Understanding slider coefficients

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  • JasonWilliams55
    MVP
    • Jul 2012
    • 2045

    #76
    Re: Understanding slider coefficients

    @sword, what jfarmer said is right, its not a straight -10 for all attributes, some are 43, some are 42, etc.

    Papaey posted this to negate most of the boost: (CPU SIT and SOD are still boosted though and we can't negate those)


    quickness 42
    vertical 42
    strength 42
    stamina 50
    speed 43
    durability 50
    hustle 42
    ball handling 42
    hands 30
    dunking ability 43
    onball defense 42
    stealing 40
    blocking 42
    OA 30
    DA 30
    OR 40
    DR 40
    Consistency 50
    Fatigue rate 57
    Injury Freq 50
    Injury Sev. 50

    Make this your base CPU attributes, then tweak from there.
    "Most people would learn from their mistakes if they weren't so busy denying them"

    Comment

    • blackaceons
      Rookie
      • Jul 2012
      • 325

      #77
      Nice mine are just like these.. Try to play this with player speed on 15 on association..you have to press y when the team display is up..game speed on 54

      Sent from my SGH-T989 using Tapatalk 2

      Comment

      • RIP GUTT CAPONE
        Rookie
        • Jul 2010
        • 160

        #78
        Re: Understanding slider coefficients

        Originally posted by JasonWilliams55
        @sword, what jfarmer said is right, its not a straight -10 for all attributes, some are 43, some are 42, etc.

        Papaey posted this to negate most of the boost: (CPU SIT and SOD are still boosted though and we can't negate those)


        quickness 42
        vertical 42
        strength 42
        stamina 50
        speed 43
        durability 50
        hustle 42
        ball handling 42
        hands 30
        dunking ability 43
        onball defense 42
        stealing 40
        blocking 42
        OA 30
        DA 30
        OR 40
        DR 40
        Consistency 50
        Fatigue rate 57
        Injury Freq 50
        Injury Sev. 50

        Make this your base CPU attributes, then tweak from there.
        Thanks alot for these . I have been closely watching this thread hoping someone would take the time to punch in the numbers to equal out the boost, much appreciated. I fiddled with it last night and it took me 1 hour to find 42 was the magic number for quickness and vertical , after that I gave up and just wanted to play the game lol. Are any of you using this with swagged out rosters?
        Buckeyes-- Indians-- Browns-- Cavs


        Loving 2k15,
        Kinda hating Destiny
        Hate NBA live 14

        Comment

        • upandup22
          Rookie
          • Oct 2009
          • 36

          #79
          Re: Understanding slider coefficients

          Originally posted by RIP GUTT CAPONE
          Thanks alot for these . I have been closely watching this thread hoping someone would take the time to punch in the numbers to equal out the boost, much appreciated. I fiddled with it last night and it took me 1 hour to find 42 was the magic number for quickness and vertical , after that I gave up and just wanted to play the game lol. Are any of you using this with swagged out rosters?
          i use this setting with swagged out rosters and a little bit more tweaking to account for the SIT/SOD which can really help the CPU.

          Comment

          • RIP GUTT CAPONE
            Rookie
            • Jul 2010
            • 160

            #80
            Re: Understanding slider coefficients

            Originally posted by upandup22
            i use this setting with swagged out rosters and a little bit more tweaking to account for the SIT/SOD which can really help the CPU.
            What did u change to help with cpu sit/sod?
            Buckeyes-- Indians-- Browns-- Cavs


            Loving 2k15,
            Kinda hating Destiny
            Hate NBA live 14

            Comment

            • RIP GUTT CAPONE
              Rookie
              • Jul 2010
              • 160

              #81
              Re: Understanding slider coefficients

              I had to put cpu on 36 for inside shot success and close cuz they were hitting everything underneath with a hand in the face. 60-65% FG a game by cpu usually, until i lowered it.
              Buckeyes-- Indians-- Browns-- Cavs


              Loving 2k15,
              Kinda hating Destiny
              Hate NBA live 14

              Comment

              • lostsoul
                Rookie
                • Sep 2012
                • 202

                #82
                Re: Understanding slider coefficients

                hmm... i was thinking, if one were to lock all of the sliders at fifty with cheatengine (pc version), and then turn up the difficulty, would we get a higher difficulty without the cheating? minus sod/sit of course.

                but wouldn't that be just like playing on pro? i'm sort of confused as to how the game applies these boosts.

                Comment

                • JasonWilliams55
                  MVP
                  • Jul 2012
                  • 2045

                  #83
                  Re: Understanding slider coefficients

                  Originally posted by lostsoul
                  but wouldn't that be just like playing on pro? i'm sort of confused as to how the game applies these boosts.

                  Not at all. I will explain why (again).

                  On Pro, there are timing windows for shooting, stealing, blocking, etc... Those window time lengths are say (1.0 second on Pro) **Arbitrary number only for explanation**

                  On Pro, ratings are unaltered for both HUM and CPU players on the court, meaning that what you see is what you get rating wise. Verifiable in game by switching controllers to the other team mid game.

                  On All Star, those same timing windows get reduced, so say they are now (0.75 seconds on AS) essentially making the game "harder" for the USER, knowing release points, timing steals, blocks right are that much harder now.

                  On All Star, the CPU ratings get altered by roughly 5 points for almost every attribute (the list is on pg 1 or so of this thread), meaning that a player with 80 On-ball defense is now an 85 On-ball rated defender. We wonder why we see scrubs doing work all over the court, this becomes much more apparent the higher you go in difficulty.

                  ... Superstar equals ~ 7 point boost, HoF equals ~ 10-12 point boost.

                  ... Windows are reduced again for each level, SS - 0.5, HoF - 0.25. **Again arbitrary numbers as I do not know them and they are only for example only**

                  I have figured this out by doing some random testing w/ a hunch and it worked out as we now have a base on what to do in-order to get the CPU back to realism, rating wise. Which will help in the BS that people see on different difficulty levels while others strictly stick with Pro due to that BS (maybe there is a reason why, an inherent hunch?).

                  Random Notes:
                  • Unsure if AI (Artificial Intelligence) is affected by difficulty change, I don't think they get smarter, but more their timing is better (faster) that is for sure.
                  • Game physics do not change with diff. change.
                  • Play-calling does not get better with diff. change.
                  • Shot distribution/tendencies do not get better with diff. change.
                  • Shoot off Dribble and Shoot in Traffic are raised and cannot be changed since there is no slider for those attributes. (there are some ways to counter this though, read through this thread)
                  • On HoF difficulty the CPU will take advantage of any opening you give them to the rack.If you cannot stop them, drop the ego and move on down to SS or AS, no point in complaining when you can make the change for yourself.


                  Final thought of this morning... 1st draft slider set is near completion and it will be a HoF set, made for Online Associations with both USER and CPU teams, can be used for Offline Assocs as well.
                  "Most people would learn from their mistakes if they weren't so busy denying them"

                  Comment

                  • JasonWilliams55
                    MVP
                    • Jul 2012
                    • 2045

                    #84
                    Re: Understanding slider coefficients

                    Originally posted by lostsoul
                    hmm... i was thinking, if one were to lock all of the sliders at fifty with cheatengine (pc version), and then turn up the difficulty, would we get a higher difficulty without the cheating? minus sod/sit of course.
                    I would assume the boost would still be there, as the ratings get changed on the back end with the diff. change. I will test this theory out though sometime today and report back.
                    "Most people would learn from their mistakes if they weren't so busy denying them"

                    Comment

                    • ruxpinke
                      Pro
                      • Apr 2008
                      • 908

                      #85
                      Re: Understanding slider coefficients

                      One thing really annoying me and making me hesitate from making slider changes is that we cant load slider sets this year. Im afraid to change sliders, then when playing with human on same console, someone will be at a disadvantage. Thats how it was previously in 2k. I read that this is changed this year. Is this confirmed?
                      PSN: PrettyToney

                      Comment

                      • JasonWilliams55
                        MVP
                        • Jul 2012
                        • 2045

                        #86
                        Re: Understanding slider coefficients

                        Originally posted by ruxpinke
                        One thing really annoying me and making me hesitate from making slider changes is that we cant load slider sets this year. Im afraid to change sliders, then when playing with human on same console, someone will be at a disadvantage. Thats how it was previously in 2k. I read that this is changed this year. Is this confirmed?
                        Yes previously thats how it was, but I checked with two controllers to test the HUM (HOME) CPU (AWAY) issue/theory this year and its no longer there, only HUM sliders effect USER ratings.
                        "Most people would learn from their mistakes if they weren't so busy denying them"

                        Comment

                        • ramspeedkill
                          Pro
                          • Sep 2006
                          • 727

                          #87
                          Re: Understanding slider coefficients

                          Originally posted by RIP GUTT CAPONE
                          I had to put cpu on 36 for inside shot success and close cuz they were hitting everything underneath with a hand in the face. 60-65% FG a game by cpu usually, until i lowered it.
                          same w/ close,mid,3p...should all be lowered somewhat...cpu shooting lights out

                          Comment

                          • mj68
                            Banned
                            • Nov 2012
                            • 101

                            #88
                            Re: Understanding slider coefficients

                            Jason, you have the best insight on these forums imo, great work, a few quick questions though, is the default actually 50 or 0? like as an example if you have the general slider sets for attack basket at 50 does that mean it defaults to the specific teams attack basket and play sliders, or would that be at 0?

                            Comment

                            • lostsoul
                              Rookie
                              • Sep 2012
                              • 202

                              #89
                              Re: Understanding slider coefficients

                              Originally posted by JasonWilliams55
                              I would assume the boost would still be there, as the ratings get changed on the back end with the diff. change. I will test this theory out though sometime today and report back.
                              cool man. i'm so lazy... by the time i got around to doing it the pc patch would be out haha.

                              Comment

                              • JasonWilliams55
                                MVP
                                • Jul 2012
                                • 2045

                                #90
                                Re: Understanding slider coefficients

                                Originally posted by mj68
                                Jason, you have the best insight on these forums imo, great work, a few quick questions though, is the default actually 50 or 0? like as an example if you have the general slider sets for attack basket at 50 does that mean it defaults to the specific teams attack basket and play sliders, or would that be at 0?
                                50 is default.

                                How it works:

                                Player ratings/tendencies + Coaching sliders (50 default = player ratings/tends) + Gameplay sliders (50 default = player ratings/tends) = Player rating/tendency

                                Any changes in the above equation (coaching or gameplay sliders) will equal an altered player rating/tendency, obviously higher means greater and lower means less.

                                Coaching sliders do not affect ratings only tendencies and the sim engine (debatable).
                                Last edited by JasonWilliams55; 11-07-2012, 01:29 PM.
                                "Most people would learn from their mistakes if they weren't so busy denying them"

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