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The Official #SIMNATION Thread
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Re: The Official #SIMNATION Thread
<iframe width="560" height="315" src="https://www.youtube.com/embed/VGlOacOzdzQ" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen=""></iframe>Psn: Alabamarob
Xbox: Alabama Rob
Youtube: 2k Hawks
Settings I play on.
Minutes: 12
Difficulty: HOF
Online or Offline player: Both
In a MLO: Yes -
Re: The Official #SIMNATION Thread
The Ai ability to make plays off the dribble completely breaks down inside the free throw line. They just switch directions back in forth (often times warping theu the defense as in the video) until they wriggle open just enough for a layup. There needs to a be a system added that lets the AI know that 1. Hey my shoulders are still in position that there is no need to change direction i should continue on my current course of attack or at least go into a post back down animation.
Videos also shows that unless triggered by one of the “help/tag” settings, team off-ball defense is non existent. In real all 3 of the hawks would be concerned with the ball being so deep in the paint. Here they jist run back to their defensive assignments.Comment
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Re: The Official #SIMNATION Thread
I don't know if this has been mentioned but I don't know another thread to put it in.
For some reason the Warriors Fist Series does not work anymore. It's there in the series page but when you select it just auto plays.
Note that you can add the specific plays into someone's playbook and manually select it, but the actual series no longer runs.
I really only play MyTeam and it doesn't have an assign plays feature, so you have to run the Freelance through OTFC. Can this be passed on to a 2K Dev?
Also, any word on when they are updating other team's playbooks like they did the Spurs and Knicks, etc...Comment
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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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Comment
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Re: The Official #SIMNATION Thread
Hi good sim loving people. Haven't been active on forums, but I'm with this game since 2k8 playing it A LOT. Was always looking for realism, tried people's sliders, usually end up with my own that are slight tweek over default ones from all-star or superstar. Hof always felt like overpowered cpu hard game style like it is in all sports games i recon.
Now I see a lot of people saying "I play on custom HOF", "custom that". As far as I understand, once you go custom - it's custom.
For example - default Superstar shooting is 48/52 user/cpu. Default all-star is 50/50. What it does is making release time more important for user when highered and cpu less affected by your d and more successful with open ones when lowered. Your game style and skill will play crucial role in getting those sim stats. So for me, I have shooting set to 52/47. Easy shooting? Here's why. I'm an old dude playing MyGM (in 19 I like all the additional content over myleague customization options, last year had to play myleague as there were no sim engine sliders for mygm). I'm rarely hitting green release, so on def superstar I have really low shooting % for my team. Many open ones clank, and lightly contested airball. Bumped it to 52 user and now it's fine - FOR ME. Testing it out, might drop layups and contact back to 51, these seem to be bit op as they are less affected by timing and more by the move you do. It's ok to have someone I.Thomas (I'm Denver in my latest mygm) shoot an early release "just drop it up over the d" scoop layup and have it in more often than not. For CPU, I every year I felt shooting open ones on def is op, ai never misses etc. making my opFG% terible. So a slight nerf did the trick. CPU sometimes misses the open one. Not everything is and one. Some fadeways are tough for them too, and they miss a couple even having bigger guy on and my smaller guy all up in his grill... I remember previous years having shooting at 43/40, 45/45, 47/42 in 2k18 (feel like it was too much now, should had 48/43 rather). It always played a lot to the defensive ai performance and what you're getting on the court.
Point is - small changes affect a lot and sliders are tied up to eachother.
Another example - played with defense strenght at 50/50 always. This year had to mess with those after that patch when Mike Wang said contests are maybe op but it's for users to learn to make better shots. Well they hella op and inconsistent cpu/user wise. It takes away certain basketball plays... It's because cpu will always position and contest perfectly, and user will be an inch to the left, or so, cause your control over joypad will be read differently ending up you making a step or two too much. Again - this is my case. But, if you're getting everything, even coming off the block cleanly and catch and shoot with defender trailing off the block, being a heavy contest, while at the same time slight angle to the side or being a tad late to put thar hand in cpu player mouth gets you a light contest - it's not right. So, I ended up with defense strength 55/45. Now, this is a big adjustment from superstar default 45/55, but for me it works. I felt it's that op. I felt now the cpu and user contests are having the same value performed animation wise...
Now if you change let's say body-up sensitivity to 25/25 - it's a whole different game, to worse imo. That kind of setting takes away a lot of the foul and contact game, while making the game more fluid, yet you lose the difference of getting in the stronger player to weaker, having step trough layup or bounce off fadeway animation more often than tangled arms falling away just barely putting it up layup animation which is harder to suceed. Now these sliders also had shooting for user lower to counter the inflation of fg%. They had (I think) def strength lowered for cpu to find middle ground. This was a setting on one of the popular sliders last year. This year contacts are improved, so for me going body-up from 48/50 last year to 51/49 this year felt fine. It took away dribbling in your face just going trough player cpu cheese a bit, while making contact more natural on offense and no ball bounce off for cpu steal when they should be able just to bump you and tangle off-arm as you are steering a tad away from them going to the basket and because of the animation delay the ball colision engine hits before player colision one resulting in strange deflection and steal.
Point here - it's all about your game style and what you feel is right. Big thanks to 2k for all the customization options.
To cap it - default superstar difficulty I feel is tailored to get as much sim as "gammy" gameplay in online modes. It works a charm shooting attributes/fg% in myplayer, although gammy moment makes you be bit loose with the ball, guess to make "stick skills" matter more and make players use protect more. In myteam it makes shot timing hella matter to counter diamond+ teams and not turn it into shooting cheese fest (it is anyway, but that's another story) and defense settings kind of work against the shooting cheese thing but makes it more gammy positioning skills wise and having ball security at 45 and such options lowered turn it into steal animations being heavily exploitable. Mode is not for sim gamers I would recon...
So, again, thanks for options 2K.
I would love that we continue discussion here or if you guys thing another thread would suit better, but I'm posting my "slight tweak" sliders anyway as soon as I feel are tested enough and not op cpu nor user.Comment
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Re: The Official #SIMNATION Thread
Oh and one more important thing to point out - there's a big difference in default all-star/superstar awareness sliders. Only having cpu off/deff sliders at 50/50 makes them play fully as designed. Making defensive adjustments and all... this was said in dev blog too... so it makes you use that shot clock to get a good shot and not every play run being instant available for option 1.
Final thought - cpu passing speed/precision is still op, steal sucess (not enough deflections to loose ball) op, and ball security op once you up the fouls it's an instant foul for user unless perfect steal attempt and ball never deflected to loose. Hustle for cpu is hella op, but I thing cpu getting blocked ball falling behind back and turning around scoring in one quick motion cheese is hardly fixable with sliders as this is tied to hustle, rebound and cpu reaction time that all need work code and additional "fight for loose ball" animations wise.
I love this years game and improvements btw. We're close to having "almost perfect" game, but it's all the users must be happy thing that just affect some of the gameplay decisions and the need to make online modes gammy, but - to stress enough - thanks for customizations and ability to make it as close to sim as posible in mygm/myleague.Comment
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Re: The Official #SIMNATION Thread
I think they need to come out with rules or sliders so you can make it like the old school NBA .. so that post play matters again. They also need to add how you want the refs to call the games like how MLB the Show has for its umpires, it would be nice to have the game call differently every time...
Some times its annoying playing the CPU watching them throw up threes when they don't have the players to shoot the three.. the game also has coaches with these different playing schemes but it seems like its never pushed "why".Comment
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Re: The Official #SIMNATION Thread
Im sorry if this has been answered but do these updates apply to existing rosters?..I have a heavily edited roster set that I use and really don,t want to start another..THANKS FOR THE TRADE SANDIEGO KEEP RIVERS WE'LL TAKE ELIComment
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The Official #SIMNATION Thread
As I understand, the plays will be added across all rosters but wont be updated to the team playbook. You need to add it yorself if u want those plays tied to the teams.
Sent from my iPhone using TapatalkComment
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Re: The Official #SIMNATION Thread
The updated playbooks
Spoiler
Playbooks
Bucks
ISO 5 out
ISO 5 out2
ISO 5 out 3
ISO 5 out 4
ISO 5 out 5
ISO 5 out pinch
ISO 5 out 6
ISO 5 out 7
Fist 5 out
Fist 5 out 2
Fist 5 out 3
Fist 64 5 out down
Fist 5 short flare
Fist 45 down
Fist 91side down
Fist point 4
Fist 5 out 13
Fist 5 out 12
Fist 5 out 9
Fist 71 angle
Fist 5 out 5
Fist 15 spread 4 lift
Fist 45 CNR 5 out
Fist 5 short 4 CNR
Fist 51 5 out STS
Fist 64 STS
Fist 71 STS
Fist 24
Fist 5 out 4
Punch 34
Punch 5 out
Punch delay
Punch 41 up
Punch 5 out
Punch 5 out hawk
Punch 41 fist
Cut point
Cut point 2
Cut point 3
Cut fly alley
Give delay
Give delay 2
Give 5 out 7
Give 5 out 2
Give 5 out
Quick 5 out
Quick delay
Quick 5 out 2
Quick delay 2
Quick 5 out 3
Celtics
ISO 14 series
ISO 5 out
ISO 5 out 2
ISO horns curl
ISO 1 top
ISO 1 spread
Fist 43 series 3
Fist horns curl
Fist horns curl 3
Fist 81 angle
Fist 43 series 5
Fist 91 horns dbl
Fist 5 short 4 CNR
Fist 5 short "1-4"
Fist delay 2
Fist series 4
Fist 71 side STS
Fist loop 2
Fist 25 STS DBL
Fist BOS snap 2
Fist 25 horns DBL
Fist horns curl 2
Punch
Punch delay
Punch 15 give
Punch 35 give
Punch 43 series
Punch 2 rip
Punch 1 go
Punch 12 high
Cut 43 series
Cut 43 series 2
Cut loop
Cut 14 series
Cut BOS zip series
Cut horns curl
Give 51 5 out
Give delay
Give delay 2
Give 43 series
Give BOS zip series
Give 14* series 2
Quick 43 series
Quick 3 STS
Quick 51 give
Quick horns flare
Quick delay
Quick BOS snap 2
Quick 43 series 3
Clippers
ISO 24 slice
ISO 3 side
ISO 4 high fist
ISO 4 high fist STS
ISO spread 2
Fist 19 down
Fist 91 high
Fist 5 side 4 lift
Fist 5 out 10
Fist 25 give 12
Fist 26 horns
Fist 35
Fist 5 out 7
Fist 5 out 9
Fist 14 short
Fist 19 side DBL
Fist 19 side out
Fist 91 DBL
Fist 4 out short
Fist 91 out STS
Fist 5 short 4 CNR
Fist 5 short CNR down
Fist 24 give
Punch 25 quick
Punch 25 split
Punch
Punch 24 slice
Punch 12 high
Punch 12 spread
Punch 12 spread fist
Punch 13 rip
Cut mavs flex
Cut 14 series 2
Cut 43 series
Give 42 horns fist
Give 5 out 4
Give 5 out 5
Give 5 out
Give 52 fist
Quick 42 fist
Quick 13 pin
Quick 4 STS flare
Quick slice
Floppy
Quick 3 horns
Quick 32 horns
Lakers
ISO 1 side
ISO 1 top
ISO 12 rip
ISO 3 go
ISO 5 out
Fist 4 CNR
Fist angle down
Fist short 4 lift
Fist 13 down
Fist 15 down spread
Fist 5 side down
Fist point 3
Fist 15 horns give
Fist 41 spread get
Fist 25 give
Fist 25 give down
Fist 41 horns
Fist 21 delay 2
Fist delay 2
Fist 41 give "1-4"
Fist 21 delay
Punch
Punch 5
Punch 25
Punch "1-4" rip
Punch 13 down
Punch 13 rip
Punch 13 fist
Punch 41 fist
Punch 5 out 4
Cut point 2
Cut point 2 ?
Cut 3 horns
Cut 5 horns dive
Give angle fist
Give 5 out 8
Give 54 zip rip
Give 5 out 4
Quick "1-4" curl
Quick "1-4" rev
Quick 3 pin
Quick horns split
Floppy
Quick 5 out 4
Quick point 5
Raptors
ISO 1 spread
ISO 2 side
ISO 13 punch
ISO 5 out 2
Fist 5 side 4 lift
Fist point 3
Fist double drag 3
Fist double drag
Fist 5 short flare
Fist 5 out 6
Fist double drag 5
Fist 5 "1-4"
Fist 5 short 4 CNR
Fist raptor
Fist raptor 2
Fist double drag 7
Fist 45 give
Fist raptor 3
Fist raptor 4
Fist 5 out 4
Fist spurs zip 2
Punch
Punch 5 rip 3
Punch 5 rip 2
Punch 2 fist 25
Punch 2 give 15
Punch spurs zip 2
Punch 13 spread
Cut 43 series
Cut 43 series 2
Cut brush tug
Give 5 out
Give 5 out 2
Give delay
Give delay 2
Quick 2 pin
Quick raptor
Quick 3 rip 5 out
Quick 3 hammer
Quick fist hammer
Quick floppy
Quick 21 Elevator
Quick 14 give flare
Quick give hammer
The Lakers had Cut Point 2 listed twice in the official 2k roster. They may have meant to put in Cut Point 3.Comment

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