Difficulty: All-Star
Game Speed: 48
Time: 12 min. (or user preference)
Fatigue: On
Injuries: On
Clutch: On
Shooting Type: Real Player %
FT Shooting Type: Real Player %
FT Difficulty: 70
OFFENSE (Same for HUM and CPU unless listed)
Inside Shot Success: 48
Close Shot Success: 48
Mid-Range Shot Success: 50/49
3-pt. Success: 52/49
Layup Success: 50
Dunk Success: 50
Dunk in Traffic Success: 50
Pass Accuracy: 50
Alley-oop Success: 50
Contact Shot Success: 45
DEFENSE
Driving Contact Shot Frequency: 60
Inside Contact Shot Frequency: 100
Help Defense Strength: 75
Steal Success: 25
ATTRIBUTES
Quickness: 0
Vertical: 20
Strength: 50
Stamina: 48
Durability: 50
Hustle: 50
Ball Handling: 50
Hands: 20
Dunking Ability: 50
On-ball Defense: 75/60
Stealing: 50
Blocking: 50
Offensive Awareness: 60
Defensive Awareness: 75/60
Offensive Rebounding: 100
Defensive Rebounding: 0
Clutch: 0
Consistency: 0
Fatigue Rate: 65
Injury Frequency: 45
Injury Severity: 45
TENDENCIES
Take Inside Shots: 50
Take Close Shots: 50
Take Mid-Range Shots: 75
Take 3-pt. Shots: 40
Attack the Basket: 50
Look for Post Players: 80
Throw Alley-oops: 50
Attempt Dunks: 50
Attempt Putbacks: 50
Play Passing Lanes: 50
Go for On-ball Steals: 15
Contest Shots: 75/50
Backdoor Cuts: 50
FOULS
All maxed except Shooting Foul Frequency: 70
CONTROLLER SETTING
Defensive Assist Strength: 25
The base for these is All-Star/Simulation, so set the settings to All-Star/Simulation, and then make the edits.
I use Auto Playcalling and Auto Subs, as well.
************************************************** *****************************
I wanted to get a thread started that hopefully will turn into a community effort as we try and create a game that is both simulation, but also fair.
I have to thank Gotmadskillzson for a big tip in regards to playing user Defense. Thanks, bro!
Lowering the Quickness slider (this was Gotmadskillz's idea) helps cut down on all the sliding that I was seeing on the floor, especially the User end. Your players now feel like they have more weight to them. Don't worry, this won't change how fast the game plays or eliminate things like fast breaks.
The Clutch slider needed to come down. 35 is way too high and I believe that's why we have been seeing the CPU hit just about every shot they take when the shot clock winds down, and why the CPU was shooting such a high percentage from 3-pt. land. You could zero the slider out, which is what I like because I do want the Clutch attribute to kick in late in games.
I'm looking at the foul sliders now; the CPU seems to get a lot of calls when the go into the paint, so I'll have to look and see what we can do there to balance that out.
Fatigue is another one that's going to need a look; players don't seem to get tired on default settings. I see subs, but that's only because I have Auto subs on (Rotation). When I played a few games with Manual subs, I noticed my players always had 4-5 bars of energy.
I think the shooting sliders are good where they are now. I'll keep an eye on the CPU 3-pt. percentages, but again, with that Clutch slider lowered, I think you'll see that number drop a bit.
Comment