2K16 Shot Meter

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  • shanfoster32
    Just started!
    • Jan 2015
    • 1

    #76
    Re: 2K16 Shot Meter

    Originally posted by Beluba
    Polling feedback for the future of the Shot Meter. Thanks for participating.
    I think the shot meter is a great addition to the game for gamers who don't play as often. However, we should be able to master the shot timing because players in real life work very hard to be able to make open shots. Wide open, uncontested shots should be successful for shooters much more often than is happening currently. This is evident by the number of bigs who are now shooting 3's. Now, contested shots, that are not in rhythm and not created by a drive and kick, should not go in as frequent, regardless of timing. And furthermore, even open shots that are not in rhythem and on balance should not be successful either. For example, no one in the NBA shoots fadeaway 3's, falling out of bounds, on fast breaks wide open. This animation and ability to make this shot should be removed. The shot meter is a great idea as long as players like, Kyle Korver, can make wide open shots more frequently than they miss. I understand that wide open shots are definitely missed during games, but it does not happen as frequently as being portrayed in online quick games.

    Comment

    • stillfeelme
      MVP
      • Aug 2010
      • 2407

      #77
      Re: 2K16 Shot Meter

      Originally posted by MeloNYK7
      There are players i have taken over 500 shots with and never got a perfect releases yet (Melo, KD, Nick Young, Tim Hadaway, etc). The problem is the broken releases. Not the meter itself. The entire system is broken, only way to fix it is to either fix all the shots animations or go back to old system.
      Yeah I don't get it. I know the guy in charge of the sig shots knows the releases are broken out of the box. It is so many guys that are broken it is ridiculous. They have to fix the base of the shots by testing them and deciding what is the closest animation that works.

      I really have no problem with the meter it is a feedback system that lets you know how early, late or on the money your shot was. I do have a problem with the non perfect release shots because it messes up the game play if you don't fix it. I still think a perfect shot should be capped at a certain percentage though. Even the great shooters like Korver and Curry, and Allen miss shots that they thought was going in. These guys have repeatable shots. Even in real life I shoot shots that I thought was going in when it leaves my hand and it rims out

      Here are some stats for yall



      Steph Curry shoots 7.5 3's a game 40%
      44% when open (4-6ft) from nearest defender 3ATT
      44% when wide open (6ft+) from nearest defender 2.4ATT

      I know we have no way of knowing this but I sort of feel from an overall 3pt standpoint he should be capped somewhere because he has a 44% chance to get a perfect release even when wide open. I am starting to lean towards the success rate should be part dice roll even with a perfect release with a cap on the %. I know some people hate that though and want to get a feeling of being in control of every shot but I feel that is the only way to balance all game modes where the animation overrides the ratings. That part should be closer to 2K14



      Kyle Korver

      Korver shoots 5.7 3's a game 54%
      56% when open (4-6ft) from nearest defender 2.3ATT
      58% when wide open (6ft+) from nearest defender 1.6ATT

      Again he should be capped even on perfect releases. I know he is really not getting a perfect release out of the box on SS or HOF but you get the point.

      Comment

      • alabamarob
        MVP
        • Nov 2010
        • 3340

        #78
        Re: 2K16 Shot Meter

        Originally posted by stillfeelme
        Yeah I don't get it. I know the guy in charge of the sig shots knows the releases are broken out of the box. It is so many guys that are broken it is ridiculous. They have to fix the base of the shots by testing them and deciding what is the closest animation that works.

        I really have no problem with the meter it is a feedback system that lets you know how early, late or on the money your shot was. I do have a problem with the non perfect release shots because it messes up the game play if you don't fix it. I still think a perfect shot should be capped at a certain percentage though. Even the great shooters like Korver and Curry, and Allen miss shots that they thought was going in. These guys have repeatable shots. Even in real life I shoot shots that I thought was going in when it leaves my hand and it rims out

        Here are some stats for yall



        Steph Curry shoots 7.5 3's a game 40%
        44% when open (4-6ft) from nearest defender 3ATT
        44% when wide open (6ft+) from nearest defender 2.4ATT

        I know we have no way of knowing this but I sort of feel from an overall 3pt standpoint he should be capped somewhere because he has a 44% chance to get a perfect release even when wide open. I am starting to lean towards the success rate should be part dice roll even with a perfect release with a cap on the %. I know some people hate that though and want to get a feeling of being in control of every shot but I feel that is the only way to balance all game modes where the animation overrides the ratings. That part should be closer to 2K14



        Kyle Korver

        Korver shoots 5.7 3's a game 54%
        56% when open (4-6ft) from nearest defender 2.3ATT
        58% when wide open (6ft+) from nearest defender 1.6ATT

        Again he should be capped even on perfect releases. I know he is really not getting a perfect release out of the box on SS or HOF but you get the point.
        Got to have a cap. Great post. Without a cap the animations will be more important then the ratings. Perfect release should mean you get full rating. Slightly Early or late release should be a 5 to 10 point rating decrease on shot. Late or early 10 to 15. Poor 20 to 25.
        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

        • jk31
          MVP
          • Sep 2014
          • 2662

          #79
          Re: 2K16 Shot Meter

          so players shot meter decreases as they attempt shots over their field goal attempts in reality
          I don't like this... FGA in reality is heaviliy depending on the role, the player is having in real life. Now think of you building your own team. Someone who is the 12th man on a roster maybe is your 6th man or something like that. He has a much bigger role on your roster than he has in reality. You think it should not be possible to do that because the player doesn't play in real life?
          Or think about a player developing in your association. Maybe a benchwarmer develops in a pretty solide starter with high 70/low 80 ovr? You should not take many shots with him because in reality he doesn't do so?

          I don't like this shot fatigue at all...

          Comment

          • stillfeelme
            MVP
            • Aug 2010
            • 2407

            #80
            Re: 2K16 Shot Meter

            Originally posted by alabamarob
            Got to have a cap. Great post. Without a cap the animations will be more important then the ratings. Perfect release should mean you get full rating. Slightly Early or late release should be a 5 to 10 point rating decrease on shot. Late or early 10 to 15. Poor 20 to 25.
            Yeah I would be fine with something like this.

            Comment

            • bfbhxh
              Banned
              • Jan 2015
              • 4

              #81
              Re: 2K16 Shot Meter

              Polling feedback for the future of the Shot Meter. Thanks for participating.

              Comment

              • ballstreet2k
                Rookie
                • Nov 2014
                • 157

                #82
                Re: 2K16 Shot Meter

                Originally posted by alabamarob
                Got to have a cap. Great post. Without a cap the animations will be more important then the ratings. Perfect release should mean you get full rating. Slightly Early or late release should be a 5 to 10 point rating decrease on shot. Late or early 10 to 15. Poor 20 to 25.
                This. This is how it should be. Get a perfect release on a 3 pointer with Shaq, it's still a bad shot. Get a late release with Korver and it's still pretty damn good. Get a perfect with a 95 rated MyPlayers, it's almost certainly going in. I can deal with "almost".

                Comment

                • El_Poopador
                  MVP
                  • Oct 2013
                  • 2624

                  #83
                  Re: 2K16 Shot Meter

                  Personally, I think the shot timing affecting the shot should be removed altogether. There are so many other aspects to a shot that are not represented in a video game, so picking out one thing that is easy to add in should not have an impact like it does.

                  My issue is that release timing can change in real life depending on a number of factors, such as how quickly a defender is closing out. I may decide to get the shot off quicker, but adjust how hard I flick my wrist, how much I put my legs into the shot, the follow through, etc, to accommodate for that change in the release. In the game, you can't make those changes; it's either release at the same point every time, or your chance to make the shot decreases. So if I'm open, but a defender is closing out, I am at the mercy of my shot animation. I can't adjust to get the shot off before he closes out, or I will be penalized.

                  Too much is put on release timing, even though that is only a small part of shooting the ball.

                  Comment

                  • El_Poopador
                    MVP
                    • Oct 2013
                    • 2624

                    #84
                    Re: 2K16 Shot Meter

                    Originally posted by KAYJILLLAH
                    I say keep the shot meter but make the shot fatigue more realistic so players shot meter decreases as they attempt shots over their field goal attempts in reality. And make contested shots more effective when contesting jump shots.
                    But what about players who actually get better the more they shoot? A player can get hot any time during the game, whether they've taken one shot or 20.

                    Comment

                    • woshihuxingtan
                      Rookie
                      • Nov 2013
                      • 217

                      #85
                      Re: 2K16 Shot Meter

                      Originally posted by Beluba
                      Polling feedback for the future of the Shot Meter. Thanks for participating.
                      Mike, Shot Meter is fine, can dev team fix the input lag in the online mode?! please! Can you tell the devs at least. It has been 3 months, the lag make the game unplayable!

                      Comment

                      • stillfeelme
                        MVP
                        • Aug 2010
                        • 2407

                        #86
                        Re: 2K16 Shot Meter

                        Originally posted by El_Poopador
                        Personally, I think the shot timing affecting the shot should be removed altogether. There are so many other aspects to a shot that are not represented in a video game, so picking out one thing that is easy to add in should not have an impact like it does.

                        My issue is that release timing can change in real life depending on a number of factors, such as how quickly a defender is closing out. I may decide to get the shot off quicker, but adjust how hard I flick my wrist, how much I put my legs into the shot, the follow through, etc, to accommodate for that change in the release. In the game, you can't make those changes; it's either release at the same point every time, or your chance to make the shot decreases. So if I'm open, but a defender is closing out, I am at the mercy of my shot animation. I can't adjust to get the shot off before he closes out, or I will be penalized.

                        Too much is put on release timing, even though that is only a small part of shooting the ball.
                        I do agree with most of that except the bold but the game has no way of knowing how fast we want to shoot or how long we want to hang in the air to prolong the shooting. Most releases in real life are repeatable that is how they get consistency. The game can't read your mind but it does try to get at least shot clock ones off quicker. Imagine if the game decided to speed your release for you or slowed it down if you wanted to hang in the air like MJ. Sounds far fetched you wouldn't know when it was coming. So I see the shot timing playing the biggest role until some crazy advance in technology and control.

                        Comment

                        • El_Poopador
                          MVP
                          • Oct 2013
                          • 2624

                          #87
                          Re: 2K16 Shot Meter

                          Originally posted by stillfeelme
                          I do agree with most of that except the bold but the game has no way of knowing how fast we want to shoot or how long we want to hang in the air to prolong the shooting. Most releases in real life are repeatable that is how they get consistency. The game can't read your mind but it does try to get at least shot clock ones off quicker. Imagine if the game decided to speed your release for you or slowed it down if you wanted to hang in the air like MJ. Sounds far fetched you wouldn't know when it was coming. So I see the shot timing playing the biggest role until some crazy advance in technology and control.
                          Right, but that was my point. Because the game can't replicate that control, timing shouldn't be a factor either. I generally prefer to play on real FG% for that reason alone, so I can choose to release early or late based on how I'm defended. But I do like the meter for the fact that when you do get a green release, you know it's going in. Sometimes when you shoot the ball in real life, you just know it's going in, which I mentioned on page one of the thread lol.

                          Comment

                          • greenegt
                            G-Men
                            • Feb 2003
                            • 4494

                            #88
                            Re: 2K16 Shot Meter

                            I don't use the meter myself, but they should keep it optional for people who like it.
                            XBL: Mean Greene

                            PSN: OGMeanGreene

                            Twitter: @greenegt

                            Comment

                            • The 24th Letter
                              ERA
                              • Oct 2007
                              • 39373

                              #89
                              Re: 2K16 Shot Meter

                              I can somewhat agree with what Poop is saying here...

                              To me, I think these basketball games are making shooting more of a burden than it should be. It should be the 'easy' part of the equation IMO. More thought should have to be put in the quality of the shot more than the action itself. I don't like the idea of not wanting to use a player because his "shot is difficult"..

                              Comment

                              • Andreas85
                                Rookie
                                • Nov 2014
                                • 109

                                #90
                                Re: 2K16 Shot Meter

                                What i wonder the most is like what affect your shot and exactly how much does it affect your shot? Like for example lets say i have a 95 standing 3p shot.

                                Obviously open vs contested. How big is the difference from open vs contested?

                                Also i guess Offensive consistency which for mycareer doesn't change. Like how much does lets say 90 O Con affect your shot compared to say 70?

                                Shot iq? I assume that is more for the cpu? Like determines how good shots you take?

                                And i guess cold vs hot? How much of a difference does it make?

                                Like when you move alot before your shot, lets say left to right cheese for example how much does it affect your shot?

                                And ofc the Release whats the % for like lets say slightly early b+ vs c-?

                                Anything i missed?

                                Comment

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