05-29-2008, 01:37 PM
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#21
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MVP
OVR: 13
Join Date: Jul 2006
Location: Southern Illinois
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Re: Your Guide to Better Sliders
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Originally Posted by koshi |
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I'm starting this thread as a guide for people to learn about, further understand, and hopefully improve their OPTION SETTINGS so that they can enjoy College Hoops 2K8 to the fullest.
First off, I simmed five seasons of LEGACY MODE @ 20 minute sim length, and came up with these results on average ranging from worst in the NCAA to best:
(check the TEAM STATS at the end of your games to compare)
Points = 56-90
FG Attempts = 48-62
FG % = 37-48
3pt Attempts = 10-26
3pt % = 26-42
FT Attempts = 19-35
FT % = 55-78
Assists = 8-18
Turnovers = 9-21
Fouls = 15-26
Rebounds = 26-36
Offensive Rebounds = 7-11
Steals = 4-10
Blocks = 1-6
Second, every one is going to have their own skill level so rather than listing slider settings I thought it'd be better to list an explanation of what the sliders do. Here is what I've found so far:
(please feel free to expand on this, as there are things I haven't tested yet)
GAMEPLAY
Style: Arcade of Simulation - You can choose Arcade and then turn back on the sim rules and fouls, but the intentional fouls still won't get called at the end of close games.
Difficulty - Not sure of the differences between the levels.
Half Length - 16 minutes seems to match up well to the 20 minute sim length.
Game Speed and Player Speed - The TIP menu actually tells you what these do.
FT Difficulty - Not sure if this has no effect if REAL PLAYER FT is on.
Real Player FT % ON or OFF - I'm not sure if this means that a player's FT ability effects the difficulty, or if your release makes no difference at all when it's on.
Player Lock - Doesn't alter the game, just locks you onto one player. If you haven't tried this I recommend it. Just choose '85 St. John's and bomb 3s with Chris Mullin all day. It's cool too because you can call for the pass and even control when other players shoot.
Team Unity, 6th Man, and Clutch - I keep these all on even though some may say they are artificial. Not sure of all the effects they have, but I think they better help capture the feel of college basketball.
RULES
Charging - Charges are few and far between. In fact, are they even in the game???
Blocking - I think this needs to be low to make sure there are charges called too.
Reaching - Finding a balance with this one really just depends on how well you've learned when to go for the steal.
Shooting - The sim results I listed above say 19-35 FT attempts per game, so keep that in mind here.
Loose Ball - Over the back calls, and... Not sure what else.
SLIDERS
SHOOTING - All these are pretty self explanatory. Changing the TENDENCIES on the COMPUTER really alters the game. If you boost the CLOSE it'll feed the post more, and if you increase the DRIVE it'll attack the basket more if you leave an open lane. The trade off on DRIVE is that if it's too high it'll try to drive even when there's nothing there. Also, if the computer isn't shooting enough 3s, or is shooting too many, you'll want to make changes here.
GAMEPLAY- Here you can adjust the TEAM UNITY effect, though again I'm not sure exactly what it does. Raising DUNKS IN TRAFFIC will trigger more dunk attempts. SCREEN will alter the effectiveness of screens, while boosting SCREEN STRENGTH will have screens knock guys to the floor more. STEAL SUCCESS is self explanatory. Boosting HELP DEFENSE and HELP RECOVERY will generally make guys play better team defense, helping more and getting back to their own man better... I'm not sure if this effects double teams and doubling the post by the computer.
ATTRIBUTES- All of these are pretty self explanatory. If you need more turnovers lower OFFENSIVE AWARENESS and boost DEFENSIVE AWARENESS. BALL HANDLING will make isomoves more, or less, effective.
FITNESS
If you play on 16 minutes you may want to remember to alter it so guys will get tired slightly faster, so that rotations remain in proportion to the 20 minute sim length.
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I probably average 0.5 charges/ game online and offline. It should be easier though.
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