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Does "Clutch Factor" exist in NBA2K14 on X-Box One?
This is a discussion on Does "Clutch Factor" exist in NBA2K14 on X-Box One? within the NBA 2K Basketball forums.
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06-24-2014, 09:42 PM | #17 | ||||||||||||||||||||||||
MVP
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Re: Does "Clutch Factor" exist in NBA2K14 on X-Box One?
And really? Your proof is missed lay ups by Lebron James? Hey you might be right though cause we all know Lebron James doesn't miss anything (his fg% proves that) including wide open layups so if he miss one, foul play is clearly at hand. Sent from my LG-LS696 using Tapatalk 2 Last edited by stlpimpmonsta; 06-24-2014 at 11:19 PM. |
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06-24-2014, 11:32 PM | #18 |
Banned
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Re: Does "Clutch Factor" exist in NBA2K14 on X-Box One?
You clearly have no idea what you're talking about, so I will not continue a conversation with you.
Thanks for your time.
mars5541 likes this.
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06-25-2014, 12:50 AM | #19 | ||||||||||||||||||||||||
MVP
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Re: Does "Clutch Factor" exist in NBA2K14 on X-Box One?
Sent from my LG-LS696 using Tapatalk 2 Last edited by stlpimpmonsta; 06-25-2014 at 12:52 AM. |
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06-25-2014, 07:39 AM | #20 | ||||||||||||||||||||||||
MVP
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Re: Does "Clutch Factor" exist in NBA2K14 on X-Box One?
No one is complaining because it happened one time. I personally have no problem losing if I played bad, or if the CPU played good, smart basketball. I do have a problem losing when no player on my team can hit a shot from anywhere, yet the CPU shoots 60% or higher in spite of solid defense. Remember in game 3 of the Finals when the Spurs shot 76% in the first half? Can you guess what their FG% was for the game? 59%. 59% after shooting an NBA record 76% in the first half. Yet, in NBA 2k14, CPU teams can consistently shoot that well, game to game. If it was because they were passing the ball as well as the Spurs and hitting open shots, then that's fine; they earned it and I have no problem losing to a better team. But when the CPU, as you put it, "sits at the top of the key and dribble in place til the shot clock ran out if the play it ran broke because someone was bumped," but then makes the contested fadeaway three on that same play, I have to think there's an issue. I don't think cheating is the right word, because that does imply there is something to gain from the cheater, but there is an issue with the programming of the game that allows nonsense like that to happen.
Crystar500 and Franchise408 like this.
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06-25-2014, 05:06 PM | #21 |
Banned
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Re: Does "Clutch Factor" exist in NBA2K14 on X-Box One?
And to the notion of "what does the AI have to gain from cheating", it has nothing to do with "something to gain", and everything to do with the method developers use to "manufacture" a challenge, by giving AI opponents unrealistic advantages.
And this happens in more than just sports games. Hell, some games are even honest about it. Fire up a Civilization game, and the game flat out says, on higher difficulty settings, that the CPU gets unfair advantages to replicate a challenge. To be blind to the idea that the AI would be developed with advantages to make them better than the player to manufacture a challenge is just being willfully naive. |
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06-25-2014, 11:09 PM | #22 | ||||||||||||||||||||||||
Rookie
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Re: Does "Clutch Factor" exist in NBA2K14 on X-Box One?
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06-26-2014, 11:37 AM | #23 | ||||||||||||||||||||||||
Banned
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Re: Does "Clutch Factor" exist in NBA2K14 on X-Box One?
Check your inbox. |
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06-26-2014, 11:40 AM | #24 |
Banned
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Re: Does "Clutch Factor" exist in NBA2K14 on X-Box One?
To end all this 'comeback code' debate...everyone check out this thread.
This have been around for a year or so and it explains how as you scale up difficulty the CPU gets certain attribute boosts. It is proven for 2k games, and it also gives slider sets to off set the advantage. Check it out... Original Poster: JasonWilliam55 This is for all slider makers, roster makers and for general 2k knowledge. - Slider effects show in-game (substitution menu) during gameplay. How to check: Start game, right after tip pause, go into substitution menu, note ratings, go to sliders, change an attribute slider, go back to game, let run 1-2 seconds, pause again, go to subs again, note change in rating. Now with this 'new' knowledge we can do mass edits to the roster through slider attribute edits instead of going through all of the players and editing individually. So far, after some initial testing, each slider has its own coefficient variable. Meaning that each slider changes said rating different than all other sliders. For example; Shannon Browns 2k default dunk rating is 89, with the dunk attribute slider at 50, in game his rating is an obvious 89. But once you change the dunk attribute slider in any direction and go into the sub menu, you will see that the rating changes. 2k shows this with red and green arrows. Also take into account that fatigue from gameplay also changes ratings during game (real time). Same goes for the hot/cold streak system too. I will post some observations further down on the slider coefficients. BIG side note/tangent: Difficulty level (Pro, All Star, SS, HoF) rating changes can be seen too in the sub menu as well. Meaning, it shows how much the CPU is boosted when you change off of Pro level. Test: Scrimmage mode (no fatigue). Pro level. Tip off, pause. Check ratings, no deviation (no arrows either direction). Go to controller, switch teams, check ratings, again no deviation. Note Jermaine Oneals standing dunk rating = 62. Change difficulty to All Star, start scrimmage for 2 seconds. Pause game, switch off of Phoenix to OKC. Start game, pause. Switch back to PHO, check sub menu. Note JO standing dunk rating (green arrow now) = 67. Switch off PHO, change diff to Superstar. Start scrimmage for a sec. Pause, switch back to PHO. Check sub menu, JO standing dunk now a 70. HoF = 72. So with that here are the results from that test. Jermaine Oneal default 2k standing dunk rating = 62 Pro level (CPU) = 62 AS level (CPU) = 67 SS (CPU) = 70 HoF (CPU) = 72 So without a shadow of a doubt, the CPU is boosted on any other level than Pro. With that, here are the boosts the CPU gets: Standing Dunk rating Pro = -2 AS = +5 SS = +7 HoF = +10 Block Rating (JO again) default rating 80, note this boost is only for CPU, HUM does not get it. Pro = 78 AS = 85 SS = 88 HoF = 92 So we can see that indeed, it does make the game more difficult only because its increasing the CPU player ratings tremendously. Therefore making the game worse in my opinion, as it makes alot of the players have the same ratings, due to 99 being the top and 35 being the low. Best bet is to keep the sliders within 40-60 range, occasionally going over/under. Note: Ballhandling attribute effects (Ball handle rating and Ball Security rating, not OFF HAND DRIBBLING = BOOO 2k) So keep in mind that editing this slider will lower/raise handles and security but off hand dribbling will remain the same (cannot be changed with sliders). Below is a list of attributes that the CPU alters with the difficulty changes: Dunk Ball Sec Handles Block Steal Both REBs Both AWRs Strength Vert SOD and SIT Quickness Hustle Hands On Ball Def Standing Dunk Okay some slider coefficient observations, Shannon Brown default dunk rating by 2k = 89. At 50 dunk att slider he is a 89 in game sub menu. 99 57 10 7 1.428571429 98 56 9 6 1.5 96 55 6 5 1.4 95 54 6 4 1.5 93 53 4 3 1.333333333 92 52 3 2 1.5 90 51 1 1 1 89 50 88 49 1 1 1 86 48 3 2 1.5 85 47 4 3 1.333333333 83 46 6 4 1.5 82 45 7 5 1.4 80 44 9 6 1.5 79 43 10 7 1.428571429 77 42 12 8 1.5 76 41 13 9 1.444444444 74 40 15 10 1.5 73 39 16 11 1.454545455 71 38 18 12 1.5 70 37 19 13 1.461538462 68 36 21 14 1.5 67 35 22 15 1.466666667 65 34 24 16 1.5 64 33 25 17 1.470588235 62 32 27 18 1.5 61 31 28 19 1.473684211 59 30 30 20 1.5 58 29 31 21 1.476190476 53 26 36 24 1.5 Now the coefficient column shows how much each click at that slider # represents. As you can see, it looks like they tried to keep it around 1.5 per click. Continuing... Speed Att Slider - Shannon Brown default 2k rating = 90. Rating Slider rating change slider change coeff 99 56 9 6 1.5 97 55 7 5 1.4 96 54 6 4 1.5 94 53 4 3 1.333333333 93 52 3 2 1.5 91 51 1 1 1 90 50 1 1 89 49 1 1 1 87 48 3 2 1.5 86 47 4 3 1.333333333 84 46 6 4 1.5 83 45 7 5 1.4 81 44 9 6 1.5 80 43 10 7 1.428571429 78 42 12 8 1.5 77 41 13 9 1.444444444 75 40 15 10 1.5 74 39 16 11 1.454545455 Again, roughly 1.5, continuing... Defensive Awareness Att Slider, Jared Dudley default 2k rating 81. Rating Slider rating change slider change coeff 99 62 18 12 1.5 97 61 16 11 1.454545455 96 60 15 10 1.5 94 59 13 9 1.444444444 93 58 12 8 1.5 91 57 10 7 1.428571429 90 56 9 6 1.5 88 55 7 5 1.4 87 54 6 4 1.5 85 53 4 3 1.333333333 84 52 3 2 1.5 82 51 1 1 1 81 50 80 49 1 1 1 78 48 3 2 1.5 77 47 4 3 1.333333333 75 46 6 4 1.5 74 45 7 5 1.4 72 44 9 6 1.5 71 43 10 7 1.428571429 69 42 12 8 1.5 68 41 13 9 1.444444444 66 40 15 10 1.5 Again 1.5 seems to be the target range. Note: The CPU difficulty boost does get added on-top of slider adjustments. Will continue to add to this thread with future observations. Thanks for reading. NBA2K13 Rating changes per difficulty and how to adjust sliders accordingly What's up everyone, here are the exact rating changes that 2K makes whenever you change the difficulty so that you can adjust the sliders to counter the CPU cheese and have a more balanced game. Sneaky 2K makes some changes you may not expect... The number given after the attribute is how many slider points you must add to or subtract from the CPU to make the players balanced. IF there is a + before the number it means you add to the CPU slider, a - means you subtract from CPU slider. BIG UPS TO SAVANTOPUS FOR WHATS BELOW! PRO: 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) ALL STAR: Def and Off Awareness -10 Hands -7 Ball Security -7 (tricky because you can only change this through the Ball Handling slider which changes 3 different attribues, Ball Security, Off-hand dribbling and Ball Handling... I use Roster Editor by LEFTOS to change this independently) All other attributes -3 (except for stamina, durability, fatigue, consistency) Offensive scoring sliders +4. Yes, add 4 to the CPU scoring sliders to get a shooting percentage balance. Inside scoring, close, mid, 3pt. Offensive scoring slider is subjective and based on my personal playing experience. SUPERSTAR: Def and Off Awareness -17 Hands -14 Ball Security -14 (tricky because you can only change this through the Ball Handling slider which changes 3 different attributes, Ball Security, Off-hand dribbling and Ball Handling... I use Roster Editor by LEFTOS to change this independently) Steal -7 Def and Off Rebound -7 All other attributes -6 (except for stamina, durability, fatigue, consistency) Offensive scoring sliders for Superstar seem like they are already balanced; need to subtract or add from USER or CPU, keep them the same as each other. Hall of Fame Def and Off Awareness -20 Hands -20 Ball Security -20 (tricky because you can only change this through the Ball Handling slider which changes 3 different attribues, Ball Security, Off-hand dribbling and Ball Handling... I use Roster Editor by LEFTOS to change this independently) Steal -10 Def and Off Reb -10 Dunk ability -7 Speed -7 All other attributes -8 (except for stamina, durability, fatigue, consistency) Offensive scoring sliders for Hall of Fame I do not know because I don't play on this difficulty, I play Superstar. Cheers, Mates I honestly forgot about these so yes...I WAS WRONG. But there isn't a come back code, the CPU is just straight up better than you in its attributes. Last edited by dukebeatsuncagain; 06-26-2014 at 11:49 AM. |
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