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Why Shot Timings Need Revision on SS & HoF

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  • LetTheBoysShoot
    Banned
    • Oct 2014
    • 144

    #46
    Re: Why Shot Timings Need Revision on SS & HoF

    Originally posted by 2K15 PC
    Personally, I am getting too old for video games so I admit that is part of it. Unless 2k makes some major changes this year I just don't see myself caring about 2k anymore. I prefer skill based games where I have control like Counter-Strike. There is a reason millions still play it. It's not pay 2 win, it's skill based, competitive, and there is no such thing as cheese. I don't think 2k will ever get it right on-line and that's where I hang. Time to pack up the bags.

    Its the delay bro

    Comment

    • stillfeelme
      MVP
      • Aug 2010
      • 2385

      #47
      Re: Why Shot Timings Need Revision on SS & HoF

      Originally posted by TheRealHST
      Do we want the CPU to decide what shots we make or do we want our stick skills to decide the shots we make? People can't seem to figure out what they want regarding shooting. I'm asking
      I don't think we have had a correct roster or I haven't played with a fully corrected shot form roster with all glitched players fixed fully to say. I play on SS Sim against the CPU. If/when the shot glitches gets fixed then I can really say which way they should go. I know personally my shooting %'s will go up once the shots gets fixed for certain players. It may become too easy to shoot. At the moment I am leaning towards a system like this

      -Perfect release should yield you a real range of success from real fg to maybe 25% higher success rate. So part ratings, part dice roll, part skill but it will be limited to a point a perfect doesn't equal 99% success. This way it can't be exploited one way or another. If you are very good with getting perfect releases with an average shooter, he could technically outplay his ratings if you shoot all perfect every time but he wouldn't be that much better than his ratings. I think they have to have something like this to balance out how easy it is shoot with some guys vs. some guys have harder releases. If I were able to get 80-100% perfect release then I would say perfect release should equal real fg% which I don't think most people are doing. The upside of this is I think it gives a chance part random to let a streaky shooter become slightly better than his ratings on some nights but it depends on you shooting perfect releases.

      I think it comes back to how many perfect releases on jump shots a really good shot timing user can get with shooters who are not nerfed/glitched. I know I can get close to 10 perfect for greens a whole game with a team like Dallas on SS Sim.

      Dirk, Monta, Parsons, and Jameer I have no problem getting green releases anywhere on the court. Those are the primary shooters and none of them are glitched.

      Comment

      • TheRealHST
        Banned
        • Jan 2011
        • 1755

        #48
        Re: Why Shot Timings Need Revision on SS & HoF

        Originally posted by stillfeelme
        I don't think we have had a correct roster or I haven't played with a fully corrected shot form roster with all glitched players fixed fully to say. I play on SS Sim against the CPU. If/when the shot glitches gets fixed then I can really say which way they should go. I know personally my shooting %'s will go up once the shots gets fixed for certain players. It may become too easy to shoot. At the moment I am leaning towards a system like this

        -Perfect release should yield you a real range of success from real fg to maybe 25% higher success rate. So part ratings, part dice roll, part skill but it will be limited to a point a perfect doesn't equal 99% success. This way it can't be exploited one way or another. If you are very good with getting perfect releases with an average shooter, he could technically outplay his ratings if you shoot all perfect every time but he wouldn't be that much better than his ratings. I think they have to have something like this to balance out how easy it is shoot with some guys vs. some guys have harder releases. If I were able to get 80-100% perfect release then I would say perfect release should equal real fg% which I don't think most people are doing. The upside of this is I think it gives a chance part random to let a streaky shooter become slightly better than his ratings on some nights but it depends on you shooting perfect releases.

        I think it comes back to how many perfect releases on jump shots a really good shot timing user can get with shooters who are not nerfed/glitched. I know I can get close to 10 perfect for greens a whole game with a team like Dallas on SS Sim.

        Dirk, Monta, Parsons, and Jameer I have no problem getting green releases anywhere on the court. Those are the primary shooters and none of them are glitched.
        Right now to me, the real fg % is way too easy. Its takes all the skill out of it and the penalties of poor release (button presses, shot stick)

        Comment

        • stillfeelme
          MVP
          • Aug 2010
          • 2385

          #49
          Re: Why Shot Timings Need Revision on SS & HoF

          Originally posted by TheRealHST
          Right now to me, the real fg % is way too easy. Its takes all the skill out of it and the penalties of poor release (button presses, shot stick)
          I guess I should have been clear when I meant real fg% I meant whatever the rating means in real fg%. I have never played real fg% for shots. I like shot timing because it becomes more on your skill and the fact that you are shooting jumpers with probably 8 or so guys on a given game you are not likely to get that many perfect releases, not this year. I will see what happens if they fix some of the shooters. If it becomes too easy i think it should be something where perfect release becomes closer to what I said above.

          Comment

          • City_foxx
            Rookie
            • Sep 2014
            • 330

            #50
            Re: Why Shot Timings Need Revision on SS & HoF

            I think my biggest problem with the meter nerfing is it should be non existent on wide open shots especially online! I like the fact that if i try to shoot in a guys face its nearly impossible to make. But if i perfectly exxecute a play that gets my best shooter wide opean it should be a very high percentage shot regardless of how odd his shooting animation is.
            Your playing checkers, and im playing chess-

            Comment

            • hghgfhg
              Just started!
              • Dec 2014
              • 4

              #51
              Re: Why Shot Timings Need Revision on SS & HoF

              So do you guys think they put too much on shot timing on higher difficulties ?

              Comment

              • Find_the_Door
                Nogueira connoisseur
                • Jan 2012
                • 4051

                #52
                Re: Why Shot Timings Need Revision on SS & HoF

                I've had no problem timing Korver's shot release in practice mode for multiple perfect releases on ps4. Maybe your displays input lag is your issue
                Antonio Rodrigo "Minotauro" Nogueira - UFC Hall of Fame

                Comment

                • capitolrf
                  Rookie
                  • Jan 2012
                  • 354

                  #53
                  Re: Why Shot Timings Need Revision on SS & HoF

                  I don't know what to think anymore. I say to myself "okay , green releases will happen , when they happen". Slightly early/late will fall on occasion. But, when I'm wide open and as close to the line as possible, I sure wish shots would fall. They seem to fall at a lesser rate, than contested shots. Just played a league game 12min HOF/Sim (I'm the Wizards), went 5-21 from the arc. I made 2 spot up 3pters that was wide open, made 3 step-back 3's that was highly contested. I made more contested shots than, wide open looks.

                  I don't expect you guys to watch the whole game, but it is entertaining especially if you like to watch 2 sim players, play the game how it should be played. But just in the 1st quarter, you can see, how the "arcadey" shots fall more frequent than a well drawn out play, ran to perfection.

                  Twitch is the world's leading video platform and community for gamers.
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                  Comment

                  • luda06
                    Pro
                    • Sep 2008
                    • 572

                    #54
                    Re: Why Shot Timings Need Revision on SS & HoF

                    Originally posted by Batum Shaka Laka
                    I've had no problem timing Korver's shot release in practice mode for multiple perfect releases on ps4. Maybe your displays input lag is your issue
                    Hall of Fame? Superstar? How many attempts? Video?

                    Comment

                    • NewJerseyProdigy
                      Banned
                      • Sep 2014
                      • 140

                      #55
                      Re: Why Shot Timings Need Revision on SS & HoF

                      I wish shots were rating based ... Real Player % but with the skill of knowing the timing. In my world, if you get a Green, its the players true rating. If you get Slightly Early it should be like 25% off the actual rating, etc.

                      Comment

                      • alabamarob
                        MVP
                        • Nov 2010
                        • 3354

                        #56
                        Re: Why Shot Timings Need Revision on SS & HoF

                        Originally posted by luda06
                        Hall of Fame? Superstar? How many attempts? Video?
                        Its not happening on hof sim with the current 2k rosters from 3. I am about 10,000 3 point shots in and havent seen it one single time. My advice is to not get into the you were a milisecond off debate. I already been there. Ha
                        Last edited by alabamarob; 12-06-2014, 10:13 AM.
                        Psn: Alabamarob
                        Xbox: Alabama Rob

                        Youtube: 2k Hawks

                        Settings I play on.
                        Minutes: 12
                        Difficulty: HOF
                        Online or Offline player: Both
                        In a MLO: Yes

                        Comment

                        • xcghht
                          Just started!
                          • Dec 2014
                          • 4

                          #57
                          Re: Why Shot Timings Need Revision on SS & HoF

                          In older basketball games it was about good shots with good shooters . There was never a guy you wouldn't shoot with because you didn't know his release .

                          Comment

                          • Coach2K
                            Hall of Fame
                            • Mar 2012
                            • 1702

                            #58
                            Why Shot Timings Need Revision on SS & HoF

                            Originally posted by capitolrf
                            I don't know what to think anymore. I say to myself "okay , green releases will happen , when they happen". Slightly early/late will fall on occasion. But, when I'm wide open and as close to the line as possible, I sure wish shots would fall. They seem to fall at a lesser rate, than contested shots. Just played a league game 12min HOF/Sim (I'm the Wizards), went 5-21 from the arc. I made 2 spot up 3pters that was wide open, made 3 step-back 3's that was highly contested. I made more contested shots than, wide open looks.

                            I don't expect you guys to watch the whole game, but it is entertaining especially if you like to watch 2 sim players, play the game how it should be played. But just in the 1st quarter, you can see, how the "arcadey" shots fall more frequent than a well drawn out play, ran to perfection.

                            http://www.twitch.tv/dckrs202/b/596188975

                            Shot success in 2K has always been higher off a dribble move than a stand still set shot basically rewarding more difficult shots.

                            That was a great game btw.
                            Last edited by Coach2K; 12-06-2014, 12:08 PM.
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                            Comment

                            • madmax52277
                              Banned
                              • Nov 2014
                              • 435

                              #59
                              Re: Why Shot Timings Need Revision on SS & HoF

                              I did a little research why so many miss good quality shot's.

                              And I came across something that I didn't pay no attention to, shot base.
                              It's the only thing you need to master.once you know how your players jump, timing and making shot are much easier.

                              Like, melo has a little jump towards the basket. Larkin has a high straight jump.shumpert has a mini high straight jump.

                              Try to catch the meter on the top of the jump.

                              So after mastering my Knicks shot base. went to Hof sims, practice with Jose Calderon.

                              I have never hit a back to back green light three on that level before. I caught like 12, and 4. back to back green's.

                              But this is not about green's, because it is still a mystery?
                              it's about wide open good quality shot's.
                              Do some research and see for yourself.

                              Comment

                              • Coach2K
                                Hall of Fame
                                • Mar 2012
                                • 1702

                                #60
                                Why Shot Timings Need Revision on SS & HoF

                                Originally posted by madmax52277
                                I did a little research why so many miss good quality shot's.



                                And I came across something that I didn't pay no attention to, shot base.

                                It's the only thing you need to master.once you know how your players jump, timing and making shot are much easier.



                                Like, melo has a little jump towards the basket. Larkin has a high straight jump.shumpert has a mini high straight jump.



                                Try to catch the meter on the top of the jump.



                                So after mastering my Knicks shot base. went to Hof sims, practice with Jose Calderon.



                                I have never hit a back to back green light three on that level before. I caught like 12, and 4. back to back green's.



                                But this is not about green's, because it is still a mystery?

                                it's about wide open good quality shot's.

                                Do some research and see for yourself.

                                I think those guys are just easy to shoot with, especially Larkin. He was a piece of cake. I was getting greens right away when I tested the Knicks a while back.

                                It's not a question of hitting shots and getting green releases with easy shot releases. Everybody can do that.

                                It's the ones that can never get one - ever -that is the issue.
                                Last edited by Coach2K; 12-06-2014, 12:45 PM.
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