbitrary, and allows people to compete even with bad shot selection. don't allow player ratings to overpower "good basketball." as of now, users can use player ratings and sig skills as a crutch to make up for their bad shot selection.
one of the big questions in video game basketball is: how much should the outcome be determined by the user's choices vs. how much of the outcome should be determined by the player ratings? it is my view that the user's decisions (shot selection, strategy) should be the OVERWHELMING PRIMARY factor in determining success. I have always believed that a good user who picks a mediocre team should still be able to destroy a bad user who picks the Spurs...whoever has better shot selection should win...not whoever has more allstars.
as of now, bad users can kind of compete just by picking a good team and just jacking up random shots (because eventually the player ratings and sig skills take over and they're just going to start hitting shots no matter how bad their shot selection is). this is my main problem with the game (especially online). if a user picks a team with a bunch of allstars who can make contested/contact shots, then shot selection doesn't matter enough. it matters a bit, but i want to see shooting percentages as low as 23-29% (yes, even for the Spurs or Heat) if the user is jacking up all contested/contact shots and isn't even trying to get open (this might be an "unrealistically low" shooting percentage...but unrealistically bad basketball calls for unrealistically low shooting percentages).Last edited by blues rocker; 08-16-2014, 09:33 AM.Comment
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Re: NBA 2K15 New Shot Meter Explained
This is one fundamental difference between 14 and 15 that you should be able to notice. In 14, the player's timing window was directly proportionate to his jumper animation. So typically, guys who elevated more always had a bigger window than set shooters, which made them easier to time. In 15, we decoupled the size of the window from the animation. So better shooters should be easier to shoot with regardless of what animation they're assigned.#SIMNATION
fighting for truth, justice and SIMULATION gameplayComment
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Re: NBA 2K15 New Shot Meter Explained
my main concern with shot success is that open shots are rewarded with success, and contested shots are punished with missing. i just want the shot success to make sense. reward people who take the time to get open shots. allowing too many contested/contact shots go in makes success feel arbitrary, and allows people to compete even with bad shot selection. don't allow player ratings to overpower "good basketball." as of now, users can use player ratings as a crutch to make up for their bad shot selection.
Bluesrocker,
Keep this in mind though some players actually shoot much better when contested which goes against that train of thought, it is not the majority but it happens. Then there are some players that drop off dramatically when contested like Dragic. Check the link it was from March so it should be based off pretty much 2/3 of the season but you can see the trend. At that time the average % drop for a contest across the league was like 5.4% for jumpers. I am waiting for 2K to implement something like this where they rate the players based off contest, open, spot up and off the dribble separately.
Comment
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Re: NBA 2K15 New Shot Meter Explained
Bluesrocker,
Keep this in mind though some players actually shoot much better when contested which goes against that train of thought, it is not the majority but it happens. Then there are some players that drop off dramatically when contested like Dragic. Check the link it was from March so it should be based off pretty much 2/3 of the season but you can see the trend. At that time the average % drop for a contest across the league was like 5.4% for jumpers. I am waiting for 2K to implement something like this where they rate the players based off contest, open, spot up and off the dribble separately.
http://hangtime.blogs.nba.com/2014/0...a_12_twitter_L
maybe there could just be a new mode called "strategy mode" or something...where player ratings and sig skills are toned down and strategy/shot selection are made more important.Last edited by blues rocker; 08-16-2014, 09:43 AM.Comment
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Re: NBA 2K15 New Shot Meter Explained
I hope my control shot stick won't keep resetting to camera relative this year. I prefer absolute.#1 Laker fan
First Team Defense !!!Comment
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Re: NBA 2K15 New Shot Meter Explained
my main concern with shot success is that open shots are rewarded with success, and contested shots are punished with missing. i just want the shot success to make sense. reward people who take the time to get open shots. by allowing too many contested/contact shots go in, it makes success feel arbitrary, and allows people to compete even with bad shot selection. don't allow player ratings to overpower "good basketball." as of now, users can use player ratings and sig skills as a crutch to make up for their bad shot selection.
one of the big questions in video game basketball is: how much should the outcome be determined by the user's choices vs. how much of the outcome should be determined by the player ratings? it is my view that the user's decisions (shot selection, strategy) should be the OVERWHELMING PRIMARY factor in determining success. I have always believed that a good user who picks a mediocre team should still be able to destroy a bad user who picks the Spurs...whoever has better shot selection should win...not whoever has more allstars.
as of now, bad users can kind of compete just by picking a good team and just jacking up random shots (because eventually the player ratings and sig skills take over and they're just going to start hitting shots no matter how bad their shot selection is). this is my main problem with the game (especially online). if a user picks a team with a bunch of allstars who can make contested/contact shots, then shot selection doesn't matter enough. it matters a bit, but i want to see shooting percentages as low as 23-29% (yes, even for the Spurs or Heat) if the user is jacking up all contested/contact shots and isn't even trying to get open (this might be an "unrealistically low" shooting percentage...but unrealistically bad basketball calls for unrealistically low shooting percentages).#SIMNATION
fighting for truth, justice and SIMULATION gameplayComment
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