2K16 Shot Meter
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Re: 2K16 Shot Meter
Originally posted by Beluba -
Re: 2K16 Shot Meter
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.
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.
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Re: 2K16 Shot Meter
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.
Psn: Alabamarob
Xbox: Alabama Rob
Youtube: 2k Hawks
Settings I play on.
Minutes: 12
Difficulty: HOF
Online or Offline player: Both
In a MLO: YesComment
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Re: 2K16 Shot Meter
so players shot meter decreases as they attempt shots over their field goal attempts in reality
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
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Re: 2K16 Shot Meter
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.Comment
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Re: 2K16 Shot Meter
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.Comment
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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
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Re: 2K16 Shot Meter
Originally posted by KAYJILLLAHI 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.Comment
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Re: 2K16 Shot Meter
Originally posted by BelubaPolling feedback for the future of the Shot Meter. Thanks for participating.Comment
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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
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Re: 2K16 Shot Meter
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
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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
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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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