Real FT/Shooting % vs. Shot Stick Timing

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  • Cesco
    Pro
    • Nov 2003
    • 593

    #16
    Re: Real FT/Shooting % vs. Shot Stick Timing

    Originally posted by jeffc1
    No.

    Nailing the release = added % boost higher than the players natural shooting ability. It is a clutch used to account for the reality that if a player switches many teams he will not be able to memorize all players release times. As a result, while using ST, if you nail Kobe Bryants release, he will have 65% FG%. This is an artificial boost and is only used by people who want to exploit it.

    FG% should = the players naturla shooting % WITH a perfect release. not exceed it.
    Yes of course. I believe we're saying the same exact thing but in different ways. If you nail the perfect release point with SST you get a boost, if you nail it with Real % you get the maximum % of hitting of that player and nothing more, so... it's easier to use SST.

    I used both and with SST on you must lower the shoot success sliders to have the same result of real %, beacause it doesn't take long to memorize the release point, especially if keep the feedback cue on. I've seen 99% of open and uncontested shot going in with SST, whereas with real % position of the player and tendencies are taken into consideration and the shot is not a sure hit even if wide open and uncontested.

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    • Armor and Sword
      The Lama
      • Sep 2010
      • 21798

      #17
      Re: Real FT/Shooting % vs. Shot Stick Timing

      I find it ammusing how some people swear by shot stick and some by FG%.

      Who cares. Play the way you want offline because online you have no choice. It is shot stick online.

      If your looking to have player ratings be the primary driver use real FG/FT%.

      If you want your stick skills to be the primary driver then use Shot Stick. But keep in mind if your trying to get as close to true sim stats as you can Shot Stick will not give you that over 82 games IMO as good as real FG%.

      Shot Stick is fun though. I am playing in a great online sim league and it has been a challenge learning the release points for some guys. It's all rhytm and timing and if you have space and know the release....your money most of the time.
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      • mkharsh33
        Hall Of Fame
        • Nov 2006
        • 12781

        #18
        Re: Real FT/Shooting % vs. Shot Stick Timing

        Originally posted by Armor & Sword
        But keep in mind if your trying to get as close to true sim stats as you can Shot Stick will not give you that over 82 games IMO as good as real FG%.
        Your opinion, and I respectfully disagree... If you play with the other sliders (and I've devoted a TON of hours in doing so myself - much like you) they can be nailed. I believe that my "on ball defense" sliders are high enough that you can get good looks but the defense will be stout. I've also lowered my vertical and quickness sliders. My point is that some will like shot stick and other real fg% - but neither is more right than the other. Shot stick does NOT guarantee out of hand scores or extremely high shooting percentages...
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        • greenieblue
          MVP
          • Oct 2010
          • 1240

          #19
          Re: Real FT/Shooting % vs. Shot Stick Timing

          Originally posted by mkharsh33
          Your opinion, and I respectfully disagree... If you play with the other sliders (and I've devoted a TON of hours in doing so myself - much like you) they can be nailed. I believe that my "on ball defense" sliders are high enough that you can get good looks but the defense will be stout. I've also lowered my vertical and quickness sliders. My point is that some will like shot stick and other real fg% - but neither is more right than the other. Shot stick does NOT guarantee out of hand scores or extremely high shooting percentages...

          I think if you adjust the shooting sliders you can get simulation with SST. Because it is still based on the player's rating from the spot on the floor.

          But I, like mk, have committed to one and there is pretty much no going back.

          SST is more fun, no doubt.
          Last edited by greenieblue; 12-13-2010, 12:16 PM.
          Originally posted by Fabian Avenarius Lloyd
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          • jeremym480
            Speak it into existence
            • Oct 2008
            • 18198

            #20
            Re: Real FT/Shooting % vs. Shot Stick Timing

            Originally posted by mkharsh33
            Your opinion, and I respectfully disagree... If you play with the other sliders (and I've devoted a TON of hours in doing so myself - much like you) they can be nailed. I believe that my "on ball defense" sliders are high enough that you can get good looks but the defense will be stout. I've also lowered my vertical and quickness sliders. My point is that some will like shot stick and other real fg% - but neither is more right than the other. Shot stick does NOT guarantee out of hand scores or extremely high shooting percentages...
            Ding, ding, ding. We have a winner.

            Persoanlly, I like the shot stick better. I do find it to be a a bit easier but, that's what sliders are for.
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            • Armor and Sword
              The Lama
              • Sep 2010
              • 21798

              #21
              Re: Real FT/Shooting % vs. Shot Stick Timing

              Originally posted by mkharsh33
              Your opinion, and I respectfully disagree... If you play with the other sliders (and I've devoted a TON of hours in doing so myself - much like you) they can be nailed. I believe that my "on ball defense" sliders are high enough that you can get good looks but the defense will be stout. I've also lowered my vertical and quickness sliders. My point is that some will like shot stick and other real fg% - but neither is more right than the other. Shot stick does NOT guarantee out of hand scores or extremely high shooting percentages...

              If I ever decide to go shot stick offline I will check your sliders out for sure!
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              • Mizzou23
                MVP
                • Dec 2002
                • 1761

                #22
                Re: Real FT/Shooting % vs. Shot Stick Timing

                Originally posted by Cesco
                Yes of course. I believe we're saying the same exact thing but in different ways. If you nail the perfect release point with SST you get a boost, if you nail it with Real % you get the maximum % of hitting of that player and nothing more, so... it's easier to use SST.

                I used both and with SST on you must lower the shoot success sliders to have the same result of real %, beacause it doesn't take long to memorize the release point, especially if keep the feedback cue on. I've seen 99% of open and uncontested shot going in with SST, whereas with real % position of the player and tendencies are taken into consideration and the shot is not a sure hit even if wide open and uncontested.
                Maybe I'm wrong, but I am under the impression that there is nothing to "nail" with real shot % because it just factors in the real shot %. I just got the game last week so I'm trying to figure all this stuff out. I am playing on real % because there are so many different releases it's impossible to figure out.
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                • trelospektis
                  Rookie
                  • Sep 2009
                  • 376

                  #23
                  Re: Real FT/Shooting % vs. Shot Stick Timing

                  I prefer real fg% for both shooting anf freethrow

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                  • ffpp
                    Pro
                    • Nov 2008
                    • 514

                    #24
                    Re: Real FT/Shooting % vs. Shot Stick Timing

                    Would you say that 2k11's shot stick timing is changed from 2k9/10's system ? Because back then there only was a shot stick based timing and this did not mean that you could hit 3 pointers with your center once you got the release point down. It was always a mixture of your timing and the player's abilities.

                    Has this been kept in the shot stick method in 2k11 ?

                    Comment

                    • Armor and Sword
                      The Lama
                      • Sep 2010
                      • 21798

                      #25
                      Re: Real FT/Shooting % vs. Shot Stick Timing

                      Originally posted by ffpp
                      Would you say that 2k11's shot stick timing is changed from 2k9/10's system ? Because back then there only was a shot stick based timing and this did not mean that you could hit 3 pointers with your center once you got the release point down. It was always a mixture of your timing and the player's abilities.

                      Has this been kept in the shot stick method in 2k11 ?
                      Yes it has.

                      I play in an online league and you have to use shot stick timing online. It is a ton fun as well. But you still need space, and other factors like your ratings, shot being contested etc play in. But your release needs to be pretty dead on.

                      Once you get your release points nailed for your team (to me) it becomes easy. I understand why online uses shot stick. But I hope in the future for online leagues that want to have a more sim approach, they let the league decide on real % vs shot stick. Lobby games...I get it.

                      On Real FT% no timing is needed at all. But on real fg% you do need space, feet set or not, contested, ratings and yes release point (at least to me ) plays a small role as well.
                      Last edited by Armor and Sword; 12-23-2010, 11:44 AM.
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                      • ffpp
                        Pro
                        • Nov 2008
                        • 514

                        #26
                        Re: Real FT/Shooting % vs. Shot Stick Timing

                        Ok thanks.
                        So it is like all the factors like spacing, shot type and player ability always get into the equation as usual. Only for the shot stick method the release time is an additional factor.

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                        • mkharsh33
                          Hall Of Fame
                          • Nov 2006
                          • 12781

                          #27
                          Re: Real FT/Shooting % vs. Shot Stick Timing

                          To up the difficulty of the shot stick, raise the on-ball defense and challenge shots sliders for the CPU.

                          The beauty of this game, and for different style of gamers, is that there are tweaks to make everything more challenging. The problem is that I wish it didn't take forever to nail those changes...
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                          • poopoop
                            MVP
                            • Sep 2003
                            • 1081

                            #28
                            Re: Real FT/Shooting % vs. Shot Stick Timing

                            I use real shooting % because I was tired of hitting every free throw, and hitting a lot of shots with bad players. It makes the game more difficult because it negates the user's ability to make a player perform better than he's capable of. This is key for me because what's the point of working for good shots or acquiring skilled shooters if I can just manually make up for a player's weaknesses. I always hate that about video games.

                            Mastering the timing of a guy's sig shot isn't that valuable of a skill to me so I have no problem not worrying about doing it.

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                            • lord meth
                              Rookie
                              • Apr 2010
                              • 161

                              #29
                              Re: Real FT/Shooting % vs. Shot Stick Timing

                              Originally posted by Armor & Sword
                              Yes it has.

                              I play in an online league and you have to use shot stick timing online. It is a ton fun as well. But you still need space, and other factors like your ratings, shot being contested etc play in. But your release needs to be pretty dead on.

                              Once you get your release points nailed for your team (to me) it becomes easy. I understand why online uses shot stick. But I hope in the future for online leagues that want to have a more sim approach, they let the league decide on real % vs shot stick. Lobby games...I get it.

                              On Real FT% no timing is needed at all. But on real fg% you do need space, feet set or not, contested, ratings and yes release point (at least to me ) plays a small role as well.
                              Actually, timing is taken into account EVEN on Real %
                              Lets say u player FT % is 70. If u did a bad release on Real %, his chances on missing increase as opposed to getting a perfect release where the chances of missing would decrease. Its the same for shooting in-game as well
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                              • nyqua
                                Pro
                                • Nov 2004
                                • 750

                                #30
                                Re: Real FT/Shooting % vs. Shot Stick Timing

                                With shot stick timing, I was able to go 5/7 from three with Tyreke Evans in the first half.

                                That's why I use real FG%. Shot stick timing if you get the timing right and you have a good look the shot will go in like 95% of the time.

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