Ive captured notes from slider guys. These are pointers I have taken.
Slider explanation threads:
https://forums.operationsports.com/f...explained.html
https://forums.operationsports.com/f...t-working.html
https://forums.operationsports.com/f...-gameplay.html
Movement and speed:
https://forums.operationsports.com/f...explained.html
Takeoff/Gather at 0
Weak closeouts from defenders. Often hands down, do not make an effort to actually contest shots.
Takeoff/Gather at 100
More aggressive closeouts. Hands up, jumping out at shooters to contest shots.
Release at 0
Shot contests are ineffective. Players hit shots when closely guarded.
Release at 100
Shot contests are effective. Players hit less shots when closely guarded.
Overall,
Takeoff/Gather affects the closeout intensity/animations.
Release affect the effectiveness of the shot contest.
It looks like the takeoff/gather slider affects the closeout speed/intensity of players, but has no effect on the shot %. The release slider controls how effective the shot contest is. The higher the release slider, the less likely a player is to make a contested shot.
Make sure that "Jump Shot Defense Strength (Gather)" is lower than or equal to "Layup Defense Strength (Takeoff)", as it will lead to more drive-and-kick offensive possessions, more pull-up jumpers, and more passes by the CPU before each shot. If the Layup (Takeoff) defense slider is lower than Jump Shot (Gather), the CPU will continue to force their way into the paint, ignore perimeter shooters, and have limited ball movement in their half-court sets. Don't set the Jump Shot (Gather) slider too low, though, or else you will have too many open players around the perimeter, poor defense against pick-and-roll/fade, and a lack of proper player interaction/jump-shot animations and variety. Once you have the right balance from the CPU offense and User/CPU defensive decision making and animations, increase the (Release) sliders until you start seeing the amount of missed layups/shots that you want.
Driving Contact Shot Frequency and Acceleration affect defender halo when driving vs blocked. High = catchup contact animations, Low = breakaway speed by ball handlers.
Team shooting by distance and others:
https://www.basketball-reference.com.../NBA_2019.html
Team rankings:
https://www.teamrankings.com/nba/stat/steals-per-game