Zeppelin8's 2k13 Sliders

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  • Zeppelin8
    Rookie
    • Oct 2008
    • 311

    #1

    Zeppelin8's 2k13 Sliders

    Usually I base my sliders on other sets and roster updates. I make my own tweaks, and move on from there. This year though, I spend some time adjusting the game to my liking and came up with a slider set.

    PIP issue still exists to a lesser extent. Some games it will seem a lot. I noticed that it seems better in high scoring games because of the better outside scoring. AI pushing the ball is still there, but made some tweaks to get it under control, but it is still up to the user to stop fastbreak.

    This will not be for everyone, everybody has a different view on the game and therefore everybody enjoys different type of sliders. Also charges are hard to get, but if you lower blocking foul slider below 60 and raise charging to 100, there will be 1 maybe 2 charge calls per game. I prefer 40, gives a bit of both.

    Did not mess with coaching tendencies this early, surely a patch or roster updates will make the game much different, so no point going into coaching tendencies that early.

    Any feedback is appreciated.

    -Zeppelin8's 2k13 Sliders-


    Difficulty:PRO - 12 min. quarters. (11 might just do better in terms of fg attempts)
    Game Speed:55
    Shooting Type: Real Player %
    Free Throw Shooting Type: Real Player %
    Free Throw Difficulty: 75

    If a slider is missing, it means you will keep the default SIM slider value.

    Changes in red.

    Offense (USER/AI)

    Inside: 42/46
    Close: 43/47
    Mid: 47/52
    3PT: 46/50
    Lay-up:51/53
    Dunk in traffic frequency: 10/10
    Dunk in traffic success: 48/48
    Pass Accuracy: 48/48
    Contact shot success: 45/45

    Defense

    Driving Contact Shot Freq: 100/100
    Inside Contact Shot Freq: 100/100
    Layup defense strength (takeoff): 100/100
    Layup defense strength (release): 100/100
    Jump shot defense strength (gather): 50/50
    Jump shot defense strength (release): 50/50
    Help D. Strength: 100/100
    Steal Success: 50/50

    Attributes:

    Quickness: 50/50
    Durability: 40/40
    Hustle: 50/50 (helps with fastbreaks)
    Ball Handling: 40/40
    Dunking Ability: 45/45
    On Ball D.: 50/60
    Stealing: 35/45
    Blocking: 70/70
    Off. Awareness: 50/50
    Def. Awareness: 100/100
    Def. Rebounding: 60/50
    Consistency: 25/60 (more varied, less linear shooting % for teams/players)
    Injury Freq: 51/51
    Injury Severity: 55/55

    Tendencies:

    Inside: 0/0 (not that it really helps, maybe a bit more kicking out)
    Close: 0/0
    Mid Range: 50/50 (if too high, AI forces bad shots)
    3PT: 45/45
    Attack the Basket: 1/1
    Attempt Dunks: 25/45
    Play Passing Lanes: 50/55
    Go for On Ball Steals: 40/50


    Fouls:

    Over the back foul freq: 100/100
    Charging foul freq: 100/100
    Blocking foul freq: 40/40
    Reaching foul freq: 80/80
    Shooting foul freq: 85/85
    Loose ball foul freq: 100/100


    Last edited by Zeppelin8; 10-09-2012, 05:17 PM.
  • Zeppelin8
    Rookie
    • Oct 2008
    • 311

    #2
    Re: Zeppelin8's 2k13 Sliders

    Played 2 games. Adjustments on the way. Aiming for better 3 point fg%, less dunks for user. CPU O.Awareness might get a slight bump. Tempo & PIP seems alright, which is the main aim.




    Last edited by Zeppelin8; 10-07-2012, 06:15 PM.

    Comment

    • Zeppelin8
      Rookie
      • Oct 2008
      • 311

      #3
      Re: Zeppelin8's 2k13 Sliders

      2nd game. Philly (user) vs Clippers.

      Comment

      • Zeppelin8
        Rookie
        • Oct 2008
        • 311

        #4
        Re: Zeppelin8's 2k13 Sliders

        I happen believe that USER gets some shooting bonus over AI on pro difficulty. I see AI missing a lot of open jumpers when mid-range is below 50. Funny, I hit those open jumpers at a higher rate with 47 mid range.

        AI shooting might seem high, but believe me its not. Once you take some of CPU's fastbreaking and driving game away, it's a struggle.

        I came to find a middle ground between everything. Good spacing, shooting variety by cpu, stealing, blocking fouls and some charges etc. I see some battles on the low post, once or twice I saw AI defender stripping the ball when executing post moves. Shots per team is somewhere between 75-90 most of the time, without lowering amount of off.rebounds (between 5-15 per game). Also, there is less pushing the ball. Shooting percentages for AI is slightly on the low side, but as I've mentioned above, CPU does a terrible job shooting empty jumpers. For that, I bumped 3pt-mid range shooting sliders, its a lot better now. If it is the consistency, let it be, might tweak it further to get better fg% for CPU.

        One other thing I might tweak further is the quickness/on-ball defense relation. I also suspect that AI prefers quickness over on-ball D on their drives, so this might effect the way their play. Though, I still see a healthy amount of drives by CPU.
        Last edited by Zeppelin8; 10-08-2012, 09:28 AM.

        Comment

        • mango_prom
          Pro
          • Oct 2008
          • 737

          #5
          Re: Zeppelin8's 2k13 Sliders

          I'd try offensive awareness at 0. In previous games it stopped the excessive driving by the AI somewhat.
          Also, maybe the midrange tendency could be raised in combination with a high "run plays" setting in coaching profiles to encourage the CPU to use midrange game more.

          Comment

          • Zeppelin8
            Rookie
            • Oct 2008
            • 311

            #6
            Re: Zeppelin8's 2k13 Sliders

            Originally posted by mango_prom
            I'd try offensive awareness at 0. In previous games it stopped the excessive driving by the AI somewhat.
            Also, maybe the midrange tendency could be raised in combination with a high "run plays" setting in coaching profiles to encourage the CPU to use midrange game more.
            Yeah, I took it back to 50 from 70, much better play from AI. High mid-range tendency makes players too trigger happy, that is what I'm trying to avoid.

            Comment

            • mango_prom
              Pro
              • Oct 2008
              • 737

              #7
              Re: Zeppelin8's 2k13 Sliders

              Yeah, that's also an issue. Seems if you increase mid range the downside is that the AI will force stupid shots especially with PGs forcing pointless drives.

              I think at a certain point we won't be able to improve much because some issues are simply hardcoded.
              Last year for example the excessive using of up and under moves by the CPU was scripted even with the tendency at 0.
              This year it seems like 2k designed the game with an even younger audience in mind than last years.

              Offense has become more arcade like than ever and even with things that worked at least partially in past games like ballhandling at 0, on ball defense at 100 and so on we're simply working against the way the game was intended.
              It's simply not meant to be a basketball simulation at all.

              With attack,close and inside at 0 the AI should do nothing at all if these sliders really worked, instead it's a drag to make the AI behave much different from gameplay out of the box.

              Comment

              • tyberious4now
                Tiger Paw
                • Nov 2004
                • 753

                #8
                Re: Zeppelin8's 2k13 Sliders

                Originally posted by mango_prom
                Yeah, that's also an issue. Seems if you increase mid range the downside is that the AI will force stupid shots especially with PGs forcing pointless drives.

                I think at a certain point we won't be able to improve much because some issues are simply hardcoded.
                Last year for example the excessive using of up and under moves by the CPU was scripted even with the tendency at 0.
                This year it seems like 2k designed the game with an even younger audience in mind than last years.

                Offense has become more arcade like than ever and even with things that worked at least partially in past games like ballhandling at 0, on ball defense at 100 and so on we're simply working against the way the game was intended.
                It's simply not meant to be a basketball simulation at all.

                With attack,close and inside at 0 the AI should do nothing at all if these sliders really worked, instead it's a drag to make the AI behave much different from gameplay out of the box.
                I'm going to disagree somewhat... I had the most amazing sim double overtime game that was an instant classic....2k did a great job but the only difference is sim to me may not be sim to you in other words we all play differently.

                I'm a older cat and it really plays to both a older and younger crowd...P.S. I barely touched the default sliders and it plays great....

                Happy sim gaming.....

                Comment

                • mango_prom
                  Pro
                  • Oct 2008
                  • 737

                  #9
                  Re: Zeppelin8's 2k13 Sliders

                  You're right of course, everybody has other expectations on how the game should play. My definition of sim gameplay is that the game should deliver somewhat realistic stats with 12 min quarters.

                  Now most people would be bored with playing a full game, so it's a non-issue if you play like 5 min quarter in which you want to see the superstars shine.
                  That's fine, and the game is designed that way and I understand that since
                  pure realism would for example make dunks rare in shorter games since it happens not that often even in full games.

                  But if you're a nerd like me it's pretty annoying to see the AI spam field goal attempts in the paint, broken execution of plays and so on.
                  Won't matter with shorter games, but 12 min quarters is not what I've hoped for.
                  I can get more realistic stats playing 2k11 with some slider edits.

                  Comment

                  • tyberious4now
                    Tiger Paw
                    • Nov 2004
                    • 753

                    #10
                    Re: Zeppelin8's 2k13 Sliders

                    Originally posted by mango_prom
                    You're right of course, everybody has other expectations on how the game should play. My definition of sim gameplay is that the game should deliver somewhat realistic stats with 12 min quarters.

                    Now most people would be bored with playing a full game, so it's a non-issue if you play like 5 min quarter in which you want to see the superstars shine.
                    That's fine, and the game is designed that way and I understand that since
                    pure realism would for example make dunks rare in shorter games since it happens not that often even in full games.

                    But if you're a nerd like me it's pretty annoying to see the AI spam field goal attempts in the paint, broken execution of plays and so on.
                    Won't matter with shorter games, but 12 min quarters is not what I've hoped for.
                    I can get more realistic stats playing 2k11 with some slider edits.
                    Point taken..but 2k11 had major major control issues so I'm not to sure about the realistic stats in that game.....I think you have to find your happy medium and not overthink too much...

                    Too many changes in sliders will hinder other aspects in the game .... you have to pick ya poison....Just enjoy it and make the best of it...

                    Comment

                    • TomZeWolf
                      Rookie
                      • Oct 2010
                      • 409

                      #11
                      Re: Zeppelin8's 2k13 Sliders

                      I must say, I've had the most fun in the 2 games I've played with these sliders than any other games I've played. I'll post the stats of my two games now.

                      Clippers (user) 96 - 86 Trail Blazers
                      39/71 54% - Field Goals - 33/90 36%
                      2/14 14% - 3PT - 8/27 29%
                      17/22 77% - Free Throws - 12/13 92%
                      7 - Dunks - 6
                      18 - Fast Break Pts - 10
                      40 - Pts In Paint - 36
                      4 - 2nd Chance Pts - 5
                      24 - Assists - 18
                      5 - Offensive Rebounds - 8
                      48 - Defensive Rebounds - 29
                      3 - Steals - 9
                      5 - Blocks - 2
                      11 - Turnovers - 5

                      I couldn't hit a shot from outside, so I abandoned that gameplan I decided to hit them with the fastbreak which gave me a narrow lead going into the half which I managed to maintain. A lot of my turnovers were bad decisions by me, which would explain the CPU inflated steal numbers. Overall a really fun game.

                      [CENTER]Pacers 83 - 86 Raptors (user)
                      35/96 36% - Field Goals - 33/80 41%
                      6/18 33% - 3PT - 7/18 38%
                      7/8 87% - Free Throws - 13/13 100%
                      2 - Dunks - 3
                      4 - Fast Break - 10
                      40 - Pts In Paint - 30
                      17 - 2nd Chance Pts - 5
                      22 - Assists - 20
                      18 - Offensive Rebounds - 7
                      38 - Defensive Rebounds - 41
                      5 - Steals - 1
                      3 - Blocks - 7
                      6 - Turnovers - 6

                      This was one of best games in recent 2K memory. I managed to come back from 15 down in the 3rd quarter to win on a buzzer beating 3 from Kyle Lowry.
                      They absolutely abused me on the offensive glass, obviously this seems to be issue within the game itself and not the sliders, but the Pacers are overall a much better rebounding team than the Raptors.
                      NFL - Giants]
                      MLB - Cardinals

                      Comment

                      • Zeppelin8
                        Rookie
                        • Oct 2008
                        • 311

                        #12
                        Re: Zeppelin8's 2k13 Sliders

                        I get back to where I was with quickness/on-ball defense. Just gave a slight bump to cpu on ball defense. Gonna leave it at that. Felt like messing with player abilities too much, therefore killing individualism. There are a few animations that I don't like with quickness at 50, but gotta live with that. Consistency has huge effect on CPU FG%, put it back to default, variety is gone, but better overall results. Put it to 100, and CPU will shoot even better.

                        The thing is, pro is getting easy for my taste. With no clutch and with lesser catch-up logic, CPU can't keep up.

                        I believe the game plays better then 2k12 out of the box, but yeah, 2K11 was great. What we got this year is double teams, no shot clock cheese, better rebounding and more aggressive AI. CPU driving to the lane all the time and calling less plays is maybe related to the fact that the game came out with crappy playbooks once again. So, it was meant to be.

                        Comment

                        • Zeppelin8
                          Rookie
                          • Oct 2008
                          • 311

                          #13
                          Re: Zeppelin8's 2k13 Sliders

                          Originally posted by TomZeWolf
                          I must say, I've had the most fun in the 2 games I've played with these sliders than any other games I've played. I'll post the stats of my two games now.
                          Glad you enjoyed them. I made tweaks on quickness/on-ball D settings, but if you're happy with 0/100, keep it at that. Also, I'm trying to give more fg% to CPU, bumping shooting all around and also bumped consistency to 50 (CPU ONLY).

                          Comment

                          • Danly3
                            Rookie
                            • Oct 2012
                            • 1

                            #14
                            Re: Zeppelin8's 2k13 Sliders

                            How would these play on all star difficulty?

                            Comment

                            • mundial1345
                              Rookie
                              • Oct 2012
                              • 64

                              #15
                              Re: Zeppelin8's 2k13 Sliders

                              So far liking these sliders, playing with 11 minute quarters on all star with a game speed of 47. I only got to play the first 6 minutes of the a game as I was at lunch but so far so good, I'll post stats after I get a full game in.

                              Comment

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