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Old 01-14-2012, 03:38 PM   #9
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Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

Just had a heartbreaker vs the Clippers... Here's the stats:

Suns / Clippers
99 / 101
FG 34/98 (34%) / 43/101 (42%)
3P 11/31 (35%) / 10/28 (35%)
FT 20/24 (83%) / 5/7 (71%)
Ast 17 / 19
TOs 5 / 8
Reb 57 / 60
Stls 2 / 5
Blks 5 / 5
Fouls 6 / 13

Top Performers
Suns
Hill 15 pts, 3 reb, 2 ast, 1 blk
Warrick 12 pts, 16 reb, 1 ast, 2 blk
Nash 12 pts, 6 reb, 6 ast

Clippers
Billups 19 reb, 10 reb, 2 blks
Butler 18 pts, 12 reb, 2 ast, 2 st, 1 blk
Paul, 14 pts, 7 reb, 7 ast
Jordan 13 pts, 10 reb, 1 ast, 1 stl, 1 blk

Summary
Blake Griffin was out with an injury. I finally thought I had a win... I felt I did a better job of subbing and using my bench, and they stepped up big, leaving the starters with a 7 point lead with 6 minutes to go. Then the starters let the Clippers back in. With a tie game with 30 seconds left on the Clippers final possession, Butler missed a jumper and then Jordan had a monstrous put back dunk. On our final possession, Nash frustratingly let the clock all the way down from 17 seconds and then missed a contested jump shot at the buzzer .

Even without Griffin, the Clippers were "lob city" with 3 alley oops, a couple of put back dunks, and a sick poster dunk by Deandre Jordan over Michael Redd.

Impressions
I've been playing with the CPU vs CPU/Coach Mode sliders. Not sure why my FG% has been 8% lower each game other than the Suns aren't a great offensive team. Like the other games, FGA and Rebounds seemed high (Rarely will a team that shot 35% score 99 points), while TOs and Fouls were very low. Any suggestions on how to balance these with sliders?

Still, very fun to coach overall. I'm hoping I can pick up a W next game!
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Old 01-14-2012, 04:00 PM   #10
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Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

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On our final possession, Nash frustratingly let the clock all the way down from 17 seconds and then missed a contested jump shot at the buzzer .
This irritates me more than anything else in 2K12. We got rid of all of the dribble the clock out situations in the game, BUT 2K won't allow Users to modify the End Of Game Plays in the Playbook. There are a handful of EOG plays that are simply horrendous and one of them is that one you mentioned on the Suns. You play good basketball for 47 minutes and then get screwed by the terrible bugs in 2K12's play system.

*end rant* Sorry you had to take a loss that way.
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Old 01-14-2012, 04:10 PM   #11
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Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

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Originally Posted by The C Unit
Like the other games, FGA and Rebounds seemed high (Rarely will a team that shot 35% score 99 points), while TOs and Fouls were very low. Any suggestions on how to balance these with sliders?
I'll need at least 10-20 more games played on my end to come up with an updated slider set. It won't be hard to fix those issues though, especially the Fouls.

Suggestion for more fouls in Coach Mode: Raise the Blocking Foul slider from 25 to 40 and raise the Shooting Foul slider from 75 to 78. That should get you around league average based on the box scores you've posted. The Suns should always end up on the lower end of fouls drawn though since they play a perimeter based game and don't attack the basket as often.
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Old 01-14-2012, 04:47 PM   #12
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Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

Ya, the end of game play was frustrating, especially because Gortat rebounded the ball as time expired (if Nash would've shot sooner, Gortat may have been able to score on a putback). Next time I'm in that situation I'll have to do a quick play instead of "best play."

I'll try raising the foul sliders for next game and see how that impacts fouls/gameplay (I was surprised that the Clippers didn't get to the line more, however I'm certain it's cuz Blake Griffin was out).

Any suggestions on how to lower FGA and Rebounds? Do you think 12 minute quarters is ideal for these rosters/sliders?
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Old 01-14-2012, 04:57 PM   #13
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Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

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Ya, the end of game play was frustrating, especially because Gortat rebounded the ball as time expired (if Nash would've shot sooner, Gortat may have been able to score on a putback). Next time I'm in that situation I'll have to do a quick play instead of "best play."

I'll try raising the foul sliders for next game and see how that impacts fouls/gameplay (I was surprised that the Clippers didn't get to the line more, however I'm certain it's cuz Blake Griffin was out).

Any suggestions on how to lower FGA and Rebounds? Do you think 12 minute quarters is ideal for these rosters/sliders?
I haven't had the FGA problem, but I play with the Bulls and control my team's pace with Run Best Play and our playbook is set to be a little more ball motion oriented.

We tried to make sure the Suns ran their uptempo attack and most of their plays are 5-10 seconds to a shot attempt and a lot of quick P&R at the top of the key for Nash.

There really isn't a Rebound problem because rebounds are directly correlated with FGA and missed shots. Less missed shots = less rebounds.

What kind of Defense do you usually run in games and do you make any Coaching Strategy changes?
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Old 01-14-2012, 05:27 PM   #14
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Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

Gotchya,

I typically just run man-to-man Defense with an occasional zone. On offense, I normally call the "best play" if it's after a made shot by the other team. If we get the rebound, then I let them run in transition and find the best shot. So far, I haven't made any real changes to the coach profile. Most of the shots taken are decent looks, with some forced shots here and there (especially from Channing Frye and Shannon Brown). Also, I've noticed Gortat shoots a decent number of forced off-the-dribble jump shots (which I haven't seen him do much in real life). The high FGA makes sense for the Suns though, especially against the Thunder and Clippers who are also high tempo, however, I was surprised the Bucks game had such high FGA attempts.

I'll keep testing and see if it varies vs. other teams.
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Old 01-14-2012, 05:37 PM   #15
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Re: Sim-World Roster Project Sliders - CPU/CPU and Player Lock

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Gotchya,

I typically just run man-to-man Defense with an occasional zone. On offense, I normally call the "best play" if it's after a made shot by the other team. If we get the rebound, then I let them run in transition and find the best shot. So far, I haven't made any real changes to the coach profile. Most of the shots taken are decent looks, with some forced shots here and there (especially from Channing Frye and Shannon Brown). Also, I've noticed Gortat shoots a decent number of forced off-the-dribble jump shots (which I haven't seen him do much in real life). The high FGA makes sense for the Suns though, especially against the Thunder and Clippers who are also high tempo, however, I was surprised the Bucks game had such high FGA attempts.

I'll keep testing and see if it varies vs. other teams.
I'll check out Gortat, there were a few big man adjustments that I wanted to get into the next release. Unfortunately, 2K doesn't give us a tendency to control whether the player shoots off the dribble but there are a couple of things that can be done to slightly lower the frequency.

Other than that, keep the feedback coming so I can tune the sliders to get statistics as close as possible. I'd even consider Game Speed at 53 and Player Speed at 54 as long as the ball speed doesn't drop too much.

I find myself slowing my team's transition opportunities a lot unless the ball is in Rose's hands. The Suns have a bit more to work with in transition.
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Old 01-14-2012, 07:27 PM   #16
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Re: Sim-World Roster Project Sliders - CPU/CPU, Coach Mode, and Player Lock

Great cpu/cpu sliders. I always play coach mode. Cant wait for the association tweaks to be finalised so I can fire that up with the Nuggets. Does it matter that the gameplay settings use shot stick timing or is that irrelevant with cpu control?
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