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Understanding slider coefficients
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Re: Understanding slider coefficients
Is their a hidden clutch rating that gets boosted?
Also is the rubberbanding stronger on higher difficulties ?#1 Laker fan
First Team Defense !!!Comment
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Re: Understanding slider coefficients
Up to now, no hidden clutch rating (we will be more sure once reeditor comes out tho).
The rubberband is the same, thus with the higher the difficulty the higher the handicap (check ratings differences), therefor, the effects are more evident ... also add in the shorter success window for all timed actions (shots, steals, blocks, etc) ... and you get the complete biased package.Comment
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Re: Understanding slider coefficients
ffaacc is spot on, there is no "more" of an effect on different difficulty levels, its just the combo of USER timing windows decreasing and CPU timing getting faster (more responsive) and more accurate. That is why the CPU is able to get all the loose balls, tips, etc, etc, as the CPU is literally getting perfect timing. I wish 2k would make the CPU have variable timing instead of always being perfect.Up to now, no hidden clutch rating (we will be more sure once reeditor comes out tho).
The rubberband is the same, thus with the higher the difficulty the higher the handicap (check ratings differences), therefor, the effects are more evident ... also add in the shorter success window for all timed actions (shots, steals, blocks, etc) ... and you get the complete biased package."Most people would learn from their mistakes if they weren't so busy denying them"Comment
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Re: Understanding slider coefficients
Trying to understand this, so if ai want to playgoing by the players own default ratings I should just play on Pro and leave all the sliders at 50 ??
Also is there a difference between cpu sliders and user sliders ?
What happens if I say change only user sliders a little more up, does that effect only the guy I play with or al the guys on my team even if I do not control them ? (Talking about playing a locked position, so my team mates are controlled by the AI)Comment
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Re: Understanding slider coefficients
For pro, add this:Trying to understand this, so if ai want to playgoing by the players own default ratings I should just play on Pro and leave all the sliders at 50 ??
Also is there a difference between cpu sliders and user sliders ?
What happens if I say change only user sliders a little more up, does that effect only the guy I play with or al the guys on my team even if I do not control them ? (Talking about playing a locked position, so my team mates are controlled by the AI)
Def and Off Awareness +2
Hands +2
Ball Security +2
Def and Off Rebounds +2
All other Attributes +1 (except for steal, pass, stamina, durability, fatigue, consistency)
to the CPU and then it will be balanced (true to ratings on both sides).
If you bump up the USER side it goes for all your players."Most people would learn from their mistakes if they weren't so busy denying them"Comment
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Re: Understanding slider coefficients
when you say ll other attributes does that include the shot selection sliders also.For pro, add this:
Def and Off Awareness +2
Hands +2
Ball Security +2
Def and Off Rebounds +2
All other Attributes +1 (except for steal, pass, stamina, durability, fatigue, consistency)
to the CPU and then it will be balanced (true to ratings on both sides).
If you bump up the USER side it goes for all your players.
cpu offense
Inside Shot Success +1
Close Shot Success +1
Mid-Range Success +1
3PT Success +1
Layup Success +1
Dunk in Traffic Frequency +1
Dunk in Traffic Success +1
Pass Accuracy +1
Alley-Oop Success +1
Contact Shot Success +1
or is is just the settings under the attributes settings.Comment
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Re: Understanding slider coefficients
Ok so I up only the attribute settings for CPU and thats it ?, I thought from reading your previous posts that sliders on 50 and gameplay at pro was default player ratings, also from what it said in your tables in first post.For pro, add this:
Def and Off Awareness +2
Hands +2
Ball Security +2
Def and Off Rebounds +2
All other Attributes +1 (except for steal, pass, stamina, durability, fatigue, consistency)
to the CPU and then it will be balanced (true to ratings on both sides).
If you bump up the USER side it goes for all your players.Comment
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Re: Understanding slider coefficients
offense, defense, tendencies and fouls is whatever you want them to be, start on simulation, only add what i said to the cpu, leave user @ 50
yes the OP table is incorrect as it seems that the #'s changed somehow from when I originally did this."Most people would learn from their mistakes if they weren't so busy denying them"Comment
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Re: Understanding slider coefficients
Thanks for the help. And thanks for investigating on this.Comment
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Re: Understanding slider coefficients
I have not tested Rookie, but I would assume that the USER side gets a +4 boost, not confirmed though.
All-Star is already talked about in this thread, what to do is also posted.
"Most people would learn from their mistakes if they weren't so busy denying them"Comment
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Re: Understanding slider coefficients
Ok was just thinking it would mean sliders for CPU had to be standard on 50 when playing on rookie where on Pro they had to be uppedComment

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