The default option is user timing. Each player in the league has his own shooting release. Paul George will have a different release than CJ Watson who will have a different release than David West. Because of this, you'll have to know each player's release (and how much space they need) in order to be effective with them. Some releases are easier to learn than others.
Each release can either be very early, early, excellent, late or very late. You goal is to get an excellent release on every shot you take. But even if you do get an excellent release, it doesn't mean that it's guaranteed to go in. It also doesn't mean that a shot release that wasn't excellent won't go in either. Those can go in even if not perfectly timed.
How likely that is will depend on the difficulty level and sliders you are using and whether it was a good shot, who was guarding you, whether your player has the ability to hit shots from there, the game situation and the defensive scheme employed at the time.
Real Player %
The other option is real player percentage. What this does is remove shooting releases from the equation. Because of that you can shoot the same with each player. You just shoot, release and not worry about timing. Each player's unique release point is no longer a factor, it's up to the percentages.
The other things are still important and still effect the shot. The difficulty, sliders used, the defense, shot selection and who is guarding you all come into play.
Which Shooting Type Should I Use?
The first problem I see with these two choices is how they are named. Because they named one shooting type by putting the word "real" in it, it gives the impression that it will provide more realistic shooting percentages and therefore must be better and even more challenging. Guys that stake their claim to sim basketball often feel it's more sim to use real player percentage because of that.
The biggest factor is taking good shots. No matter what option you choose, good shots go in. What a good shot is - is debatable. Players often equate open shots as good shots and they aren't always good shots even though they can be.
But of the two options, user timing requires more skill and knowledge of your team. With user timing you have to not only take a good shot for that player, you also have to shoot right with him. So to me the difference between the two options is that one requires knowing shot releases and one does not.
Of the two options, I feel user timing is harder not easier and that's why I recommend it. Also, if you play users online, the only option is user timing. It makes sense to make your skills portable from mode to mode.
Unrealistic aspects of "real player %
1. You can release the ball WHENEVER you want. On the way down, on the way up, quick, late, etc... all of it has the same chance of going in, you don't need to properly shoot the ball with correct form. This makes it so you could go for a layup and just wait a bit longer to release a shot (Unrealistic, bad release) in order to not be blocked, and still have the same chance of it going in as if you released it perfectly.
2. You don't need to know your shooting forms - Shooting forms become aesthetic only, they are just for looks, as it doesn't matter how the ball is released or when.
Both 1 and 2 take two skills out of the equation.
1. Releasing the ball at a realistic point to have the shot have a better chance of going in: Think about you shooting at the gym, if you release it on the way down, what happens? If you shoot it too early, what happens? If you do those things, what happens? You have a much lower chance of making the shot, your percentages in real life drop dramatically. Not on Real Player % they don't...
2. It takes knowledge of the players and the league (shooting form wise) out of the equation, as you literally don't have to know anybodies shooting forms. It also takes that skill part out of the picture, as you can just shoot however you want whenever you want with anybody and it will just go by the real players %, and not how you released the shot.
I've been playing 2K since the original, and basketball video games since the early 90s, and I have been complimented a lot on my gameplay videos (I have a youtube channel). Every single one of my gameplay videos is with user timing, and the percentages come out realistic as long as you are playing on the right level or using the right sliders (Just like real player %)
I have literally seen people mention that user timing is "OP" because they claim that you can smoke three's with Whiteside, or D. Jordan, etc if you learn the shot. This is completely false, it is basically impossible to get a green with those guys, go into 2KU on the harder difficulties as the base and shoot threes with them, or go straight into a game.
All the things that real player % factors in: Like the defense mattering, how close the defender is to you on a shot, where you are shooting it on the floor, your hot spots, your tendencies and attributes, who is guarding you, badges, all of that stuff applies to user timing, while user timing adds "Knowing your releases", and "shot timing"
I just wanted to get peoples takes on this, because there is almost a "snob" like approach to real player %, which I find incredibly frustrating. I literally play every single game with the shot meter off, and user timing, people who use user timing are no less skilled or "less sim" than those who use real player %.
This isn't me bashing the real player % crowd either, play how YOU WANT. Whatever brings you the most joy. I just want to try and address the stigma around user timing that exists from part of the community, I would be shocked if you guys have not noticed it. I also looked at past threads on here related to real player % and user timing, and it seems that a lot of people agree with my takes (And the quotes I shared) about user timing.
Some gameplay between my brother and I. These are highlights, so obviously you will see all makes here. HOF base shooting sliders, with adjustments to some of the player movement. I'm the Lakers here.
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Sorry for the long post!
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