Post patch sliders and shooting %

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  • vtcha
    MVP
    • Nov 2009
    • 2180

    #31
    Re: Post patch sliders and shooting %

    I'm playing with superstar sliders, and yep, shooting is way too high, both CPU and User (more so on the CPU's side). We were both hovering around the 55% field goal range. The CPU made far too many shots where my defenders were literally right in their grill.

    What's annoying is that almost every 3-point shooter is Steph Curry-like with those dribble pull-ups. You give them the slightest breathing room and it's almost guaranteed that they'll knock that down.

    Also - is it me or it's way too common to ankle break someone? I'm trying my hardest to contain the CPU and they'll do the most basic crossover that'll freeze my defender thus allowing the ball-handler to blow past me. The only way I've been able to contain them is to bump the Defensive Assistant, under Controller Settings, to 100.

    Furthermore, the CPU are still making a lot silly reach-in fouls. Though not as much post-patch. But a few players still get into foul troubles.
    Last edited by vtcha; 09-27-2016, 07:00 PM.

    Comment

    • Gosens6
      All Star
      • Oct 2007
      • 6100

      #32
      Re: Post patch sliders and shooting %

      I'm honestly trying to be reasonable and calm about this situation, but, now that this is happening for a 2nd time, it's infuriating.

      This is the most arcade game play that I can recall in a very long time for this franchise.

      How this got past testing is beyond me. I know damn well they play the game, but now I'm questioning if anyone on the team actually plays against the AI?

      How are they okay with all the made buckets and the sky high fg% for all teams? How could they release this to us and be fine with it? It's a serious slap in the face to true sim players who are just looking for realistic numbers.

      The scrubbiest of scrubs hitting contested fade away 3s on a consistent basis, no player ever missing a wide open shot, ever. The piss poor help defense and interior D.

      I'm trying to love this game, I really am. When Mike came in here and made some adjustments, and percentages looked like they dropped across the board, it still wasn't perfect, but it worked.

      Now, help D and interior D seem to be even worse, coupled with the fact that never missing by any team seems to have reared it's ugly head again. I'm honestly shocked and befuddled.

      This is the only game I play year round, but I have put it away. I don't even want to play it and deal with the frustration that is the game play this year.

      Never thought I'd be at this point with this franchise.

      Sent from my SM-N910V using Tapatalk

      Comment

      • TarHeelPhenom
        All Star
        • Jul 2002
        • 7114

        #33
        Re: Post patch sliders and shooting %

        Serious question...if I bought the digital copy and I uninstall and reinstall offline will it play without the patches?. At this point I would rather Olay this game offline the way it was out the box than play it this way.
        "Dunks are tough, but when a 35 footer come rainin out the sky...it'll wire you up"

        Comment

        • Jm0ney2001
          MVP
          • Nov 2003
          • 1352

          #34
          Re: Post patch sliders and shooting %

          1000% what gosens6 said

          Comment

          • sirio994
            Rookie
            • Dec 2013
            • 237

            #35
            Re: Post patch sliders and shooting %

            Originally posted by Gosens6
            I'm honestly trying to be reasonable and calm about this situation, but, now that this is happening for a 2nd time, it's infuriating.

            This is the most arcade game play that I can recall in a very long time for this franchise.

            How this got past testing is beyond me. I know damn well they play the game, but now I'm questioning if anyone on the team actually plays against the AI?

            How are they okay with all the made buckets and the sky high fg% for all teams? How could they release this to us and be fine with it? It's a serious slap in the face to true sim players who are just looking for realistic numbers.

            The scrubbiest of scrubs hitting contested fade away 3s on a consistent basis, no player ever missing a wide open shot, ever. The piss poor help defense and interior D.

            I'm trying to love this game, I really am. When Mike came in here and made some adjustments, and percentages looked like they dropped across the board, it still wasn't perfect, but it worked.

            Now, help D and interior D seem to be even worse, coupled with the fact that never missing by any team seems to have reared it's ugly head again. I'm honestly shocked and befuddled.

            This is the only game I play year round, but I have put it away. I don't even want to play it and deal with the frustration that is the game play this year.

            Never thought I'd be at this point with this franchise.

            Sent from my SM-N910V using Tapatalk
            I agree. The absurd thing is that every patch fix problems but is a stepback in terms of stats and balance

            Comment

            • Goffs
              New Ork Giants
              • Feb 2003
              • 12278

              #36
              Re: Post patch sliders and shooting %

              This happens after every patch....should be alright again once Mike adjusts them again...

              Comment

              • sirio994
                Rookie
                • Dec 2013
                • 237

                #37
                Re: Post patch sliders and shooting %

                Originally posted by Goffs
                This happens after every patch....should be alright again once Mike adjusts them again...
                Yes, but what about this year? This year we have sliders and those are clearly visible. We know for sure that nothing changed...probably Mike has to balance other sliders that only him can control...

                Comment

                • Jm0ney2001
                  MVP
                  • Nov 2003
                  • 1352

                  #38
                  Re: Post patch sliders and shooting %

                  I've already tweeted mike about it. Hopefully they can see how crap this is. Until then I'm lowering qtr length or sliders I guess

                  Comment

                  • clinthc0003
                    Rookie
                    • Sep 2011
                    • 147

                    #39
                    Re: Post patch sliders and shooting %

                    I've been having ridiculously high field goal percentages over the last couple of days (even before the patch) on HOF. In my Fantasy Draft MyLeague, I've had two quarters where I shot 80% in 12 minute quarters!!! On average, I'm shooting in the 60-65% range and the CPU is in the 50-55% range.

                    User
                    It seems like I can consistently get a wide open shot just running the most basic actions right now, like a simple floppy set or a kickout off of a pick and roll. I haven't had to mix up my offense at all (running 4out 1in freelance with plays and pick and rolls added in the mix).

                    One thing that absolutely has to go are the double teams at half court that are triggered by getting too many assists. I had zero points with Rubio in my last game (with 10 assists) and they doubled him at half court every possession he was in for the second half. This leads to so many wide open threes or a free dunk one pass away.

                    I feel like if I really wanted to, I could get this number up in the 75-80% range for a full game but I always wind up slowing it down in the second half. At the moment I have a 126.6 offensive rating while the next closest is 109.9 (Warriors led the league last year with 114.5 for reference). This is 12 games into my season, so a decent sample size.

                    CPU
                    The CPU gets a lot of easy buckets off of forcing the ball inside right now. I'd like to see a lot of these passes get tipped. They also are mid range deadeyes right now, even when heavily contested (Marc Gasol just went 6/7 on all contested midrange shots). The new dribble pullups on transition fall every time and the new transition defense, while improved from last year, doesn't give you much of an opportunity to close out on these shots. The CPU also seems to be getting a lot of undeserved offensive rebounds this year that lead to easy putbacks.

                    Comment

                    • Nukleopatra
                      Banned
                      • Oct 2009
                      • 381

                      #40
                      Re: Post patch sliders and shooting %

                      Use twitter, if you have to.

                      We need for this to be known.

                      Comment

                      • Gosens6
                        All Star
                        • Oct 2007
                        • 6100

                        #41
                        Re: Post patch sliders and shooting %

                        Originally posted by Nukleopatra
                        Use twitter, if you have to.

                        We need for this to be known.
                        Agreed, it's how we brought this to Mikes attention the first time.

                        I fear the response won't be so quickly this time around, though. That has me worried.

                        Sent from my SM-N910V using Tapatalk

                        Comment

                        • Beluba
                          Gameplay Director, NBA2k
                          • Jul 2002
                          • 1389

                          #42
                          Re: Post patch sliders and shooting %

                          Originally posted by Gosens6
                          Agreed, it's how we brought this to Mikes attention the first time.

                          I fear the response won't be so quickly this time around, though. That has me worried.

                          Sent from my SM-N910V using Tapatalk
                          I'm here. Just trying to understand exactly what the issue is. Two things changed last night that would impact shooting %s:

                          1. Faster pass speeds from the patch which could lead to more open looks
                          2. OG made an ACE update to improve help defense.

                          The more descriptive you guys can be with what you're seeing, the quicker I can get the correct fix out to you guys. Right now I'm testing some re-tuned values for open FG%. Might be all we need but I want to be thorough.

                          Comment

                          • tetoleetd
                            MVP
                            • Jul 2011
                            • 1151

                            #43
                            Re: Post patch sliders and shooting %

                            Originally posted by Beluba
                            I'm here. Just trying to understand exactly what the issue is. Two things changed last night that would impact shooting %s:

                            1. Faster pass speeds from the patch which could lead to more open looks
                            2. OG made an ACE update to improve help defense.

                            The more descriptive you guys can be with what you're seeing, the quicker I can get the correct fix out to you guys. Right now I'm testing some re-tuned values for open FG%. Might be all we need but I want to be thorough.
                            do you have any suggested slider adjustments for offline players that are seeing high fg%?

                            would turning down the shooting sliders be enough, or would turning up some defensive sliders be a better remedy?

                            Comment

                            • TarHeelPhenom
                              All Star
                              • Jul 2002
                              • 7114

                              #44
                              Re: Post patch sliders and shooting %

                              Originally posted by Beluba
                              I'm here. Just trying to understand exactly what the issue is. Two things changed last night that would impact shooting %s:

                              1. Faster pass speeds from the patch which could lead to more open looks
                              2. OG made an ACE update to improve help defense.

                              The more descriptive you guys can be with what you're seeing, the quicker I can get the correct fix out to you guys. Right now I'm testing some re-tuned values for open FG%. Might be all we need but I want to be thorough.

                              Fr8m what i saw last night...

                              1) In addition to the faster pass speeds, the CPU was playing at breakneck speeds (cpu vs cpu on my end).

                              2) The midrange game was non-existant. It was either pass inside and get fouled, attack the basket or shoot the 3.

                              3) There was an insane amount of steals and foul calls...specifically in the paint. The majority post moves resulted in a foul call.

                              4) The FG % were really high.

                              5) CPU was not running any plays...just grab the ball out the net come down make a m8ve and chuck.

                              One quick note about the pace/speed of the game. I put game speed on 40 and they were still going really fast.
                              "Dunks are tough, but when a 35 footer come rainin out the sky...it'll wire you up"

                              Comment

                              • Jm0ney2001
                                MVP
                                • Nov 2003
                                • 1352

                                #45
                                Re: Post patch sliders and shooting %

                                Yeah the difference is the shooting pct and the user defense is easier for the ai to break down. In my game the lakers somehow got 102 shots up. And shot that at 48%. If they had run plays or been defended they would have only had 80ish shots like the real NBA. So I think it's a combination of pace, defense and shooting pct.

                                Comment

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