2K16 Shot Meter
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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
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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
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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
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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 anywayComment
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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
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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
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Re: 2K16 Shot Meter
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
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Re: 2K16 Shot Meter
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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