Adjust the sliders for the Inside, Close, and Layup success.
Points In The Paint... What?
Collapse
Recommended Videos
Collapse
X
-
Re: Points In The Paint... What?
The sliders are there for a reason. Use them. Every individual has a way they play and a way they want the game to play. If you complain about the way the game plays out the box and you have the ability to change it, the problem is you, not the game. I use MKHarsh's sliders and the game plays as realistic as you can expect from a video game.Comment
-
Re: Points In The Paint... What?
I agree that playing better defense is an issue, I get lazy sometimes. However...
I remember "cheese" in previous iterations of 2k was keep pushing the ball at the defender and changing directions until you get to the hoop. I find this occurs a lot from the CPU.
Plus, even if my on ball D is the problem, blocks or at least challenges should be occuring. 60 PIP for a score of 88 is just too much. The ball moves too fluidly on the inside, while I can't even make an open pass on the inside without it not working."The designated hitter rule is like letting someone else take Wilt Chamberlain's free throws."
- Rick WiseComment
-
Re: Points In The Paint... What?
It's way to easy to score in the post in this game. I don't recall it being the same in previous installments. I know, I know there's a reason we have sliders, but it definitely has a negative impact on online games.Comment
-
Re: Points In The Paint... What?
When I consider whether or not paint scoring is unrealistic, I don't look at Points in the Paint by itself. <?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" /><o></o
>
<o></o
>
1) When looking at Points in the Paint I always add free throws made into that number to come up with a PIP+free throws made number. 2k has never had a realistic foul rate, thus PIP is higher because there are less fouls called in 2k then in real life. Most of the dunks and layups that are made in 2k would be non and one fouls in real life. The lack of collision detection between defenders, and shooting players causes less fouls and more PIP scoring. Additionally, since most free throws in real life come from fouls on in paint shooting I add those into PIP. <o></o
>
<o></o
>
2) In real life More than half of almost every NBA team's points will come from PIP combined with free throws made. So I focus on the total of PIP+free throws made and not what percentage of PIP a team scores versus their total score. An example is, if I play against the Nuggets and the team scores 70 PIP+free throws made in a 12 minute game then that would be consistent with real life. So if they have 70 total PIP+free throw made points and their game point total is 85 points in a 12 minute game then I say the PIP was realistic. The inability of a team to score outside and make jump shots is something different than PIP being to high. <o></o
>
<o></o
>
Additionally, if a team has 60 PIP out of 80 points and only shot 30 percent from the field then I would say that may be a realistic PIP for that game. Sometimes shots don’t go down from the outside and all you can make are layups and dunks. <o></o
>
<o></o
>
NBA scoring in 2012 is about getting into the paint and jacking up threes. The mid range game barely exists. Therefore, I would say that 2k has more of a problem with the unrealistic accuracy of mid range scoring than in paint scoring. If mid range jumpers went in at a more realistic rate (in the 30 to 40 percent range), then defenses would be allowed to pack the paint more and it would be more difficult to score. <o></o
>
<o></o
>
Mid range jumpers are the death of me, not PIP. <o></o
>
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
-
Re: Points In The Paint... What?
LOL, the passing into the paint is so bad, it almost makes me want to return to the 2K11 days when players could intercept passes without even turning around, where it seemed like the players had little chips inserted into hand which would signal when the ball was going to be passed in their vicinity. Too bad the devs didn't also take out the "magnets" that seem to be attached to both an offensive player and the ball, making full court passes move in the same way as seeker missiles.
- Passing in the paint is too easy the CPU can whip these passes and will in traffic with no reprecussion. Ever since the new patch the CPU is using these jump passes that have no business being completed at high success rates.
- The dribbling ability is too easy in the paint where you can have a person dribbling through contact around 3 defenders with no problem. They need to retune dribbling around multiple players IMO.
- Certain animations for finisher's/acrobats enable them to be more "slippery" and avoid contact or finish shots that they shouldn't be able to hit at a higher rate. There is a forcefield effect that happens at times.
- Your CPU teammates don't know how to do a proper double team and will give obvious angles to the CPU.
- Offensive rebounds have been toned down some but it is way too easy to score after an offensive rebound for a putback dunk. Rebounds come off pretty much at the same location and they can be converted pretty easy.
- Up and under success rate again obviously too high and not enough contact too much sliding.
- Not only it is too easy to get the paint but players don't foul and some times you can't foul in obvious foul situations which drive up the PIP.
Comment
-
-
Re: Points In The Paint... What?
There a couple things that are working to increase the points in the paint.
- Passing in the paint is too easy the CPU can whip these passes and will in traffic with no reprecussion. Ever since the new patch the CPU is using these jump passes that have no business being completed at high success rates.
- The dribbling ability is too easy in the paint where you can have a person dribbling through contact around 3 defenders with no problem. They need to retune dribbling around multiple players IMO.
- Certain animations for finisher's/acrobats enable them to be more "slippery" and avoid contact or finish shots that they shouldn't be able to hit at a higher rate. There is a forcefield effect that happens at times.
- Your CPU teammates don't know how to do a proper double team and will give obvious angles to the CPU.
- Offensive rebounds have been toned down some but it is way too easy to score after an offensive rebound for a putback dunk. Rebounds come off pretty much at the same location and they can be converted pretty easy.
- Up and under success rate again obviously too high and not enough contact too much sliding.
- Not only it is too easy to get the paint but players don't foul and some times you can't foul in obvious foul situations which drive up the PIP.
Good post, I agree with everything you said. Additionally, the CPU's ability to always find the perfect angle on a layup or a pass is problematic.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
Comment