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Contested/off balance shot animations

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Old 10-10-2015, 02:48 AM   #9
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Re: Contested/off balance shot animations

It will be patched


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Old 10-10-2015, 03:34 AM   #10
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Re: Contested/off balance shot animations

Quote:
Originally Posted by Beluba
It will be patched


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Thanks for this. While you're here, does deadeye actually do anything this year? It's one thing having contested animations, but if as a player I'm hitting the white line consistently (but no green release), but I don't make any contested shots even with deadeye, then what is the purpose of it, or has this been watered down to the point of irrelevance in the hope of avoiding what happened last year?

Even when I feel it should trigger, I just get thrown into triggering "fade ace" instead. Thanks.
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Old 10-10-2015, 07:01 AM   #11
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Re: Contested/off balance shot animations

Quote:
Originally Posted by Beluba
It will be patched


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Thanks Mike!


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Old 10-10-2015, 10:50 AM   #12
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Re: Contested/off balance shot animations

Very good point OP

I've been using Curry's jumpshot animation in my career mode, and even while being wide open he has awkward landings. One foot landings like if I'm leaning the joystick.

I know Curry has inconsistent landing but not when wide open.
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Old 10-10-2015, 11:14 AM   #13
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Re: Contested/off balance shot animations

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Originally Posted by hanzsomehanz
Yes, the contest shot system desperately needs refining.

Using sliders I was able to tune the errant interactions to more simulated interaction: awareness and consistency sliders did the trick for me.

I thought it was contest shot strength but awareness and consistency still appear to be the drivers because I don't see the flaws reappear on simulation so long as consistency and awareness are set high enough.

There may be a composure connection between awareness of shooting ability and awareness of surroundings -whatever it may be I have been able to clean it up with slider adjustments but would like to see the system work by default as fundamentally as it can from a logical perspective within the appropriate context.

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What sliders did you change exactly? And to what?
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Old 10-10-2015, 11:16 AM   #14
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Re: Contested/off balance shot animations

Quote:
Originally Posted by Yesh2k
Thanks for this. While you're here, does deadeye actually do anything this year? It's one thing having contested animations, but if as a player I'm hitting the white line consistently (but no green release), but I don't make any contested shots even with deadeye, then what is the purpose of it, or has this been watered down to the point of irrelevance in the hope of avoiding what happened last year?



Even when I feel it should trigger, I just get thrown into triggering "fade ace" instead. Thanks.

Deadeye was way too OP last year, essentially it made the game think that closing defenders were not there at all. It's still one of the strongest shooting badges, but we did have to neutralize it a bit.


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Old 10-10-2015, 11:20 AM   #15
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Re: Contested/off balance shot animations

Quote:
Originally Posted by Beluba
Deadeye was way too OP last year, essentially it made the game think that closing defenders were not there at all. It's still one of the strongest shooting badges, but we did have to neutralize it a bit.


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Deadeye in my experience seems to work well for Klay Thompson in 2K16. I'm getting a lot of makes with defenders contesting (late?). But that could just be because of his height differential to most defenders that guard him. Not sure which makes a larger difference this year.
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Old 10-10-2015, 11:33 AM   #16
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Re: Contested/off balance shot animations

Quote:
Originally Posted by Beluba
Deadeye was way too OP last year, essentially it made the game think that closing defenders were not there at all. It's still one of the strongest shooting badges, but we did have to neutralize it a bit.


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Many thanks for taking the time to reply.
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