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Understanding slider coefficients

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Old 01-21-2013, 08:47 PM   #161
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Re: Understanding slider coefficients

wow, this is so incredibly helpful.. thanks jason.
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Old 01-21-2013, 11:56 PM   #162
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Re: Understanding slider coefficients

Thanks this helped alot
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Old 02-01-2013, 03:51 PM   #163
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Re: Understanding slider coefficients

It's safe to say the boost on AS difficulty to SOD/SIT are gone. Some sliders go back to the default (50) too.

The only boosts remaining are BS, handles, strength, and OBD (only -.5/+1). Closest we get to the original ratings.
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Old 02-09-2013, 04:26 PM   #164
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Re: Understanding slider coefficients

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.


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 attribues, 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
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Old 02-13-2013, 05:39 PM   #165
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Re: Understanding slider coefficients

^thanks, savantopus. the game plays so much smoother and it seems like ratings matter a lot more with those inputs.

just regged to thank ya, cuz pared holds grudges and is quick to drop the ban hammer lol.

*waves goodbye*
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Old 02-28-2013, 09:13 PM   #166
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Re: Understanding slider coefficients

alright Ice Cube stay fresh baby
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Old 03-26-2013, 01:03 PM   #167
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Re: Understanding slider coefficients

Is their a hidden clutch rating that gets boosted?

Also is the rubberbanding stronger on higher difficulties ?
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Old 03-26-2013, 04:42 PM   #168
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Re: Understanding slider coefficients

Quote:
Originally Posted by mars5541
Is their a hidden clutch rating that gets boosted?

Also is the rubberbanding stronger on higher difficulties ?
Up to now, no hidden clutch rating (we will be more sure once reeditor comes out tho).

The rubberband is the same, thus with the higher the difficulty the higher the handicap (check ratings differences), therefor, the effects are more evident ... also add in the shorter success window for all timed actions (shots, steals, blocks, etc) ... and you get the complete biased package.
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