Sim-World Roster Project Sliders - CPU/CPU and Player Lock

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  • youALREADYknow
    MVP
    • Aug 2008
    • 3635

    #1

    Sim-World Roster Project Sliders - CPU/CPU and Player Lock

    VERSION 2 | Released on 2/29/2012 | GamerTag: McFlurry84 | Filename: Sim-World CPU/CPU v2

    VERSION 2.1 | Released on 3/12/2012 | GamerTag: McFlurry84 | Filename: Sim-World Player Lock v2.1 HoF

    NOTE: PLEASE DOWNLOAD THE SIM-WORLD ROSTERS IF YOU PLAN ON USING THESE SLIDERS.

    NOTE: THE DIFFICULTY LEVEL IS SET TO HALL OF FAME TO GO WITH ALL OF THE SLIDERS.

    Link to Sliders and Settings on Google Docs: SIM-WORLD GAMEPLAY SLIDERS AND SETTINGS

    -----------------------------------

    These sliders and settings go along with the Sim-World Rosters. These sliders will not produce the same results on the default rosters and/or any other custom rosters due to the extensive changes made to the Sim-World Rosters in Attributes, Tendencies, and Coach Profiles.

    These sliders were designed for CPU/CPU, Coach Mode, and Player Lock modes of play, but the Player Lock sliders could also be used for standard User/CPU games.

    Enjoy and please give as much feedback as possible to help improve the sliders for the future!

    On 2KShare, the sliders are named "Sim-World CPU/CPU v2" and "Sim-World Player Lock v2.1 HoF" under my gamertag [McFlurry84].

    CPU/CPU Settings
    Difficulty: Hall of Fame
    Game Speed: 51
    Player Speed: 52

    Player Lock and User/CPU Settings
    Difficulty: Hall of Fame
    Game Speed: 52
    Player Speed: 52
    Free Throw Difficulty: 55
    Defensive Assist Strength: 40
    Last edited by youALREADYknow; 03-12-2012, 07:49 PM. Reason: updated for v2.1 PL
  • DJ
    Hall Of Fame
    • Apr 2003
    • 17756

    #2
    Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

    These look good. I've just started getting into Coach Mode and really enjoy it, so these will come in handy.
    Currently Playing:
    MLB The Show 25 (PS5)

    Comment

    • youALREADYknow
      MVP
      • Aug 2008
      • 3635

      #3
      Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

      Originally posted by DJ
      These look good. I've just started getting into Coach Mode and really enjoy it, so these will come in handy.
      Great, the Coach Mode community always welcomes more members! We never get the same level of support as other modes of play, but there's still a few of us around.

      Let me know if you have any frame rate issues with Player Speed at 56. I think it makes the pace more realistic in comparison to ball speed, but there have been certain games where I'll notice a frame skip or two similar to pre-patch. If anyone confirms that issue, then it can go back to 54 like it's set in the User game settings.

      Comment

      • The C Unit
        Rookie
        • Dec 2004
        • 83

        #4
        Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

        Been looking forward to this roster! Just tested these out in coach mode for my Suns Association. First game verse the Thunder, here were the stats:

        Suns / Thunder
        Points 91 / 115
        FG 35/99 (35%) / 45/98 (45%)
        3P 10/26 (38%) / 7/23 (30%)
        FT 11/15 (73%) / 18/22 (81%)
        Assists 18 / 31
        TOs 5 /2
        Reb 53 / 64
        Steals 0 / 4
        Blocks 6 / 4
        Fouls 13 / 10

        Top Performers
        Thunder
        Westbrook 21 pts, 6 reb, 10 ast, 1 st
        Durant 17 pts, 7 reb, 4 ast
        Sefolosha 16 pts, 8 reb, 4 ast, 1 st

        Suns
        Hill 20 pts, 2 reb, 3 ast, 1 blk
        Morris 11 pts, 11 reb
        Brown 10 pts, 3 reb, 5 ast
        Nash 9 pts, 3 reb, 6 ast

        Summary
        We (Suns) were only down 3 at half time (Grant Hill hit a jumper at the buzzer that was reviewed by the refs, first time I'd seen this, pretty awesome! Then in the 3rd quarter, the Thunder torched us 37-17. Suns couldn't hit anything and weren't getting back on D so the Thunder had a ton of FB points. Nash was also cold all game going 4-16, and was a huge defensive liability getting carved up by whoever he was guarding (often Sefelosha). Most of the 4th quarter was garbage minutes for the bench players.

        Impressions
        Overall, it was really fun to watch/coach. My biggest observation was the lack of turnovers and fouls, as well as the inflated FG and Rebound totals. Could be because both teams are high tempo, but 64 rebounds seems a bit too high. Also, 0 steals for the Suns stood out.

        Looking forward to the next game, I'll make sure to post my results.

        Comment

        • youALREADYknow
          MVP
          • Aug 2008
          • 3635

          #5
          Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

          Thanks for the feedback and keep posting game results if you can. I admittedly had less time than I would have liked to go in the lab with the final rosters and get sim stats as close as possible but I'm also seeing the lower turnovers and slightly lower foul totals. I wasn't seeing 95+ FGA per game but will keep an eye out for that. I think that I'm going to change the recommended Player Speed back to 54 since its a smoother experience and helps lower pace to a more realistic level.

          I already have a few changes to test over the next week and should be able to get a slightly revised set out by the end of next week. Any feedback would be great until then.

          Also, do you play with Call Plays to Manual or Auto in Coach Mode? I play with Manual and use the Run Best Play from the D-Pad or one of the Quick Play choices when I want to run something particular in the half court or slow tempo. Just wondering because I was thinking about putting together a Coach Mode guide for the community.

          Comment

          • The C Unit
            Rookie
            • Dec 2004
            • 83

            #6
            Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

            I actually played that game with player set at 50, I'll try it at 54 and see if it plays any different (I had all of the other sliders and settings set as you have suggested).

            For coach mode, I was playing with it on Auto Play Call since 2K doesn't give you the ability to call the diverse set of plays, only best play or one of the quick plays (super lame), however, I didn't realize that this means they call a player every time down (I just read this in one of your other posts). I'm gonna try another game right now on Manual, and call best play when I want to run a play, but also let the Suns freelance a lot of the time too because that is one of their strengths.

            I'm about to try these out with Suns (me) vs the Bucks. I'll post my results after the game.

            Comment

            • The C Unit
              Rookie
              • Dec 2004
              • 83

              #7
              Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

              Just played coach mode, Suns (me) vs Bucks. Here were the stats:

              Suns / Bucks
              75 / 96
              FG 31/89 (34%) / 40/88 (45%)
              3P 5/27 (18%) / 6/25 (24%)
              FT 8/11 (72%) / 10/14 (71%)
              Ast 20 / 26
              TO 9 / 8
              Fouls 8 / 13
              Reb 48 / 59
              Stl 4 / 8
              Blk 2 / 2

              Top Performers
              Suns
              Redd 15 pts, 3 reb, 3 ast, 1 blk
              Nash 14 pts, 3 reb, 4 ast, 1 st
              Hill 12 pts, 6 reb, 1 ast

              Bucks
              Ilyasova 20 pts, 9 reb, 4 ast, 1 blk
              Jackson 18 pts, 7 reb, 5 ast, 3 st
              Gooden 16 pts, 11 reb, 1 ast
              Jennings 13 pts, 4 reb, 7 ast, 1 st

              Summary
              Wow, so far the Suns have been the tale of 2 halfs. We were up by 2 at half time, then got outscored by 13 in the 3rd quarter (only scored 11 points). Michael Redd was the only person who could score (he didn't miss a shot), but then he went down with a back injury in the 3rd quarter. After that no one on the Suns could buy a bucket. Channing Frye shot 2-15. We got within 7 points with 6 minutes left, then allowed Ilysova and Jennings to drain back to back wide open three pointers which pretty much sealed the deal. I'm gonna have to figure out how to get more production in the 3rd quarter.

              Impressions
              Game was frustrating (but still very fun), as it felt like a real coach trying to figure out the right mix of players with this Suns team (much like in real life). It's very frustrating not having more control over play calling though. I would've like to have drawn more plays up for Redd as he was on fire, but I only have the best play and quick plays available.

              Fouls again seemed low, rebounds were again a little high. Turnovers/steals were better (maybe due to adjusting higher player speed?). Also, one observation is that Nash doesn't seem to run the pick and roll that well. I haven't seen one play where he hits a big man rolling to the basket for a layup/dunk (something he's pretty good at in real life).

              Next game is vs. the Clippers.

              Comment

              • youALREADYknow
                MVP
                • Aug 2008
                • 3635

                #8
                Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

                Also, one observation is that Nash doesn't seem to run the pick and roll that well. I haven't seen one play where he hits a big man rolling to the basket for a layup/dunk (something he's pretty good at in real life).
                This was one of the sacrifices we had to make since we couldn't expand playbooks beyond the original number of plays per team. We had to choose between giving the Suns good Pick-N-Pop plays or good Pick-N-Roll plays and basically chose PnP. Once we release the expanded playbooks in the next release (up to 50 plays per team) then one of the top priorities was finding more 51/15 roll plays to attack the basket with Nash. I think you'll enjoy the diversity of P&R and how realistic the Suns offense will play with the next release.

                Everything else looks good but I'm also wondering why the User team seems to be consistently 8-10% lower on FG% and 3-5 steals per game lower than the CPU. The lower FG% is the reason for the CPU having 10 more defensive rebounds per game. Are you using the CPU/CPU or Player Lock sliders for the Coach Mode games?

                Comment

                • The C Unit
                  Rookie
                  • Dec 2004
                  • 83

                  #9
                  Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

                  Just had a heartbreaker vs the Clippers... Here's the stats:

                  Suns / Clippers
                  99 / 101
                  FG 34/98 (34%) / 43/101 (42%)
                  3P 11/31 (35%) / 10/28 (35%)
                  FT 20/24 (83%) / 5/7 (71%)
                  Ast 17 / 19
                  TOs 5 / 8
                  Reb 57 / 60
                  Stls 2 / 5
                  Blks 5 / 5
                  Fouls 6 / 13

                  Top Performers
                  Suns
                  Hill 15 pts, 3 reb, 2 ast, 1 blk
                  Warrick 12 pts, 16 reb, 1 ast, 2 blk
                  Nash 12 pts, 6 reb, 6 ast

                  Clippers
                  Billups 19 reb, 10 reb, 2 blks
                  Butler 18 pts, 12 reb, 2 ast, 2 st, 1 blk
                  Paul, 14 pts, 7 reb, 7 ast
                  Jordan 13 pts, 10 reb, 1 ast, 1 stl, 1 blk

                  Summary
                  Blake Griffin was out with an injury. I finally thought I had a win... I felt I did a better job of subbing and using my bench, and they stepped up big, leaving the starters with a 7 point lead with 6 minutes to go. Then the starters let the Clippers back in. With a tie game with 30 seconds left on the Clippers final possession, Butler missed a jumper and then Jordan had a monstrous put back dunk. On our final possession, Nash frustratingly let the clock all the way down from 17 seconds and then missed a contested jump shot at the buzzer .

                  Even without Griffin, the Clippers were "lob city" with 3 alley oops, a couple of put back dunks, and a sick poster dunk by Deandre Jordan over Michael Redd.

                  Impressions
                  I've been playing with the CPU vs CPU/Coach Mode sliders. Not sure why my FG% has been 8% lower each game other than the Suns aren't a great offensive team. Like the other games, FGA and Rebounds seemed high (Rarely will a team that shot 35% score 99 points), while TOs and Fouls were very low. Any suggestions on how to balance these with sliders?

                  Still, very fun to coach overall. I'm hoping I can pick up a W next game!

                  Comment

                  • youALREADYknow
                    MVP
                    • Aug 2008
                    • 3635

                    #10
                    Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

                    On our final possession, Nash frustratingly let the clock all the way down from 17 seconds and then missed a contested jump shot at the buzzer .
                    This irritates me more than anything else in 2K12. We got rid of all of the dribble the clock out situations in the game, BUT 2K won't allow Users to modify the End Of Game Plays in the Playbook. There are a handful of EOG plays that are simply horrendous and one of them is that one you mentioned on the Suns. You play good basketball for 47 minutes and then get screwed by the terrible bugs in 2K12's play system.

                    *end rant* Sorry you had to take a loss that way.

                    Comment

                    • youALREADYknow
                      MVP
                      • Aug 2008
                      • 3635

                      #11
                      Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

                      Originally posted by The C Unit
                      Like the other games, FGA and Rebounds seemed high (Rarely will a team that shot 35% score 99 points), while TOs and Fouls were very low. Any suggestions on how to balance these with sliders?
                      I'll need at least 10-20 more games played on my end to come up with an updated slider set. It won't be hard to fix those issues though, especially the Fouls.

                      Suggestion for more fouls in Coach Mode: Raise the Blocking Foul slider from 25 to 40 and raise the Shooting Foul slider from 75 to 78. That should get you around league average based on the box scores you've posted. The Suns should always end up on the lower end of fouls drawn though since they play a perimeter based game and don't attack the basket as often.

                      Comment

                      • The C Unit
                        Rookie
                        • Dec 2004
                        • 83

                        #12
                        Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

                        Ya, the end of game play was frustrating, especially because Gortat rebounded the ball as time expired (if Nash would've shot sooner, Gortat may have been able to score on a putback). Next time I'm in that situation I'll have to do a quick play instead of "best play."

                        I'll try raising the foul sliders for next game and see how that impacts fouls/gameplay (I was surprised that the Clippers didn't get to the line more, however I'm certain it's cuz Blake Griffin was out).

                        Any suggestions on how to lower FGA and Rebounds? Do you think 12 minute quarters is ideal for these rosters/sliders?

                        Comment

                        • youALREADYknow
                          MVP
                          • Aug 2008
                          • 3635

                          #13
                          Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

                          Originally posted by The C Unit
                          Ya, the end of game play was frustrating, especially because Gortat rebounded the ball as time expired (if Nash would've shot sooner, Gortat may have been able to score on a putback). Next time I'm in that situation I'll have to do a quick play instead of "best play."

                          I'll try raising the foul sliders for next game and see how that impacts fouls/gameplay (I was surprised that the Clippers didn't get to the line more, however I'm certain it's cuz Blake Griffin was out).

                          Any suggestions on how to lower FGA and Rebounds? Do you think 12 minute quarters is ideal for these rosters/sliders?
                          I haven't had the FGA problem, but I play with the Bulls and control my team's pace with Run Best Play and our playbook is set to be a little more ball motion oriented.

                          We tried to make sure the Suns ran their uptempo attack and most of their plays are 5-10 seconds to a shot attempt and a lot of quick P&R at the top of the key for Nash.

                          There really isn't a Rebound problem because rebounds are directly correlated with FGA and missed shots. Less missed shots = less rebounds.

                          What kind of Defense do you usually run in games and do you make any Coaching Strategy changes?

                          Comment

                          • The C Unit
                            Rookie
                            • Dec 2004
                            • 83

                            #14
                            Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

                            Gotchya,

                            I typically just run man-to-man Defense with an occasional zone. On offense, I normally call the "best play" if it's after a made shot by the other team. If we get the rebound, then I let them run in transition and find the best shot. So far, I haven't made any real changes to the coach profile. Most of the shots taken are decent looks, with some forced shots here and there (especially from Channing Frye and Shannon Brown). Also, I've noticed Gortat shoots a decent number of forced off-the-dribble jump shots (which I haven't seen him do much in real life). The high FGA makes sense for the Suns though, especially against the Thunder and Clippers who are also high tempo, however, I was surprised the Bucks game had such high FGA attempts.

                            I'll keep testing and see if it varies vs. other teams.

                            Comment

                            • youALREADYknow
                              MVP
                              • Aug 2008
                              • 3635

                              #15
                              Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

                              Originally posted by The C Unit
                              Gotchya,

                              I typically just run man-to-man Defense with an occasional zone. On offense, I normally call the "best play" if it's after a made shot by the other team. If we get the rebound, then I let them run in transition and find the best shot. So far, I haven't made any real changes to the coach profile. Most of the shots taken are decent looks, with some forced shots here and there (especially from Channing Frye and Shannon Brown). Also, I've noticed Gortat shoots a decent number of forced off-the-dribble jump shots (which I haven't seen him do much in real life). The high FGA makes sense for the Suns though, especially against the Thunder and Clippers who are also high tempo, however, I was surprised the Bucks game had such high FGA attempts.

                              I'll keep testing and see if it varies vs. other teams.
                              I'll check out Gortat, there were a few big man adjustments that I wanted to get into the next release. Unfortunately, 2K doesn't give us a tendency to control whether the player shoots off the dribble but there are a couple of things that can be done to slightly lower the frequency.

                              Other than that, keep the feedback coming so I can tune the sliders to get statistics as close as possible. I'd even consider Game Speed at 53 and Player Speed at 54 as long as the ball speed doesn't drop too much.

                              I find myself slowing my team's transition opportunities a lot unless the ball is in Rose's hands. The Suns have a bit more to work with in transition.

                              Comment

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