Is this roster somehow available for the ps3?
HyperBaller/DCAllAmerican NBA 2k13 Comprehensive Roster Update - Round 3
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Re: HyperBaller/DCAllAmerican NBA 2k13 Comprehensive Roster Update - Round 3
Deadline i would assumeComment
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Re: HyperBaller/DCAllAmerican NBA 2k13 Comprehensive Roster Update - Round 3
After the trade deadline. Hopefully REDitor is out by then.
I have edited everyone mentioned in this thread. Thanks for the input everyone. Any other players need updated. Ratings, tendencies, dunks, or sig skills specific?Last edited by Hyperballer21; 02-10-2013, 10:19 PM.Comment
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Re: HyperBaller/DCAllAmerican NBA 2k13 Comprehensive Roster Update - Round 3
I have a couple of questions about the roster, but first I'd like to say how much I love how organic it feels. There is great spacing and things flow very well.
My issues are that no matter what I do, I cannot force turnovers. I have games where I only turn it over like 8 or 9 times and the computer will turn it over 3 times. Both of those numbers are really low. Way too low. Also, the computer jacks up shots. Like 95 a game, and I am only playing 11 minute quarters. My only other real issue is that the computer just runs all the time. Fastbreak almost 60% of the time and it's terrible. Meanwhile I can't get more than 8 fb points a game because they have defense back 90% of the time.
Are there slider adjustments or roster adjustments I can make? I'd love to solve these issues because aside from them the game is so much more realistic and fun. I've tried every roster out there and this is by far and away the best for spacing and plays (when the cpu actually runs them).Comment
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Re: HyperBaller/DCAllAmerican NBA 2k13 Comprehensive Roster Update - Round 3
As far as rating, I'm really hoping you go and universally lower EVERYONE's Pass rating (but especially SF, PF, and C's passer rating down to a 25 if they barely average 1 APG.)
What I'm hoping this will do is create MORE errant passes from the wing players and having big men who can't pass from the post mostly fail at it. What I'm hoping this will do from a simming point of view is that everyone gets their right assist numbers throughout the season (can only do 1 season as doing a proper draft class will your and my edits would be doing too much work >.>).
I'll let you know if this is successful from a gameplay and sim point of view by posting the stats from a season and individual games played (By CPU and by a User).
Current Scaling(Adjusted to by how many minutes they average. 30 minutes is the cutoff for normal scaling. May scale up for certain bench players.)
1 APG = 25
2 APG = 30
3 APG = 40
4 APG = 45
5 APG = 50
6 APG = 60
7 APG = 70
8 APG = 80
9 APG = 90
10 APG = 95
11+ (Rondo = 99 Pass Rating)Last edited by DukeC; 02-11-2013, 04:34 AM.Comment
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Re: HyperBaller/DCAllAmerican NBA 2k13 Comprehensive Roster Update - Round 3
*Let me preface this that I'm currently testing this out now in game and in the sim engine.
As far as rating, I'm really hoping you go and universally lower EVERYONE's Pass rating (but especially SF, PF, and C's passer rating down to a 25 if they barely average 1 APG.)
What I'm hoping this will do is create MORE errant passes from the wing players and having big men who can't pass from the post mostly fail at it. What I'm hoping this will do from a simming point of view is that everyone gets their right assist numbers throughout the season (can only do 1 season as doing a proper draft class will your and my edits would be doing too much work >.>).
I'll let you know if this is successful from a gameplay and sim point of view by posting the stats from a season and individual games played (By CPU and by a User).
Current Scaling(Adjusted to by how many minutes they average. 30 minutes is the cutoff for normal scaling. May scale up for certain bench players.)
1 APG = 25
2 APG = 30
3 APG = 40
4 APG = 45
5 APG = 50
6 APG = 60
7 APG = 70
8 APG = 80
9 APG = 90
10 APG = 95
11+ (Rondo = 99 Pass Rating)Comment
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Re: HyperBaller/DCAllAmerican NBA 2k13 Comprehensive Roster Update - Round 3
Is there anyway you would be able to edit the players body types? For instance, i believe KD is way bulkier than he should be. Is there any way to make him look skinnier or are we out of luck?Comment
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Re: HyperBaller/DCAllAmerican NBA 2k13 Comprehensive Roster Update - Round 3
I actually given KD the skinniest body type there is and made him an inch taller so he appears lankier. I'll look into it though.Comment
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Re: HyperBaller/DCAllAmerican NBA 2k13 Comprehensive Roster Update - Round 3
I have a couple of questions about the roster, but first I'd like to say how much I love how organic it feels. There is great spacing and things flow very well.
My issues are that no matter what I do, I cannot force turnovers. I have games where I only turn it over like 8 or 9 times and the computer will turn it over 3 times. Both of those numbers are really low. Way too low. Also, the computer jacks up shots. Like 95 a game, and I am only playing 11 minute quarters. My only other real issue is that the computer just runs all the time. Fastbreak almost 60% of the time and it's terrible. Meanwhile I can't get more than 8 fb points a game because they have defense back 90% of the time.
Are there slider adjustments or roster adjustments I can make? I'd love to solve these issues because aside from them the game is so much more realistic and fun. I've tried every roster out there and this is by far and away the best for spacing and plays (when the cpu actually runs them).
As far as shot attempts go, if its mainly fastbreak points, keep in mind that unlike real life, a player wont intentionally foul to top a break, so this can cause an increase in shots. If it is in the half court, then use the new sliders I will be posting.Comment
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*Let me preface this that I'm currently testing this out now in game and in the sim engine.
As far as rating, I'm really hoping you go and universally lower EVERYONE's Pass rating (but especially SF, PF, and C's passer rating down to a 25 if they barely average 1 APG.)
What I'm hoping this will do is create MORE errant passes from the wing players and having big men who can't pass from the post mostly fail at it. What I'm hoping this will do from a simming point of view is that everyone gets their right assist numbers throughout the season (can only do 1 season as doing a proper draft class will your and my edits would be doing too much work >.>).
I'll let you know if this is successful from a gameplay and sim point of view by posting the stats from a season and individual games played (By CPU and by a User).
Current Scaling(Adjusted to by how many minutes they average. 30 minutes is the cutoff for normal scaling. May scale up for certain bench players.)
1 APG = 25
2 APG = 30
3 APG = 40
4 APG = 45
5 APG = 50
6 APG = 60
7 APG = 70
8 APG = 80
9 APG = 90
10 APG = 95
11+ (Rondo = 99 Pass Rating)
I also tried lowering the ability to catch the ball (offensively) in an attempt to mimic authentic play and from my experience the attribute did absolutely nothing.
The other thing I've learned is that offensive awareness dramatically effects fouls called. At 75, you'll notice double the fouls called than at 50. Which socks because it makes the cpu play at a much higher pace.
Sent from my SGH-I747M using Tapatalk 2Comment
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Re: HyperBaller/DCAllAmerican NBA 2k13 Comprehensive Roster Update - Round 3
Okay I ran a test for one season. I controlled all 32 teams so the minutes don't change too much (though they probably did any way). I also turned injuries off.
What I got after making my edits is:
Rondo: 9.9 APG
Greivis: 9.4 APG
Chris Paul: 9.4 APG
Jrue Holiday: 8.8 APG
Deron Williams: 7.9 APG
Russel Westbrook: 8.2 APG (I consider his 5.5 APG season a fluke, plus he was sharing duties with Harden as the primary playmaker)
Steve Nash: 7.6 APG (Right in line with his current season)
Derrick Rose: 7.7 APG (Right in line with his last two seasons)
What a found in gameplay with primarily bad passers (usually the backups) getting into an offense was noticeably more difficult as the passes were almost always slow enough to give the defense time to recover and contest the shot (unless the screen that was set was perfect). I also noticed more lazy "aka floaty" passes. Even the computer had a couple of those. There were also errant off-target passes that sailed out of bounds. A game between me (Philly) and the Mavericks (CPU) we each had double digit turnovers. The CPU had 12 and I had 14 or 15. Which is right about the average number of Turnovers I believe.
Now I don't notice PG's taking an inordinate amount of close range jumpers (10-12 feet). Sometimes they would even do the one-hand jump shot animation thing when they got to the basket but to far away to attempt a layup.
Is there anyway to alleviate this (other than to individually mess with the tendencies)? I just wanted to say that I'm only getting this problem with Point Guards. Everyone else seems to not have this problem.
Edit: Okay so when I simmed and got those numbers it was when 2K rearranges the minutes around to where every starter gets 34 minutes and every bench player plays. So, now I'm going to do it with the correct rotations now. I hate having to input this **** manually.Last edited by DukeC; 02-12-2013, 01:44 AM.Comment
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Re: HyperBaller/DCAllAmerican NBA 2k13 Comprehensive Roster Update - Round 3
Okay I ran a test for one season. I controlled all 32 teams so the minutes don't change too much (though they probably did any way). I also turned injuries off.
What I got after making my edits is:
Rondo: 9.9 APG
Greivis: 9.4 APG
Chris Paul: 9.4 APG
Jrue Holiday: 8.8 APG
Deron Williams: 7.9 APG
Russel Westbrook: 8.2 APG (I consider his 5.5 APG season a fluke, plus he was sharing duties with Harden as the primary playmaker)
Steve Nash: 7.6 APG (Right in line with his current season)
Derrick Rose: 7.7 APG (Right in line with his last two seasons)
What a found in gameplay with primarily bad passers (usually the backups) getting into an offense was noticeably more difficult as the passes were almost always slow enough to give the defense time to recover and contest the shot (unless the screen that was set was perfect). I also noticed more lazy "aka floaty" passes. Even the computer had a couple of those. There were also errant off-target passes that sailed out of bounds. A game between me (Philly) and the Mavericks (CPU) we each had double digit turnovers. The CPU had 12 and I had 14 or 15. Which is right about the average number of Turnovers I believe.
Now I don't notice PG's taking an inordinate amount of close range jumpers (10-12 feet). Sometimes they would even do the one-hand jump shot animation thing when they got to the basket but to far away to attempt a layup.
Is there anyway to alleviate this (other than to individually mess with the tendencies)? I just wanted to say that I'm only getting this problem with Point Guards. Everyone else seems to not have this problem.Comment
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Re: HyperBaller/DCAllAmerican NBA 2k13 Comprehensive Roster Update - Round 3
The difference between Jrue Holiday and Royal Ivey was night and day. Which is how I wanted it to be.
Edit: After getting the rotations right for every team (and turning injuries off) this was how the APG leaders broke down.
Rondo: 10.4
Jrue Holiday: 9.4
Nash: 8.9 ( This baffles me because I lowered him to a 75 rating....)
CP3: 8.2
Grevis: 8.1
This seems accurate though their were a couple of anomalies. I would also like to point out I had the most irregular scoring season pop up in my sim (probably because of the redone rotations).
Scoring Leaders were.
Kobe: 31.5
Carmelo: 31.1
Durant: 30.5
James Harden: 27.5
Westbrook: 26.4
Aldridge: 24.2 (My FIRST time in any sim getting a big man over 22 points, who also don't take 3's).
@Hyper
I would also like to point out that the 3 point tendencies for the guys that take 5+ 3's a game (Harden, Lillard, etc) massively screw up their shooting percentage pass the point of no return (Especially Lillard). They end up taking 10-12 3's a game >.>.
Is there any chance it could be lowered some or would it be up to the individual to tinker how they see fit because it might cause some problems with the gameplay? Also, I tested out the sliders and the game is soooooooooooo much better with On-Ball defense bumped up to 30. This creates more realistic close out defense as the defender zips to his man after he catches the ball. Before, even after catching the ball with an average to good 3 point shooter, they would give me entirely too much space for the jumper (including the mid-range).Last edited by DukeC; 02-12-2013, 04:35 AM.Comment
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Re: HyperBaller/DCAllAmerican NBA 2k13 Comprehensive Roster Update - Round 3
Great work DukeC. If I sent you a google doc spreadsheet, could you input your edits?
Edit: Better yet, if you already did the entire league, could you send me your file so I can just copy and paste using Leftos' tool?
@Hyper
I would also like to point out that the 3 point tendencies for the guys that take 5+ 3's a game (Harden, Lillard, etc) massively screw up their shooting percentage pass the point of no return (Especially Lillard). They end up taking 10-12 3's a game >.>.
Is there any chance it could be lowered some or would it be up to the individual to tinker how they see fit because it might cause some problems with the gameplay? Also, I tested out the sliders and the game is soooooooooooo much better with On-Ball defense bumped up to 30. This creates more realistic close out defense as the defender zips to his man after he catches the ball. Before, even after catching the ball with an average to good 3 point shooter, they would give me entirely too much space for the jumper (including the mid-range).Last edited by Hyperballer21; 02-12-2013, 09:51 AM.Comment
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