Understanding slider coefficients

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  • ffaacc03
    MVP
    • Oct 2008
    • 3485

    #106
    Re: Understanding slider coefficients

    Originally posted by mj68
    acc i dont think hustle affects all those things, if you look at each players individual slider ratings, and you go to hustle it says" how a player goes after loose balls, the best way to determine what a slider does is go into the each individual slider settings per player and read the caption, i thought the same thing as you did also, but regardless its nice to see players hustling i dont think it has anything to do with rebounding, hustle is usually based off of scappy playing and loose balls
    A sincere tip, the default descriptions arent the best way to see up to what extend they can have an effect ... hehe, welcome to 2k editing ... hustle relates to all I said.

    To just give you an example, recently a dev confirmed that the runners/floaters execution/accuracy (should be a rating) is affected by the tendency (supposedly limited to amount of occurrence).

    With 2k, there is more than meet the eyes ! ... so, test, test and test (with an open mind and without any prejudices) and you might get responses to most (sadly not all) of your answers.
    Last edited by ffaacc03; 11-08-2012, 04:24 PM.

    Comment

    • ffaacc03
      MVP
      • Oct 2008
      • 3485

      #107
      Re: Understanding slider coefficients

      Originally posted by mj68
      can someone explain to me what does layup defense take off/release mean? that is the only slider im not sure about and what it actually does in regards to gameplay?? also jump shots defense gather and release ? thx!!
      Those are more "under the hood" sliders, they dont have impact visually but they effect the %s of the success of shots in regards to the defenders ... the more you increase those the more substraction of potential FG%s is taken, so making those shots isnt as efficient, depending on the defender at the moment of the action ... AI/HUM players wont tight on shooters more or nothing alike, but they will have a wider range to disrupt the shots ... under the hood, of course.

      Then again, havent tested this as indepth as other variables, is just from a quick test.
      Last edited by ffaacc03; 11-08-2012, 03:28 PM.

      Comment

      • raw51188
        Rookie
        • Mar 2004
        • 46

        #108
        Re: Understanding slider coefficients

        I am using official 2k rosters from 11/1 with only changes in rotations and teams personnel, no other changes "under the hood". Again, I understand the hesitance with the hustle slider, but I am not noticing any ill effects.

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        • mj68
          Banned
          • Nov 2012
          • 101

          #109
          Re: Understanding slider coefficients

          would you recommend keeping those slider sets at 50 then ?? acc? the lay release sets etc? and i have liked having hustle at 100, i saw a few players dive for the ball before going out of bounds and it looked cool, but i guess i can keep the hustle slider at 50 or 60, i love realism in games, so we will see how that affects the other things you are saying, thx for the input

          Comment

          • ffaacc03
            MVP
            • Oct 2008
            • 3485

            #110
            Re: Understanding slider coefficients

            Originally posted by raw51188
            I am using official 2k rosters from 11/1 with only changes in rotations and teams personnel, no other changes "under the hood". Again, I understand the hesitance with the hustle slider, but I am not noticing any ill effects.
            The effects are there, is just that they happen to fit your style of play and your view of how the game is, so you see nothing out of order, hehe ... nothing wrong with that tho.
            Last edited by ffaacc03; 11-08-2012, 04:33 PM.

            Comment

            • ffaacc03
              MVP
              • Oct 2008
              • 3485

              #111
              Re: Understanding slider coefficients

              Originally posted by mj68
              would you recommend keeping those slider sets at 50 then ?? acc? the lay release sets etc? and i have liked having hustle at 100, i saw a few players dive for the ball before going out of bounds and it looked cool, but i guess i can keep the hustle slider at 50 or 60, i love realism in games, so we will see how that affects the other things you are saying, thx for the input
              This is why I say that the most valuable yet most underappreciated pillar that 2k has ever had is its (well, was ... as it seems that the new trend is to limit editing) editability/customization/options.

              You can alter whatever can be altered and make the videogame fit your view of the game ... use sliders within this thread as a base and build/adjust your own until it fits your playstyle and unique view ... use what suits you best.

              Comment

              • mj68
                Banned
                • Nov 2012
                • 101

                #112
                Re: Understanding slider coefficients

                well most all my sliders are inbetween 40 and 60 except for fouls, and drive contact frequency, and i have o awareness at 65, defensive awareness at 55, i just think there comes to a point when i just have to play the game and be satisfied lol, i only play hum vs com games i dont play other people on line or friends

                Comment

                • papaey
                  Rookie
                  • Sep 2011
                  • 407

                  #113
                  Re: Understanding slider coefficients

                  Originally posted by raw51188
                  Try these. I got my sliders set and playing basically ideal games. I'm pretty good at the game, stick wise, but its really challenging and enjoyable. I lost a game today, lakers (me) vs. jazz (cpu) and i had 14 pt lead in the 3rd quarter. But I eased up off the gas, and they came back and won (kobe missed game tying 3pt shot at buzzer).

                  Im really into playing games where myself and the CPU are on equal footing, so my slider set (thanks to OP and the negated HOF boost) is perfectly balanced between USER and CPU in every category. I really require that mirroring to find the game enjoyable and challenging.

                  Last thing I want to advise before trying these sliders is to go into coach tendencies, and reverse the run plays slider. So for example, if a coaches run plays slider is at 70 (as in runs plays 70% of the time), change the slider to 30. Or if it is 15, change it to 85. The reason is because the 2K messed up and reversed the strength of the slider. DONT set them all to zero like everyone is suggesting. This makes it so that you get the correct run play amount intended, and it varies from team to team as intended, making each matchup unique and interesting.

                  Gameplay
                  Difficulty: HOF
                  Game Speed: 50
                  Quarter length: 12 Minutes
                  Fatigue: On
                  Injuries: On
                  Shooting Type: User Timing
                  FT Shooting Type: User Timing
                  Free Throw Difficulty: 50
                  Defensive Assist Strength (in controller settings menu): 100


                  *User/CPU*


                  Offense (ALL 50s for both USER and CPU)


                  Defense
                  Driving Contact Shot Frequency: 100/100
                  Inside Contact Shot Frequency: 100/100
                  Lay up T: 100/100
                  Lay up R: 100/100
                  Jump shot G: 100/100
                  Jump shot r: 100/100
                  Help Defense Strength: 100/100
                  Steal Success: 50/50


                  Attributes (These are the HOF negate boost CPU attributes from OP...except hustle)
                  quickness: 50/42
                  vertical: 50/42
                  strength: 50/42
                  stamina: 50/50
                  speed: 50/43
                  durability: 50/50
                  hustle: 100/100 (all players hustle for loose balls)
                  ball handling: 50/42
                  hands: 50/30
                  dunking ability: 50/43
                  on-ball defense: 50/42
                  stealing: 50/40
                  blocking:50/42
                  OA: 50/30
                  DA:50/30
                  OR:50/40
                  DR:50/40
                  Consistency: 50/50
                  Fatigue rate: 57/57
                  Injury Freq: 50/50
                  Injury Sev: 50/50


                  Tendencies ALL 50's for both USER/CPU


                  Fouls (ALL 100s for Both USER/CPU)
                  Over the Back Foul Frequency 100
                  Charging Foul Frequency 100
                  Blocking Foul Frequency 100
                  Reaching Foul Frequency 100
                  Shooting Foul Frequency 100
                  Loose Ball Foul Frequency 100

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

                  will post screen shot later, but I'm getting varied games. realistic scores, fouls, fta, fg %'s, 3pta and %s, FG attempts etc. The only thing that MAY be a tad high is points in the paint. But some games I give up few (35-40%) if I play good interior defense. Other games ill give up 50% of the points in the paint. I find this to be pretty realistic.

                  Turnovers are great, fast break points too. Don't have the offensive rebound problem or the cpu leaking out for ridiculous cherry picking fast breaks.

                  I really recommend everyone at least give this set a shot if you are a really good player.

                  The only thing that would literally make these perfect is if someone figured out a way to negate the boost of SIT and SOD. CPU still consistently makes these shots, but with my def settings turned up, you can actually somewhat slow them down.

                  PS. I run plays probably 75% of the time, regardless of the team I play. So I'd say I play at a realistic pace.

                  sorry for the long post, but i really feel good about these.
                  i tried this.but i kept hustle at real player ratings(no boost) First game i was blown out. 136-104.boston against knicks. FG% is still a bit too high for both. the next game i adjusted the off slider to sim with some edits in layup-43, pass accuracy-48 and i came up with more reasonable FG%.im using real player%. gonna play some more games.

                  Comment

                  • mj68
                    Banned
                    • Nov 2012
                    • 101

                    #114
                    Re: Understanding slider coefficients

                    the best way to test sliders is doing com vs com, and watch the games, its always going to play different with a user, because we all are going to play different, i always play with the various legend bulls teams, and i mainly shoot with jordan and pippen,

                    Comment

                    • Hulkules
                      Rookie
                      • Nov 2009
                      • 100

                      #115
                      Re: Understanding slider coefficients

                      Originally posted by ffaacc03
                      Those are more "under the hood" sliders, they dont have impact visually but they effect the %s of the success of shots in regards to the defenders ... the more you increase those the more substraction of potential FG%s is taken, so making those shots isnt as efficient, depending on the defender at the moment of the action ... AI/HUM players wont tight on shooters more or nothing alike, but they will have a wider range to disrupt the shots ... under the hood, of course.

                      Then again, havent tested this as indepth as other variables, is just from a quick test.
                      So would you say this affects SIT and SOD?... Maybe then it will lower the success rates..

                      Comment

                      • raw51188
                        Rookie
                        • Mar 2004
                        • 46

                        #116
                        Re: Understanding slider coefficients

                        Originally posted by ffaacc03
                        The effects are there, is just that they happen to fit your style of play and your view of how the game is, so you see nothing out of order, hehe ... nothing wrong with that tho.
                        Playing with or without hustle at 100 gives me stats in the same range. I just see no diving for the ball...more balls bouncing down around half court and players jogging after them.

                        Like I said with my slider set, you have to follow everything I put down. I cant confirm the results if anything other than hustle is changed. Not to mention, a lot of people play on Real FG%. I've never done that so i can't say if that works or not. And lastly, I am probably better than average with the stick skills, so the sliders might not be for everyone.

                        Originally posted by Hulkules
                        So would you say this affects SIT and SOD?... Maybe then it will lower the success rates..
                        I would say it does. Thats why I have them at 100.

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                        • mj68
                          Banned
                          • Nov 2012
                          • 101

                          #117
                          Re: Understanding slider coefficients

                          raw you have hustle at 100? i have it at 60

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                          • Po Pimp
                            MVP
                            • Jan 2005
                            • 2249

                            #118
                            Re: Understanding slider coefficients

                            I noticed that when you switch teams, the CPU actually gets a 2 point decrease in those categories on Pro.

                            Comment

                            • Rewmac
                              Rookie
                              • Oct 2012
                              • 237

                              #119
                              Re: Understanding slider coefficients

                              So if I understand you correctly, an on-ball defense at 40 means actually 60 right? Sorry I tried reading everything but some things I can't really understand (english isn't my native).
                              "I'll tell you there is still a little Vinsanity left in Vince"

                              Comment

                              • JasonWilliams55
                                MVP
                                • Jul 2012
                                • 2045

                                #120
                                Re: Understanding slider coefficients

                                Originally posted by Po Pimp
                                I noticed that when you switch teams, the CPU actually gets a 2 point decrease in those categories on Pro.
                                I definitely did not see this and will double check again to make sure.

                                Originally posted by Rewmac
                                So if I understand you correctly, an on-ball defense at 40 means actually 60 right? Sorry I tried reading everything but some things I can't really understand (english isn't my native).
                                Depends on what difficulty level you are playing on. Pro is the real ratings for CPU, All Star has a slight bump for the CPU, SS and HOF get an even bigger bump. So you have to adjust the CPU attributes back down in order to get the real player ratings. Let me know if this helped explain it for you.
                                "Most people would learn from their mistakes if they weren't so busy denying them"

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