2K16 Shot Meter

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  • BellSKA
    Pro
    • Jul 2012
    • 597

    #121
    Re: 2K16 Shot Meter

    Originally posted by Andreas85
    Pretty sure u can turn the meter off for park, but u gotta do it in the main menu options not in mycareer options.
    Thanks for info. Don't know why they tucked it away in the main menu and not in the Park menu or at least the MyCareer menu. Would be nice to just turn it on/ off while in the Park/ Rec instead of exiting all the way out.

    Comment

    • MeloNYK7
      Rookie
      • Oct 2011
      • 294

      #122
      Re: 2K16 Shot Meter

      Hopefully we can get a fix on the shot animations on 2k15. 2k16 is still months away. Mike would that be possible?

      Comment

      • herbals
        Rookie
        • Dec 2014
        • 57

        #123
        Re: 2K16 Shot Meter

        can we got a poll going for input lag and control responsiveness PLEASE?

        Comment

        • ataman5
          MVP
          • Jun 2007
          • 2620

          #124
          Re: 2K16 Shot Meter

          Originally posted by herbals
          can we got a poll going for input lag and control responsiveness PLEASE?
          Especially on online in European Servers.

          Comment

          • Rockie_Fresh88
            Lockdown Defender
            • Oct 2011
            • 9621

            #125
            Re: 2K16 Shot Meter

            The thing that gets me about the meter is I feel like it's predetermined wether you will have good shooting games or not. I can have 6 shots right on the line and brick everyone . But the next game in way off and the shots are falling .
            #1 Laker fan
            First Team Defense !!!

            Comment

            • Boilerbuzz
              D* B**rs!
              • Jul 2002
              • 5154

              #126
              2K16 Shot Meter

              Wow. The wide variety of opinions on this is astounding. Basically, whatever they do, there will be complaints and, no offense, ignorance. I'm amazed that some of the people in this thread don't know that the meter is synced to the sig shot animation already. You can play by the animation completely. Or the range for excellent changes for shot quality - which includes shooter ability, defense, shot fatigue, and all of that. And it's corrected for latency online. But that's understandable. The wildest thing I've read was to not tie shot results to the release... What? But, then again, there's been the option in the game to drive success based on percentages alone for years already. Unless that was removed. I do agree that there should be an early release point though.
              Last edited by Boilerbuzz; 01-25-2015, 10:56 AM.

              Comment

              • BenBobOmb
                Rookie
                • Jan 2013
                • 180

                #127
                Re: 2K16 Shot Meter

                I think there should be 2 lines that widen or shrink as a field just like the blue field in the back of the meter right now where you should land in between for a shot to go in instead of just the one line in the middle. Right now I hit the line and the shot still doesn't go in most of the time.

                Comment

                • timsmooth503pa
                  Pro
                  • Feb 2013
                  • 814

                  #128
                  Re: 2K16 Shot Meter

                  Leave it as it is as the game evolves people need to adapt to the new features each year makes everyone learn something new and makes it challenging every year I'm a 2k head I like the meter adapt because every year something changes anyway

                  Comment

                  • MeloNYK7
                    Rookie
                    • Oct 2011
                    • 294

                    #129
                    Re: 2K16 Shot Meter

                    Hope the feedback helped!

                    Comment

                    • xghxgh
                      Just started!
                      • Jan 2015
                      • 4

                      #130
                      Re: 2K16 Shot Meter

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

                      Comment

                      • sdfhstht
                        Just started!
                        • Jan 2015
                        • 4

                        #131
                        Re: 2K16 Shot Meter

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

                        Comment

                        • Soundtrack2C
                          Rookie
                          • Oct 2014
                          • 115

                          #132
                          Re: 2K16 Shot Meter

                          There should be no Green=Automatic make, Red=Automatic miss

                          I don't know how you can justify that a red=an automatic miss when you can fire off a shot without even getting a release (those end of shot clock 1 second shots) and it can go in.

                          Theres literally no sound logic behind that, at all, both are quick release shots, no reason that one should be an automatic miss because its a certain time on the shot clock, while the other doesn't even bring up the shot meter but it can go in. Makes no sense.

                          How the meter should work:

                          The meter is based on the player's rating. For example, if you have an 80 mid range, what should happen is that if you get green, you get the full rating. Meaning that green=80 and not green=automatic make.

                          The closer you get to green, the closer you get to that full rating. meaning that if someone can't shoot 3's, they aren't rewarded because they got a green release, they just got their most accurate rating.

                          The farther away you get from green, the farther away you get from your rating. So if you get red, instead of 80, you get a rating of 65, which makes it less likely that you make the shot.

                          That is how it should work. The whole green=make, red=miss thing just doesn't make sense IMO. Too arcade like and not sim like.

                          Comment

                          • El_Poopador
                            MVP
                            • Oct 2013
                            • 2624

                            #133
                            Re: 2K16 Shot Meter

                            Originally posted by Soundtrack2C
                            There should be no Green=Automatic make, Red=Automatic miss

                            I don't know how you can justify that a red=an automatic miss when you can fire off a shot without even getting a release (those end of shot clock 1 second shots) and it can go in.

                            Theres literally no sound logic behind that, at all, both are quick release shots, no reason that one should be an automatic miss because its a certain time on the shot clock, while the other doesn't even bring up the shot meter but it can go in. Makes no sense.

                            How the meter should work:

                            The meter is based on the player's rating. For example, if you have an 80 mid range, what should happen is that if you get green, you get the full rating. Meaning that green=80 and not green=automatic make.

                            The closer you get to green, the closer you get to that full rating. meaning that if someone can't shoot 3's, they aren't rewarded because they got a green release, they just got their most accurate rating.

                            The farther away you get from green, the farther away you get from your rating. So if you get red, instead of 80, you get a rating of 65, which makes it less likely that you make the shot.

                            That is how it should work. The whole green=make, red=miss thing just doesn't make sense IMO. Too arcade like and not sim like.
                            Release timing having any effect on the success of the shot is arcade-like IMO.

                            Comment

                            • Pokes404
                              MVP
                              • Jun 2008
                              • 1720

                              #134
                              Re: 2K16 Shot Meter

                              Originally posted by El_Poopador
                              Release timing having any effect on the success of the shot is arcade-like IMO.
                              The thing with release timing is that it gives people the feel that they are actually making the shot. They aren't completely at the mercy of some probability matrix that determines whether they make or miss. I still don't know how I feel about having a "perfect" release that guarantees a make, even if it is fairly difficult to get, but I do understand the reasoning behind it.

                              Comment

                              • stillfeelme
                                MVP
                                • Aug 2010
                                • 2407

                                #135
                                Re: 2K16 Shot Meter

                                Originally posted by El_Poopador
                                Release timing having any effect on the success of the shot is arcade-like IMO.
                                I guess you should just say you think shot stick timing is arcade-like? I don't see how it is arcade-like in any previous 2K's. Are you saying shot stick timing is arcade-like or are you saying this years version of the shot meter is arcade-like? I have said this earlier but I feel my player could be cheesy or arcade-ish if you shoot with only one guy you should be able to master that one release. For 5-5 you may be able to master the releases but it is still hard to cheese it because you are shooting at least 4 plus jump shooters.

                                I guess I prefer a system something close to 2K14 and previous to where you are only in part control of how well the person shoots the shot. If you hold the stick longer than the person would normally shoot then you are not shooting the ball the way the person would to generate that success. In this way you can never make a person better than what they are rated at.

                                You definitely are real % player then?

                                I guess I am a shot stick guy so I would want to be in control of some of the ability to make a shot. So my stick skills can only bring a person to what they are rated to do so in real life by how well I can time his "perfect" release point. So if I am not good at timing how they shoot I get penalized for it but I also shouldn't benefit either to where perfect =automatic makes. So I prefer to be in control of how well I can bring players to shoot towards their ratings not just be given his %'s based off anytime I press the button.

                                I definitely agree with the part about perfect green should not be automatic make.

                                Comment

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