Contested/off balance shot animations

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  • OldHead
    Banned
    • Oct 2015
    • 64

    #31
    Re: Contested/off balance shot animations

    Originally posted by Beluba
    Yes, this is what I was referring to when I said it will be patched. Guys playing fadeaway contested anims at inappropriate times. The defensive threshold to trigger those shot animations is just way too low. Nothing is changing with shot percentages... it's just an aesthetic change.


    Sent from my iPad using Tapatalk
    I thought that the shot percentages factored in user timing if set that way in the options menu. Does not the contested animation cause the human user to have to adjust the release as opposed to a normal release? If so, doesn't the animation, frequently, contribute to a lower percentage make? When you say it's just an aesthetic change, I'm a little unclear.

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    • BluFu
      MVP
      • May 2012
      • 3596

      #32
      Re: Contested/off balance shot animations

      Originally posted by Hot Kidd
      You get the contested landing animation in freestyle shootaround.

      Its a bug.
      I believe that's just the 'you took a good shot/the player is in rhythm' indicator.

      Originally posted by Beluba
      Yes, this is what I was referring to when I said it will be patched. Guys playing fadeaway contested anims at inappropriate times. The defensive threshold to trigger those shot animations is just way too low. Nothing is changing with shot percentages... it's just an aesthetic change.


      Sent from my iPad using Tapatalk
      Great to hear. Hated how late arriving defenders caused fadeaways.

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      • Beluba
        Gameplay Director, NBA2k
        • Jul 2002
        • 1389

        #33
        Re: Contested/off balance shot animations

        Originally posted by OldHead
        I thought that the shot percentages factored in user timing if set that way in the options menu. Does not the contested animation cause the human user to have to adjust the release as opposed to a normal release? If so, doesn't the animation, frequently, contribute to a lower percentage make? When you say it's just an aesthetic change, I'm a little unclear.

        Sure. If you're missing contested shots because you're consistently borking the release timing, then you're right, making them less frequent will be more than an aesthetic change for you. Just saying that there's nothing inherent with those animations that would affect your shot percentages in and of themselves.


        Sent from my iPad using Tapatalk

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        • OldHead
          Banned
          • Oct 2015
          • 64

          #34
          Re: Contested/off balance shot animations

          Originally posted by Beluba
          Sure. If you're missing contested shots because you're consistently borking the release timing, then you're right, making them less frequent will be more than an aesthetic change for you. Just saying that there's nothing inherent with those animations that would affect your shot percentages in and of themselves.


          Sent from my iPad using Tapatalk
          I think I follow now. So, tweaking the trigger on the animation sounds like it will, most likely, benefit the offensive user that takes a decent shot since they won't have to be concerned about adjusting their normal timing due to a contested release.

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          • Sundown
            MVP
            • Oct 2010
            • 3270

            #35
            Contested/off balance shot animations

            Originally posted by 24ct
            Nah they def shouldn't change this. It'll just cause more online cheese like last year. They put this in for a reason. So ppl can't just pull up from mid or 3 with somebody in the area without changing your shot. I think it's perfect. Guys gotta stop asking for nerfs man it's gonna ruin the game. Contested shots are fine. You can even make some this year because the animation isn't too crazy.

            Please don't change this 2k. There's nothing wrong with it.

            Oh well. Just saw Mike said it'll be patched. Smh. I don't get it. They want to stop/prevent cheese but then they take things away that prevents it. Now guys are just gonna pull up with guys in the area and get greens. Then you guys are gonna say shooting needs tuning and it's gonna be patch 4 all over again. It's not even that bad man. I rarely get these animations and if you do it's because you're taking bad shots or shots with guys in your space. But whatever. Guys wanna say they play SIM but complain about contested shot animations. Like really??

            Guys want to play sim and complain because these contest shot animations don't make complete sense in context. The OP seems like a thoughtful sim guy and he has issues with when the animations kick in.

            Just because a gameplay mechanic seems to be anti-cheese does not make it sim, if it is implemented in a way that is inconsistent with actual authentic NBA basketball. Seems like the two are often confused when they're distinct things. Sim is (almost) always anti-cheese. Anti cheese is not always sim.

            Contest animations are great. Having them kick in when lightly contested with players who regularly shoot with a consistent shot form under pressure is not.

            And it sounds like the animation and shot success are separate things that can be tweaked independent of each other. So pretty much we may have the best of both worlds if both are tuned to realistic expectations. I guess you can thank sim guys like 24th for complaining about that. Heh.
            Last edited by Sundown; 10-11-2015, 07:35 AM.

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            • Rkhabeer
              Rookie
              • Sep 2011
              • 7

              #36
              Re: Contested/off balance shot animations

              Originally posted by hanzsomehanz
              I'm not sure what other variables are included but here it is.

              I raised user sliders to 60 for *offense and defense awareness and consistency. I now have it as high as 70. The higher it goes the more realistic their shot process and shot outcomes are.

              *Just try the offensive awareness and consistency sliders for now.

              Not sure it matters but I been using HOF difficulty, mainly I work off the simulation settings and edit from there. I noticed the change immediately after raising awareness and consistency so this is why I feel it's related to some type of shooting composure.

              At the default settings the shooters seem to be programmed to be psyched out by a bigger, more unrealistic, radius. Even on difficulties like Pro and Rookie you will see it but not as intense and not as prevalent but on HOF it was like every rip. It's like my player was being contested by ghosts lol

              Sent from my SM-T330NU using Tapatalk
              You know I think they added that to the game to say like that's their wingspans but it's good to see they're patching it up a bit hope it isn't totally removed though but thanks for replying I appreciate it

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