Improved Player Movement Sliders
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Re: Improved Player Movement Sliders
That has nothing to do with my sliders. And, I never use real player %. I like having control over my shots, so I just play with user timing and the shot meter off.
No way in hell should anybody shoot 28% on open layups or open shots, even on default HOF shooting. My suggestion would be: try user timing and turn the meter off. I love it, and have always played that way.
But it certainly wasn't the sliders that caused those shooting woes for you.PSN / Xbox GT - BLUEnYELLOW28Comment
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Re: Improved Player Movement Sliders
I've been a Real Player % guy for AWHILE, but I think I'm going to play your way this year. With RP%, I get in a mindset of almost NEVER shooting unless wide open, and you can FORGET about heat check shots, because especially before takeover, the %s say you'll never hit those contested shots so I wouldnt even bother. But with shot timing, its possible to hit those contested 3s because timing is just as important as quality especially with sliders. So overall I think shot timing will allow me to play more freely.
The problem is: In real life NBA players make contested shots quite a bit, especially semi-contested shots. Watch any NBA game and you will see that happen quite a bit. It's not like User Timing is easier by any stretch, in fact I believe it's harder when you are playing on the higher difficulties. When heavily contested, green isn't even an option when you have the meter on, so it's never a guaranteed make. And, with user timing, you have to time your shots/layups just like in real life. Here is an excerpt that I completely agree with:
"
Coach2K
NBA2K Hall Of Fame Player
Friday, July 4, 2014
Should I Use User Timing Or Real Player % In NBA2K?
In the game settings menu, there's an option for "Shooting Type". You can choose from one of two options. The first is "User Timing" and the other choice is "Real Player %". I've noticed there's some confusion on how I think these two settings work and which one is better for you to use.
Option #1 - User Timing
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.
Option #2 - 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.
One of the other reasons that guys gravitate to that option is because they have played guys in quick match and have been torched. They've assumed that this is because his opponent knows the releases and all there is to it is getting an excellent release and the shots go in. While it's true to some degree, it's not the only factor.
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.
To me, I think using user timing also makes the game more sim because I have to shoot different with each player instead of just hitting a button and not worrying about it. It also makes the game more interesting if I know I've got 12 unique players to learn how to shoot with.
Keep The Focus On Taking Good Shots
I've shot a high percentage (over 70% on 12 minute quarters, hall of fame difficulty and simulation sliders) in games using user timing and also in games where I have used real player percentage. To me the over riding factor is taking good shots. If you do that, you will do well.
What's a good shot? Well that's going to depend. Only time spent playing with your team in tons of situations will tell you what a good shot is for each player on your team. You have to recognize each players unique abilities and apply that to the game at hand based on the defense being played, who is on the floor and the game situation.
Which Do You Use?
How do you feel about these two choices and which do you use? Let me know in the comments."
You still have to know where the defense is, defense still impacts your percentages, attributes/tendencies/badges still matter, but now you have to time your shot as well. Think about real life basketball: If you shoot on the way down, or flick it, you have a much lower chance of making that shot, that's real life basketball. On real player %, it doesn't matter when you release the ball, it has the same chance of going in. You could theoretically drive to the hoop and hang in the air letting shot blockers go by, and release it, and it would have the same chance of going in as if you released it at the optimal point. That doesn't sit well with me at all.
Here is me shooting a few years back. Watch my release point, it's the SAME on every shot. If I deviate from that, I have a much higher chance of missing.
<iframe width="560" height="315" src="https://www.youtube.com/embed/bwhIGwK1LIE" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe>
So that's why I play with the shot meter off and with user timing.
Last edited by RetroDee4Three; 10-10-2018, 11:40 AM.Comment
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Re: Improved Player Movement Sliders
The problem is: In real life NBA players make contested shots quite a bit, especially semi-contested shots. Watch any NBA game and you will see that happen quite a bit. It's not like User Timing is easier by any stretch, in fact I believe it's harder when you are playing on the higher difficulties. When heavily contested, green isn't even an option when you have the meter on, so it's never a guaranteed make. And, with user timing, you have to time your shots/layups just like in real life. Here is an excerpt that I completely agree with:
"
Coach2K
NBA2K Hall Of Fame Player
Friday, July 4, 2014
Should I Use User Timing Or Real Player % In NBA2K?
In the game settings menu, there's an option for "Shooting Type". You can choose from one of two options. The first is "User Timing" and the other choice is "Real Player %". I've noticed there's some confusion on how I think these two settings work and which one is better for you to use.
Option #1 - User Timing
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.
Option #2 - 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.
One of the other reasons that guys gravitate to that option is because they have played guys in quick match and have been torched. They've assumed that this is because his opponent knows the releases and all there is to it is getting an excellent release and the shots go in. While it's true to some degree, it's not the only factor.
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.
To me, I think using user timing also makes the game more sim because I have to shoot different with each player instead of just hitting a button and not worrying about it. It also makes the game more interesting if I know I've got 12 unique players to learn how to shoot with.
Keep The Focus On Taking Good Shots
I've shot a high percentage (over 70% on 12 minute quarters, hall of fame difficulty and simulation sliders) in games using user timing and also in games where I have used real player percentage. To me the over riding factor is taking good shots. If you do that, you will do well.
What's a good shot? Well that's going to depend. Only time spent playing with your team in tons of situations will tell you what a good shot is for each player on your team. You have to recognize each players unique abilities and apply that to the game at hand based on the defense being played, who is on the floor and the game situation.
Which Do You Use?
How do you feel about these two choices and which do you use? Let me know in the comments."
You still have to know where the defense is, defense still impacts your percentages, attributes/tendencies/badges still matter, but now you have to time your shot as well. Think about real life basketball: If you shoot on the way down, or flick it, you have a much lower chance of making that shot, that's real life basketball. On real player %, it doesn't matter when you release the ball, it has the same chance of going in. You could theoretically drive to the hoop and hang in the air letting shot blockers go by, and release it, and it would have the same chance of going in as if you released it at the optimal point. That doesn't sit well with me at all.
Here is me shooting a few years back. Watch my release point, it's the SAME on every shot. If I deviate from that, I have a much higher chance of missing.
<iframe width="560" height="315" src="https://www.youtube.com/embed/bwhIGwK1LIE" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe>
So that's why I play with the shot meter off and with user timing.
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Re: Improved Player Movement Sliders
I've literally played that way every year. I play basketball video games to be part of the action, to get engulfed in them, not to have some of the control/accomplishment taken away.
Report back and let me know how it's working out for you, and thanks for the kind words.Comment
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Re: Improved Player Movement Sliders
Are there any changes needed to the sliders with the changes that came with the patch as far as you can see?Comment
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Re: Improved Player Movement Sliders
If I get the chance I'll post a gameplay video as well.Comment
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Re: Improved Player Movement Sliders
Please keep us updated if you need to make changes to the sliders with the new patchComment
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Re: Improved Player Movement Sliders
after a somewhat frustrating start now I start to know the game and I continue with your cursors that I consider the most fun and at the same time a challenge, this is my last game.
Bucks ( user )
Hornets ( CPU )20181015_171109.jpeg
Inviato dal mio SM-A510F utilizzando TapatalkThere is no particular team, I am a European with a passion for the NBAComment
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Re: Improved Player Movement Sliders
after a somewhat frustrating start now I start to know the game and I continue with your cursors that I consider the most fun and at the same time a challenge, this is my last game.
Bucks ( user )
Hornets ( CPU )[ATTACH]156661[/ATTACH]
Inviato dal mio SM-A510F utilizzando Tapatalk
~Koosa10:27~SIM is a MINDSET...Don't cheat the game and you'll get better results ~Koosa10:27~Comment
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There is no particular team, I am a European with a passion for the NBAComment
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SIM is a MINDSET...Don't cheat the game and you'll get better results ~Koosa10:27~Comment
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Re: Improved Player Movement Sliders
Inviato dal mio SM-A510F utilizzando TapatalkThere is no particular team, I am a European with a passion for the NBAComment
Comment