Shooting: Real Player % vs User timing…which do you use and why?

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  • jeebs9
    Fear is the Unknown
    • Oct 2008
    • 47562

    #61
    Re: Shooting: Real Player % vs User timing…which do you use and why?

    My only thing is. I only used Real Player% on the switch. There are days I wish I didn't have to practice with a team before playing with them. Wish I could jump into a game and just go.
    Hands Down....Man Down - 2k9 memories
    http://www.youtube.com/watch?v=4IHP_5GUBQo

    Comment

    • howardphillips214
      MVP
      • Jan 2018
      • 1928

      #62
      Re: Shooting: Real Player % vs User timing…which do you use and why?

      I'm lucky I'm only controlling one character. Lol. Took me 2 weeks to just KNOW that's a good look. Went through 100 jumpers. Still want some white releases but I'll settle for how it is now. I absolutely HAVE to see someone make one in the park before I'll close out and that's been fun.

      Comment

      • AIRJ23
        MVP
        • Apr 2021
        • 2802

        #63
        Re: Shooting: Real Player % vs User timing…which do you use and why?

        Originally posted by bucknut7
        I just can't find enjoyment with this game. Real % shooting just isn't engaging to me... but any timing setting is just too much about getting a perfect release, seemingly regardless of who's shooting. It's miserable
        You guys are funny. You’re probably using the game on standard sliders and it’s ruining the experience.

        I’ll say it again:

        Shot impact timing at 0

        Jumpshot defensive strength sliders at 15 (both cpu and user since I don’t know which one effects user shots)

        Close/mid/3 sliders at 56.

        This solves everything. Timing still matters a lot but you don’t have to be precise. Contested shots go in at a realistic rate. So you basically get the best of both worlds: The engagement of timing but also a little bit of real %, and you get all the right rim physics too. Oh and always turn the meter off. You won’t have fun until you train your brain to go off of shot releases and not a dumb meter.

        Try it before you make judgement. Trust me. It worked for several members who were frustrated with the game.

        Comment

        • howardphillips214
          MVP
          • Jan 2018
          • 1928

          #64
          Re: Shooting: Real Player % vs User timing…which do you use and why?

          Originally posted by AIRJ23
          You guys are funny. You’re probably using the game on standard sliders and it’s ruining the experience.

          I’ll say it again:

          Shot impact timing at 0

          Jumpshot defensive strength sliders at 15 (both cpu and user since I don’t know which one effects user shots)

          Close/mid/3 sliders at 56.

          This solves everything. Timing still matters a lot but you don’t have to be precise. Contested shots go in at a realistic rate. So you basically get the best of both worlds: The engagement of timing but also a little bit of real %, and you get all the right rim physics too. Oh and always turn the meter off. You won’t have fun until you train your brain to go off of shot releases and not a dumb meter.

          Try it before you make judgement. Trust me. It worked for several members who were frustrated with the game.
          Offline players get the benefit of choice. I was FORCED to adapt to greens only this year and just BARELY got the hang of it.

          I said it before... RP% is great for open=mostly make and contested=mostly brick. It was pretty high for makes, I shot over 60 percent overall last year but I take GREAT looks in the neighborhood. I used the entire reportoire they game offers. Standing, leaning, spin jumpers, step backs. If they don't know what's coming they can't guard it. When I got too confident and they knew my tendencies then they could clamp me. Had a TON of bad shooting games last year even AFTER I made my shooter builds. But I'd make you sweat, for sure. I literally stopped driving the paint unless I was getting shut down. And there's always once you get going to get opportunities for your teammates.

          Problem is people don't want or know how to play good D mostly. All the cheesers every year I at least tried to make them WORK. no bro... You not getting this spot again, you nasty on the right side too? If they had someone setting a screen and I had no help I was cooked, but defense is all about learning what your opposition likes to do. I'll never forget those Michael Jordan defense tutorials. Lol I think it was 2k13 or 2k14 I REALLY wanted to learn how NBA players play defense.

          MJ said it's all about taking away options. My man likes to shoot, imma make him drive. He wants to drive, imma make him shoot. It's more complicated than that but playing My career on higher difficulties started to be a lot easier when I was learning the AI. I take all of that and apply it to my game online.

          I know I'm not a REAL hooper. People who guard 94 feet in the NBA have a TOUGH job. I respect the Marcus Smarts, Pat Bev's, the true GRINDERS. "IM HERE BRO". That's what basketball is all about. Making the offensive player FEEL you. "Oh, you dunked on me in the post twice now... Here's 3 intentional fouls in a row till you try something else."

          I just want them to have to THINK about what they're going to do and most people don't have a backup plan.

          But I don't want to have to think about my release nearly as much as I am watching my defender. If I take his ankles and clank the shot that is THE WORST. Lol

          I just wanna make people fear me again.

          I'm getting there with the timing but MAN it was great destroying people last year.
          Last edited by howardphillips214; 11-02-2022, 08:24 PM.

          Comment

          • KyotoCarl
            MVP
            • Mar 2010
            • 3827

            #65
            Re: Shooting: Real Player % vs User timing…which do you use and why?

            I've always used Real% but I'm so annoyed that we haven't been able to get a swish with it for 3 years now.

            However, with shot timing you get these weird shooting animations which take away the players signature shots which is really annoying to me.
            What we know so far about NBA 2K14 - FAQ/QA:
            http://www.operationsports.com/forum...post2045267769

            My thoughts on how replays should be handled:
            http://www.operationsports.com/Kyoto...plays-replays/

            Comment

            • AIRJ23
              MVP
              • Apr 2021
              • 2802

              #66
              Re: Shooting: Real Player % vs User timing…which do you use and why?

              Originally posted by KyotoCarl
              I've always used Real% but I'm so annoyed that we haven't been able to get a swish with it for 3 years now.

              However, with shot timing you get these weird shooting animations which take away the players signature shots which is really annoying to me.
              Which different animations are those? They should be the same I’d think.

              Comment

              • Smirkin Dirk
                All Star
                • Oct 2008
                • 5170

                #67
                Re: Shooting: Real Player % vs User timing…which do you use and why?

                Originally posted by AIRJ23
                Which different animations are those? They should be the same I’d think.


                Baaicallly the landings. With real player fg you get the landings based on the chosen sig animation.

                With timing, you get all sorts of animations that may or may not resemble the players animations.


                Sent from my iPhone using Operation Sports
                2022 'Plug and play' sim roster (XBX)

                Comment

                • AIRJ23
                  MVP
                  • Apr 2021
                  • 2802

                  #68
                  Re: Shooting: Real Player % vs User timing…which do you use and why?

                  Originally posted by Smirkin Dirk
                  Baaicallly the landings. With real player fg you get the landings based on the chosen sig animation.

                  With timing, you get all sorts of animations that may or may not resemble the players animations.


                  Sent from my iPhone using Operation Sports
                  Weird. I wonder why they’d do that.

                  Comment

                  • jeebs9
                    Fear is the Unknown
                    • Oct 2008
                    • 47562

                    #69
                    Re: Shooting: Real Player % vs User timing…which do you use and why?

                    Originally posted by AIRJ23
                    Weird. I wonder why they’d do that.
                    I think it was too add animation logic for being late or early on your releases. That's why it didn't work for RP%. It's almost like short on the rim means you were late and long on the rim means you were early. They just added another layer for the players sig animations. I'm still figuring it out. But I think it's leaning thing.
                    Hands Down....Man Down - 2k9 memories
                    http://www.youtube.com/watch?v=4IHP_5GUBQo

                    Comment

                    • KyotoCarl
                      MVP
                      • Mar 2010
                      • 3827

                      #70
                      Re: Shooting: Real Player % vs User timing…which do you use and why?

                      Originally posted by jeebs9
                      I think it was too add animation logic for being late or early on your releases. That's why it didn't work for RP%. It's almost like short on the rim means you were late and long on the rim means you were early. They just added another layer for the players sig animations. I'm still figuring it out. But I think it's leaning thing.
                      Is there any way to get rid of it? It kind of messes up Michael Jordan and Scottie Pippen's beautiful sig shots.
                      What we know so far about NBA 2K14 - FAQ/QA:
                      http://www.operationsports.com/forum...post2045267769

                      My thoughts on how replays should be handled:
                      http://www.operationsports.com/Kyoto...plays-replays/

                      Comment

                      • AIRJ23
                        MVP
                        • Apr 2021
                        • 2802

                        #71
                        Re: Shooting: Real Player % vs User timing…which do you use and why?

                        Originally posted by KyotoCarl
                        Is there any way to get rid of it? It kind of messes up Michael Jordan and Scottie Pippen's beautiful sig shots.
                        Can someone post a video of this? I.e the differences in how they land with both.

                        Comment

                        • AIRJ23
                          MVP
                          • Apr 2021
                          • 2802

                          #72
                          Re: Shooting: Real Player % vs User timing…which do you use and why?

                          Oh wow I see it now. With MJ, his follow through on the legs (and maybe form too) as he hits the ground abruptly gets cut short with user timing, especially at certain angles (seems to happen all the time when shooting threes at 3/4 angle). It looks unnatural. Wow. Maybe I’ll go user% after all.

                          Are you guys saying you never see pure swishes with user% during games? I’m using it in practice and I’m seeing some swishes.

                          EDIT:

                          WTF! I totally see it now! When MJ shoots with real timing, at least 50% of the animation isn’t even his sig. Clearly a 2K generated sig. That’s insane. I’m just now able to truly appreciate the beauty of these jumpshots with real%.
                          Last edited by AIRJ23; 11-10-2022, 02:47 AM.

                          Comment

                          • howardphillips214
                            MVP
                            • Jan 2018
                            • 1928

                            #73
                            Re: Shooting: Real Player % vs User timing…which do you use and why?

                            Playing Career on a new character. Haven't spent much on his jumper so I haven't taken a single one in 9 games yet. Instead I'm trying to get shooters going on the Magic. Now, I'm not saying these guys are knock down IRL but even with Playmaking takeover they just clank everything. It's to the point I'm not running any plays and just PNR every game trying to get my badges. I never could tell if RP% affects my CPU teammates or just me. But I'm probably going to switch next game cuz this is ridiculous. Paolo Banchero has a 79 three with Shooter takeover. I had him 4/5 from deep one game but since then he's like 1/20. I just can't stand the numbers game.

                            It's wayyyyyyyy too many calculations going on for a single shot attempt.

                            Rating. Badges. Situation. AND the actual animation itself THEN we have to account for the CPUs release. If a guy has the rating and space that should be 90 percent of the calculation. I whole heatedly disagree this is any way shape or form more "realistic". I've been complaining about MY jumpshot on my other character. Watching the CPU struggle with its own calculations is so frustrating.

                            7-3 record. All star difficulty. Shooting an ABYSMAL 31% from deep.

                            Garry Harris and RJ Hampton have the best rating but they don't play much and I don't have control of the lineups yet.

                            First qualified shooter is Franz Wagner.

                            He shot .35 his rookie year. .18 in my season.

                            Cole Anthony shooting .32 which is a little down from 33 from last season.

                            Johnathan Isaac is .50 but Im never on the court with him.

                            Mo Wagner is .22 percent.

                            Suggs is 25 percent.

                            Those guys have actually taken more than 2 threes a game.

                            Jalen Suggs in particular yanks everything open with a 71 three which should be better than .25 percent but I digress.

                            Anyone shooting decently doesn't see the court much at all with me. And I'm sure they're splashing in simulation minutes. If I watched every moment I was sitting on the bench I'm sure our percentages would be worse.

                            Still upgrading this character and don't have Dimer on a high level yet, just got it on Bronze.

                            But there's something I keep coming back to. If I'm just PLAYING THE GAME. Like... Hitting the right reads. Running the plays. I can live with some tough shots or sometimes a little rim rattle and it bouncing out. That's part of the game I love so much.

                            I just don't agree that shooting has to be this HUGELY complicated algorithm to curb the difficulty level.

                            All-star used to be a good blend of CPU cheese and fundamentals actually paying off.

                            Now I'm so scared to let anyone shoot any open looks (on a bad shooting team, yes) I literally can only run PNR?

                            Plus the PNR is weird. Sometime it's really easy then all the sudden Keegan Murray gets 4 steals on me with 99 vertical and 99 steal with eyes in the back of his head.

                            I can't say it enough. Good basketball should always and forever come first.

                            No, ISO and PNR is not good basketball. Not if it's 99 percent of the plays. But I DIDNT put this character on my favorite team with Luka because I cannot get Luka to play like himself when he's on my team.

                            Sitting on the bench the first matup I played against Luka he had 12 points in 3 minutes. I can't get Luka to score 12 in half when I'm setting him screens and running plays for him.

                            Comment

                            • KyotoCarl
                              MVP
                              • Mar 2010
                              • 3827

                              #74
                              Re: Shooting: Real Player % vs User timing…which do you use and why?

                              Originally posted by AIRJ23
                              Oh wow I see it now. With MJ, his follow through on the legs (and maybe form too) as he hits the ground abruptly gets cut short with user timing, especially at certain angles (seems to happen all the time when shooting threes at 3/4 angle). It looks unnatural. Wow. Maybe I’ll go user% after all.

                              Are you guys saying you never see pure swishes with user% during games? I’m using it in practice and I’m seeing some swishes.

                              EDIT:

                              WTF! I totally see it now! When MJ shoots with real timing, at least 50% of the animation isn’t even his sig. Clearly a 2K generated sig. That’s insane. I’m just now able to truly appreciate the beauty of these jumpshots with real%.
                              Yes exactly! It's very annoying once you notice it.
                              I want to use Shot Timing, in order to get swishes, but you get these stupid animations instead of the sig animations.
                              Using FG% has the sig jumpers, and they look great, but then you don't get any swishes.

                              It's always something with 2K...
                              What we know so far about NBA 2K14 - FAQ/QA:
                              http://www.operationsports.com/forum...post2045267769

                              My thoughts on how replays should be handled:
                              http://www.operationsports.com/Kyoto...plays-replays/

                              Comment

                              • Earl1963
                                MVP
                                • Aug 2003
                                • 1985

                                #75
                                Re: Shooting: Real Player % vs User timing…which do you use and why?

                                I don’t play this game much but when I do I only use player shot % on free throws. I don’t play it much because I’m not really feeling this years game.


                                Sent from my iPhone using Operation Sports
                                Megatron

                                Comment

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