gu8lal8's COMPETITIVE sliders

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  • gu8lal8
    Rookie
    • Aug 2006
    • 463

    #1

    gu8lal8's COMPETITIVE sliders

    How we play and use these sliders.
    Spoiler



    The main goal of these sliders is to have competitive games vs CPU and USER. It's been our experience playing sports games (all NBA 2K, PES, FIFA series) for over 20 years, you have to level up to have a competitive experience against the CPU.
    Secondary goal is when playing vs CPU, have those teams play like USER controlled teams (not like their real life counterpart per se). A USER will look for the drive to the basket, then look for the post mismatch and lastly will try the P&R.


    Control All Teams
    Camera - Skybox (Zoom - 10 | Height - 1 | Key Zoom - On | Reverse Angle - Off)
    Injuries - On (keep day-to-day, 1-2 weeks and 2-4 weeks reduce anything longer to 2-4 weeks, except those who're out for the rest of the season IRL)
    Team Chemistry - Off (you'll see minor changes in OVR ratings and ATTRIBUTES, up and downs of the season)
    Trades - Off (we like to keep our roster up to date, except injuries and H&S protocols)

    I like competitive 12min quarter games and I don't like to tinker with sliders too much, I only listed the changes you need to make. These are my settings ATM:



    SUPERSTAR sliders:

    2K22 CPU vs USER - CPU @ USER Sliders
    (CPU Defense: Hall of Fame - CPU Offense: Superstar) @ (USER Defense: Superstar - USER Offense: Superstar)

    Controller Settings
    Spoiler

    CPU @ USER Sliders (WIP)

    Free Throw Difficulty 100

    Offense all default Superstar except: (Updated Feb 5)
    Inside Shot Success - 54** @ 50**
    Close Shot Success - 54** @ 50**
    Mid-Range Shot Success - 54** @ 50**
    3PT Success - 54** @ 50**
    Layup Success - 54** @ 50**
    Shot Timing Impact - 0 @ 50 (=CPU Real Player %)
    Dunk in Traffic Success - 54** @ 50
    Alley-Oop Success - 54** @ 52**
    Contact Shot Success - 54** @ 50**

    Defense all default Superstar
    Attributes all default Superstar

    Tendencies all default Superstar

    Fouls all 100
    Movement Default

    If CPU/USER shooting% is too high/low, change CPU/USER offense sliders with ** -2/+2
    or if inside/close/layup shooting% is too high/low, change those offense sliders with -2/+2
    or if midrange/3pt shooting% is too high/low, change those offense sliders with -2/+2
    or if alley-oop/contact shot% is too high/low, change those offense sliders with -2/+2
    Use the eye-test for this, don't just look at FG%



    ALL-STAR sliders:

    2K22 USER vs USER - CPU @ USER Sliders
    (CPU Defense: All-Star - CPU Offense: All-Star) @ (USER Defense: All-Star - USER Offense: All-Star)

    Controller Settings
    Spoiler

    CPU @ USER Sliders

    Free Throw Difficulty 100

    Offense all default All-Star except: (Updated Feb 5)
    Inside Shot Success - 52** @ 52**
    Close Shot Success - 52** @ 52**
    Mid-Range Shot Success - 52** @ 52**
    3PT Success - 52** @ 52**
    Layup Success - 52** @ 52**
    Shot Timing Impact - 0 @ 50 (=CPU Real Player %)
    Dunk in Traffic Success - 52** @ 50
    Alley-Oop Success - 52** @ 54**
    Contact Shot Success - 52** @ 52**

    Defense all default All-Star

    Attributes all default All-Star

    Tendencies all default All-Star

    Fouls all 100
    Movement Default

    If CPU/USER shooting% is too high/low, change CPU/USER offense sliders with ** -2/+2
    or if inside/close/layup shooting% is too high/low, change those offense sliders with -2/+2
    or if midrange/3pt shooting% is too high/low, change those offense sliders with -2/+2
    or if alley-oop/contact shot% is too high/low, change those offense sliders with -2/+2
    Use the eye-test for this, don't just look at FG%



    NBA 2K22 Official Roster Changes
    Spoiler



    NBA 2K22 Default Sliders CPU @ USER
    Spoiler



    NBA 2K Settings/Options
    Spoiler
    Last edited by gu8lal8; 02-09-2022, 06:42 AM.
    gu8lal8's COMPETITIVE sliders
    PSN: GUMO73
    Los Angeles Lakers '00-'02 3-Peat
  • gu8lal8
    Rookie
    • Aug 2006
    • 463

    #2
    Re: gu8lal8's COMPETITIVE sliders

    The problems I'm having ATM:
    - Not enough CPU FT attempts (legacy issue)
    - Not enough turnovers (legacy issue)
    - Too much OFF rebounds (legacy issue)

    All other stats are ok
    - CPU on ball defense is ok when going 1 on 1 but once I start running plays or manual P&R the CPU team defense seems braindead and I can get to the rim or FT line at will (only in the last 4-5 days)
    CPU team defense used to be ok when I set CPU Defensive Gameplan & Matchups before the game, but not in the last 4-5 days
    Last edited by gu8lal8; 01-26-2022, 08:41 AM.
    gu8lal8's COMPETITIVE sliders
    PSN: GUMO73
    Los Angeles Lakers '00-'02 3-Peat

    Comment

    • NicoS2411
      Rookie
      • Dec 2011
      • 49

      #3
      Re: gu8lal8's COMPETITIVE sliders

      Hey I remember your amazing work with the magnificent MJWizards on some 2k retro rosters <3

      I've also tried to slightly adjust Superstar default sliders.
      The problem is that you literally have to "green" every shot (thus making zero deference between a good shooter and an average one) plus they enable zero contested shots/jumpers (even slightly contested) for both sides at least.

      But I'll try them later and let you know!
      Last edited by NicoS2411; 01-24-2022, 12:59 PM.

      Comment

      • NicoS2411
        Rookie
        • Dec 2011
        • 49

        #4
        Re: gu8lal8's COMPETITIVE sliders

        Oh i'm on next gen... sorry non applicable then

        Comment

        • gu8lal8
          Rookie
          • Aug 2006
          • 463

          #5
          Re: gu8lal8's COMPETITIVE sliders

          Originally posted by NicoS2411
          Hey I remember your amazing work with the magnificent MJWizards on some 2k retro rosters <3

          I've also tried to slightly adjust Superstar default sliders.
          The problem is that you literally have to "green" every shot (thus making zero deference between a good shooter and an average one) plus they enable zero contested shots/jumpers (even slightly contested) for both sides at least.

          But I'll try them later and let you know!

          Just bump up USER shooting sliders with ** +2 if you're having trouble knocking down shots.
          Playing on Real Player % also helps.
          Last edited by gu8lal8; 01-25-2022, 08:46 AM.
          gu8lal8's COMPETITIVE sliders
          PSN: GUMO73
          Los Angeles Lakers '00-'02 3-Peat

          Comment

          • gu8lal8
            Rookie
            • Aug 2006
            • 463

            #6
            Re: gu8lal8's COMPETITIVE sliders

            Originally posted by NicoS2411
            Oh i'm on next gen... sorry non applicable then
            Should work on all Platforms.
            gu8lal8's COMPETITIVE sliders
            PSN: GUMO73
            Los Angeles Lakers '00-'02 3-Peat

            Comment

            • Fcshuckers73
              Pro
              • Sep 2011
              • 737

              #7
              Re: gu8lal8's COMPETITIVE sliders

              Please help. I wanna try these but I'm having difficulty deciphering the settings.....I use real % and superstar

              Sent from my Moto Z (2) using Tapatalk
              Last edited by Fcshuckers73; 01-24-2022, 09:59 PM.

              Comment

              • Bahnzo
                Can't spell antetokounmpo
                • Jun 2003
                • 2809

                #8
                Re: gu8lal8's COMPETITIVE sliders

                I like the idea of not tweaking too many sliders. I think when you do, then you get into one thing having an effect on many things and you wind up chasing your tail trying to get a good game.

                Played only one game but it was competitive up until the last couple minutes when I managed to pull away. Which IMO feels ok.

                FG% was too high for both teams, so I'll drop both 2 points and see how that goes. But again, it was competitive and that's what we want, right?

                One thing I'd watch however, is 100 setting on the moving screens fouls. Those get called too much at 100, I think a default of 50 would be ok there.
                Steam: Bahnzo

                Comment

                • Fcshuckers73
                  Pro
                  • Sep 2011
                  • 737

                  #9
                  Re: gu8lal8's COMPETITIVE sliders

                  Help please....im using real %....So, am I interpreting the settings correctly? For example- Inside shot success would be 54 for CPU and 44 for User........ interpreting it would be 50 for user if on Shot Timing, but I have to subtract 6 since I'm using real %

                  Sent from my Moto Z (2) using Tapatalk

                  Comment

                  • Bahnzo
                    Can't spell antetokounmpo
                    • Jun 2003
                    • 2809

                    #10
                    Re: gu8lal8's COMPETITIVE sliders

                    Originally posted by Fcshuckers73
                    Help please....im using real %....So, am I interpreting the settings correctly? For example- Inside shot success would be 54 for CPU and 44 for User........ interpreting it would be 50 for user if on Shot Timing, but I have to subtract 6 since I'm using real %

                    Sent from my Moto Z (2) using Tapatalk
                    Yes, that's what I interpreted it as.
                    Steam: Bahnzo

                    Comment

                    • gu8lal8
                      Rookie
                      • Aug 2006
                      • 463

                      #11
                      Re: gu8lal8's COMPETITIVE sliders

                      Originally posted by Fcshuckers73
                      Please help. I wanna try these but I'm having difficulty deciphering the settings.....I use real % and superstar

                      Sent from my Moto Z (2) using Tapatalk
                      Originally posted by Fcshuckers73
                      Help please....im using real %....So, am I interpreting the settings correctly? For example- Inside shot success would be 54 for CPU and 44 for User........ interpreting it would be 50 for user if on Shot Timing, but I have to subtract 6 since I'm using real %

                      Sent from my Moto Z (2) using Tapatalk

                      CPU Shot Timing Impact 0 = CPU Real Player %
                      If you're on Superstar CPU @ USER: (Updated Jan. 25 2022)
                      - Mid-Range Shot Success - 50** @ 50** (using Shots only)
                      - Mid-Range Shot Success - 50** @ 46** (using Real Player %)

                      I've modified the 1st post, it should be clearer now.
                      If you're using Real Player % -> USER sliders with ** -4

                      If CPU FG% is too high/low -> CPU sliders with ** -2/+2
                      If USER FG% is too high/low -> USER sliders with ** -2/+2
                      Last edited by gu8lal8; 01-25-2022, 04:00 PM.
                      gu8lal8's COMPETITIVE sliders
                      PSN: GUMO73
                      Los Angeles Lakers '00-'02 3-Peat

                      Comment

                      • gu8lal8
                        Rookie
                        • Aug 2006
                        • 463

                        #12
                        Re: gu8lal8's COMPETITIVE sliders

                        Originally posted by Bahnzo
                        I like the idea of not tweaking too many sliders. I think when you do, then you get into one thing having an effect on many things and you wind up chasing your tail trying to get a good game.

                        Played only one game but it was competitive up until the last couple minutes when I managed to pull away. Which IMO feels ok.

                        FG% was too high for both teams, so I'll drop both 2 points and see how that goes. But again, it was competitive and that's what we want, right?

                        One thing I'd watch however, is 100 setting on the moving screens fouls. Those get called too much at 100, I think a default of 50 would be ok there.

                        You described what I'm going for perfectly.

                        If FG% is too high for both teams -> CPU&USER offense sliders with ** -2.

                        We play with these vs CPU (Superstar) and vs USER (All-Star) offline.
                        We have moving screen fouls at 100 to create more turnovers and to limit the manual P&R abuse.
                        They get called too much for off-ball screens but we're willing to make that compromise.
                        For on-ball screen it's perfect at 100, it limits the abuse of the manual P&R (and on-ball screens) a little bit, the ball handler needs to wait for the screener to get set.
                        Last edited by gu8lal8; 01-25-2022, 09:26 AM.
                        gu8lal8's COMPETITIVE sliders
                        PSN: GUMO73
                        Los Angeles Lakers '00-'02 3-Peat

                        Comment

                        • Fcshuckers73
                          Pro
                          • Sep 2011
                          • 737

                          #13
                          Re: gu8lal8's COMPETITIVE sliders

                          Originally posted by gu8lal8
                          CPU Shot Timing Impact 0 = CPU Real Player %
                          If you're on Superstar CPU @ USER:
                          - Mid-Range Shot Success - 48** @ 50** (using Shots only)
                          - Mid-Range Shot Success - 48** @ 44** (using Real Player %)

                          I've modified the 1st post, it should be clearer now.
                          If you're using Real Player % -> USER sliders with ** -6

                          If CPU FG% is too high/low -> CPU sliders with ** -2/+2
                          If USER FG% is too high/low -> USER sliders with ** -2/+2
                          Thank You for the clarification! I'll give these a shot ....game speed I assume is 50 since it is t listed.

                          Sent from my Moto Z (2) using Tapatalk

                          Comment

                          • gu8lal8
                            Rookie
                            • Aug 2006
                            • 463

                            #14
                            Re: gu8lal8's COMPETITIVE sliders

                            Originally posted by Fcshuckers73
                            Thank You for the clarification! I'll give these a shot ....game speed I assume is 50 since it is t listed.

                            Sent from my Moto Z (2) using Tapatalk


                            We use these sliders offline vs CPU and vs another USER, so we keep game speed at 50. If you're only playing vs CPU, you can bump up game speed.
                            For us with CPU Shot Timing Impact slider at 0 (=CPU Real Player %) vs CPU, game speed at 50 is perfect.


                            When playing vs CPU this is the best thing to do: (Updated Jan. 25 2022)

                            Start on default sliders (whatever your level is on offense).
                            Max out all the foul frequency sliders for CPU & USER (100).
                            Change the CPU Shot Timing Impact slider to 0 (=CPU Real Player %).
                            Decrease the following CPU offense sliders by 4:
                            CPU Inside Shot Success -4
                            CPU Close Shot Success -4
                            CPU Mid-Range Shot Success -4
                            CPU 3PT Success -4
                            CPU Layup Success -4
                            CPU Alley-Oop Success -4
                            CPU Contact Shot Success -4


                            Now you have a completely different game, Real Player % for the CPU.
                            If USER FG% is too high/low then level up/level down and make the changes above again (rinse and repeat)
                            If CPU FG% is too high/low then change CPU offense sliders above -2/+2
                            Last edited by gu8lal8; 01-25-2022, 03:46 PM.
                            gu8lal8's COMPETITIVE sliders
                            PSN: GUMO73
                            Los Angeles Lakers '00-'02 3-Peat

                            Comment

                            • Fcshuckers73
                              Pro
                              • Sep 2011
                              • 737

                              #15
                              Re: gu8lal8's COMPETITIVE sliders

                              Originally posted by gu8lal8
                              We use these sliders offline vs CPU and vs another USER, so we keep game speed at 50. If you're only playing vs CPU, you can bump up game speed.
                              For us with CPU Shot Timing Impact slider at 0 (=CPU Real Player %) vs CPU, game speed at 50 is perfect.


                              When playing vs CPU this is the best thing to do: (Updated Jan. 25 2022)

                              Start on default sliders (whatever your level is on offense).
                              Max out all the foul frequency sliders for CPU & USER (100).
                              Change the CPU Shot Timing Impact slider to 0 (=CPU Real Player %).
                              Decrease the following CPU offense sliders by 4:
                              CPU Inside Shot Success -4
                              CPU Close Shot Success -4
                              CPU Mid-Range Shot Success -4
                              CPU 3PT Success -4
                              CPU Layup Success -4
                              CPU Alley-Oop Success -4
                              CPU Contact Shot Success -4


                              Now you have a completely different game, Real Player % for the CPU.
                              If USER FG% is too high/low then level up/level down and make the changes above again (rinse and repeat)
                              If CPU FG% is too high/low then change CPU offense sliders above -2/+2
                              Perfect. I appreciate the explanation. The only questions I have are....1- Are there enough turnovers? I know it won't ever reach real #s but turnovers are important to limit the amount of crazy passes and also helps with keeping shot totals on par with real life 2- are there enough variation is shot types with tendencies at 50?.......I see some set with 3pt tendency at 90 but that creates too many threes. I have had mid range at 75 and 3 or at 70 with others at 50 and that produced decent results. Just curious on the shot distribution

                              Sent from my Moto Z (2) using Tapatalk

                              Comment

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