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Understanding slider coefficients

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Old 11-08-2012, 01:54 AM   #97
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Re: Understanding slider coefficients

hustle needs to be at 100 every player should be diving for loose balls
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Old 11-08-2012, 03:22 AM   #98
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Re: Understanding slider coefficients

Try these. I got my sliders set and playing basically ideal games. I'm pretty good at the game, stick wise, but its really challenging and enjoyable. I lost a game today, lakers (me) vs. jazz (cpu) and i had 14 pt lead in the 3rd quarter. But I eased up off the gas, and they came back and won (kobe missed game tying 3pt shot at buzzer).

Im really into playing games where myself and the CPU are on equal footing, so my slider set (thanks to OP and the negated HOF boost) is perfectly balanced between USER and CPU in every category. I really require that mirroring to find the game enjoyable and challenging.

Last thing I want to advise before trying these sliders is to go into coach tendencies, and reverse the run plays slider. So for example, if a coaches run plays slider is at 70 (as in runs plays 70% of the time), change the slider to 30. Or if it is 15, change it to 85. The reason is because the 2K messed up and reversed the strength of the slider. DONT set them all to zero like everyone is suggesting. This makes it so that you get the correct run play amount intended, and it varies from team to team as intended, making each matchup unique and interesting.

Gameplay
Difficulty: HOF
Game Speed: 50
Quarter length: 12 Minutes
Fatigue: On
Injuries: On
Shooting Type: User Timing
FT Shooting Type: User Timing
Free Throw Difficulty: 50
Defensive Assist Strength (in controller settings menu): 100


*User/CPU*


Offense (ALL 50s for both USER and CPU)


Defense
Driving Contact Shot Frequency: 100/100
Inside Contact Shot Frequency: 100/100
Lay up T: 100/100
Lay up R: 100/100
Jump shot G: 100/100
Jump shot r: 100/100
Help Defense Strength: 100/100
Steal Success: 50/50


Attributes (These are the HOF negate boost CPU attributes from OP...except hustle)
quickness: 50/42
vertical: 50/42
strength: 50/42
stamina: 50/50
speed: 50/43
durability: 50/50
hustle: 100/100 (all players hustle for loose balls)
ball handling: 50/42
hands: 50/30
dunking ability: 50/43
on-ball defense: 50/42
stealing: 50/40
blocking:50/42
OA: 50/30
DA:50/30
OR:50/40
DR:50/40
Consistency: 50/50
Fatigue rate: 57/57
Injury Freq: 50/50
Injury Sev: 50/50


Tendencies ALL 50's for both USER/CPU


Fouls (ALL 100s for Both USER/CPU)
Over the Back Foul Frequency 100
Charging Foul Frequency 100
Blocking Foul Frequency 100
Reaching Foul Frequency 100
Shooting Foul Frequency 100
Loose Ball Foul Frequency 100

-----------------------------------

will post screen shot later, but I'm getting varied games. realistic scores, fouls, fta, fg %'s, 3pta and %s, FG attempts etc. The only thing that MAY be a tad high is points in the paint. But some games I give up few (35-40%) if I play good interior defense. Other games ill give up 50% of the points in the paint. I find this to be pretty realistic.

Turnovers are great, fast break points too. Don't have the offensive rebound problem or the cpu leaking out for ridiculous cherry picking fast breaks.

I really recommend everyone at least give this set a shot if you are a really good player.

The only thing that would literally make these perfect is if someone figured out a way to negate the boost of SIT and SOD. CPU still consistently makes these shots, but with my def settings turned up, you can actually somewhat slow them down.

PS. I run plays probably 75% of the time, regardless of the team I play. So I'd say I play at a realistic pace.

sorry for the long post, but i really feel good about these.

Last edited by raw51188; 11-08-2012 at 03:41 AM.
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Old 11-08-2012, 05:24 AM   #99
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Re: Understanding slider coefficients

Which roster are you using Raw?
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Old 11-08-2012, 07:24 AM   #100
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Re: Understanding slider coefficients

Hustle affects more than diving for loosing balls ... it affects running animations and rebounding ... to a point, increases the fastbrakes, the catching up on defense vs offense of HUM by the cpu and the crash the boards, specially those on the O side ... so, if you want to deal with the game 2 key bothering elements, unless is backwards, I would suggest lowering the hustle slider.

Also, unlike southamerica and some parts of europe, in USA you dont see many players diving for the ball, just a few ... which is what set them apart.
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Old 11-08-2012, 10:53 AM   #101
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Re: Understanding slider coefficients

@raw, with hustle that high, you are making every player in the NBA a 99 in hustle.

While I do accept that there isn't enough hustle for my personal liking, in real life there isn't too much hustle on the court, I do agree with raising the slider a bit, but no more than 60 (max) as that would be a 15 point boost right there.

I like to keep players ratings true and to keep the separation between a great (99), an average (75) and a scrub (50).
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Old 11-08-2012, 02:42 PM   #102
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Re: Understanding slider coefficients

Raw, JasonWill,

wouldnt leaving all shooting sliders at 50 for CPU on HOF also mean they have a shooting boost? or is it only attributes that get a boost?
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Old 11-08-2012, 02:44 PM   #103
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Re: Understanding slider coefficients

Quote:
Originally Posted by ruxpinke
Raw, JasonWill,

wouldnt leaving all shooting sliders at 50 for CPU on HOF also mean they have a shooting boost? or is it only attributes that get a boost?
attributes only
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Old 11-08-2012, 03:01 PM   #104
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Re: Understanding slider coefficients

acc i dont think hustle affects all those things, if you look at each players individual slider ratings, and you go to hustle it says" how a player goes after loose balls, the best way to determine what a slider does is go into the each individual slider settings per player and read the caption, i thought the same thing as you did also, but regardless its nice to see players hustling i dont think it has anything to do with rebounding, hustle is usually based off of scappy playing and loose balls
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