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Tue Feb 12, 2013 2:12 am
Can I ask, why such a large disparity for Speed and Quickness for Association vs. Non-Association?
Tue Feb 12, 2013 2:46 am
bigh0rt wrote:Can I ask, why such a large disparity for Speed and Quickness for Association vs. Non-Association?
That's because in Association mode you can edit the "Player Speed" option in the menu at the jersey select screen, which effectively replaces the sliders for Speed and Quickness. I'm still trying to find the perfect numbers, but so far I think they're translating true-to-life speed pretty well.
Tue Feb 12, 2013 2:54 am
EccentricMeat wrote:bigh0rt wrote:Can I ask, why such a large disparity for Speed and Quickness for Association vs. Non-Association?
That's because in Association mode you can edit the "Player Speed" option in the menu at the jersey select screen, which effectively replaces the sliders for Speed and Quickness. I'm still trying to find the perfect numbers, but so far I think they're translating true-to-life speed pretty well.
I thought that was a console only option. I'll have to check it out when I get home. Thanks.
I've decided to play with these Sliders on 11 minutes. I'm caught in between. When I play on 12 minutes, I need to deliberately play slower than I like in order to achieve somewhat realistic results, whereas if I play on 11 minutes, I need to play a little faster than I like -- I'd rather force the play a little more uptempo than ideal than feel like I have to slow down to a snail's pace. It really doesn't affect the enjoyment I get out of the Sliders, though. They really feel excellent and authentic, and are giving me an array of different types of games. It doesn't feel like I'm just playing the same thing over and over again. Matchups matter, and there's variation. Sometimes I run cold, sometimes I'm on fire, both me and CPU go on runs, etc.
Tue Feb 12, 2013 3:07 am
bigh0rt wrote:EccentricMeat wrote:bigh0rt wrote:Can I ask, why such a large disparity for Speed and Quickness for Association vs. Non-Association?
That's because in Association mode you can edit the "Player Speed" option in the menu at the jersey select screen, which effectively replaces the sliders for Speed and Quickness. I'm still trying to find the perfect numbers, but so far I think they're translating true-to-life speed pretty well.
I thought that was a console only option. I'll have to check it out when I get home. Thanks.
I've decided to play with these Sliders on 11 minutes. I'm caught in between. When I play on 12 minutes, I need to deliberately play slower than I like in order to achieve somewhat realistic results, whereas if I play on 11 minutes, I need to play a little faster than I like -- I'd rather force the play a little more uptempo than ideal than feel like I have to slow down to a snail's pace. It really doesn't affect the enjoyment I get out of the Sliders, though. They really feel excellent and authentic, and are giving me an array of different types of games. It doesn't feel like I'm just playing the same thing over and over again. Matchups matter, and there's variation. Sometimes I run cold, sometimes I'm on fire, both me and CPU go on runs, etc.
Could you post a screen of your stats at 12 minutes (your regular pace) so that I can see what you're having problems with? If you like to play uptempo, there's nothing unrealistic about averaging close to 110 PPG and over 90 FGAs.
Tue Feb 12, 2013 3:50 am
EccentricMeat wrote:bigh0rt wrote:EccentricMeat wrote:bigh0rt wrote:Can I ask, why such a large disparity for Speed and Quickness for Association vs. Non-Association?
That's because in Association mode you can edit the "Player Speed" option in the menu at the jersey select screen, which effectively replaces the sliders for Speed and Quickness. I'm still trying to find the perfect numbers, but so far I think they're translating true-to-life speed pretty well.
I thought that was a console only option. I'll have to check it out when I get home. Thanks.
I've decided to play with these Sliders on 11 minutes. I'm caught in between. When I play on 12 minutes, I need to deliberately play slower than I like in order to achieve somewhat realistic results, whereas if I play on 11 minutes, I need to play a little faster than I like -- I'd rather force the play a little more uptempo than ideal than feel like I have to slow down to a snail's pace. It really doesn't affect the enjoyment I get out of the Sliders, though. They really feel excellent and authentic, and are giving me an array of different types of games. It doesn't feel like I'm just playing the same thing over and over again. Matchups matter, and there's variation. Sometimes I run cold, sometimes I'm on fire, both me and CPU go on runs, etc.
Could you post a screen of your stats at 12 minutes (your regular pace) so that I can see what you're having problems with? If you like to play uptempo, there's nothing unrealistic about averaging close to 110 PPG and over 90 FGAs.
I am too happy with 11 minutes to go back

If anything, it saves me time and I can finish games quicker. I want to say I was getting 115 points or so and close to 100 FGA, which may be realistic, but just isn't what I'm looking for, and as I said, I'd rather step my pace up a tad than feel I have to move at a snail's pace. When I play at 11 minutes, I don't have to conscientiously move super slow, and I can even push the pace if I decide to, and get numbers in the range of what I'm looking for across the board. Scores in the 90s to 105, FGA in the 79 - 92 range, good rebounds, steals, etc. Color me content. I'll just have to see about the Association thing and see how that plays.
Tue Feb 12, 2013 4:23 am
Agree. I also play 11 minute quarters

.
Tue Feb 12, 2013 8:34 am
Wow, I'm honestly surprised you guys play with 11 minute quarters! I play 12 and I get plenty of quarters where I get UNDER 20 FGA for the CPU and I, and I've had games go into the 4th quarter with scores in the mid 50s! I don't even make myself play slow. I simply walk the ball up the court on every in-bounds play (usually takes up 6-8 seconds off the shot clock before I'm past half court). Just doing that makes the game more realistic, keeps FGA and scoring low, and just makes the game feel smooth. AND, it lets me run a fast offense without worrying about crazy scores. I still run the fastbreak WHEN IT'S THERE, but I don't force the ball up the court when the D has numbers.
It's a slight change from my pre-2k13 tendencies to pretty much run up the court on every in-bound and rebound, but it has made the game exponentially more enjoyable! Just sharing my experience with this years game. I'm glad you guys are making it work to your liking
Tue Feb 12, 2013 12:14 pm
I also play for 11 minutes. It allows me to have runs especially when I'm using top tier teams which can, sometimes, for example make runs like 10-0 run for a couple of minutes. Maybe if I'll be using a not-so-good-team like cleveland or detroit, 12 mins will do. HTH.
Tue Feb 12, 2013 12:17 pm
BTW these are great sliders compared to what I previously used sliders. Now I can manage to hit 3s and having between 8 to 15 3s a game is already good. I've played like 5 games for these sliders already and my worst fg is 47% and my best fg is 61% using OKC. I'm very much satisfied with these sliders.
Tue Feb 12, 2013 7:05 pm
MAJOR UPDATE! (PC Slider Set)
This update focused on improving the CPU's defensive reaction to the Pick n' Roll and toning down the amount of turnovers caused by going for steals during contact animations. The update also focused on fine-tuning Points in the Paint and decreasing the amount of dunks in traffic, one of the last nagging problems with 2k13. Now, while you will still be able to get past a poor defender and get to the rim, the CPU will react better and have more of an affect on the shot/layup/dunk.
And finally, there was a minor update to the Association sliders as I decreased Player Speed from 38 to 35. This value, coupled with Game Speed at 55, seems to give the absolute best blend of realistic player speed, ball speed, and animation fluidity.
Enjoy!
Tue Feb 12, 2013 8:20 pm
Thanks! One question... Is it correct that user has 97 shooting foul and CPU has 99 shooting foul? Or should it be the other way around?
Tue Feb 12, 2013 9:20 pm
Onisak wrote:Thanks! One question... Is it correct that user has 97 shooting foul and CPU has 99 shooting foul? Or should it be the other way around?

Yep
Your correct
its not the other way around
Tue Feb 12, 2013 9:26 pm
Onisak: Yes, its 97 user, 99 cpu. I've heard so many conflicting reports of who the Foul sliders affect that I didn't even know anymore. So I set USER shooting fouls to 0, chose the Heat, and just barreled my way to the rim with Lebron and Wade play after play and never once got a foul call. The CPU was still getting to the free throw line, so that showed that USER foul sliders affect how often the user gets to the free throw line, and vice versa.
Now that the CPU gets to the line a little more often and the USER doesn't constantly get to go to the charity stripe after every contact layup/dunk, the inside game plays a LOT better. Most of the complaints should be pretty well fixed in this update, so I'm pretty happy with it
Wed Feb 13, 2013 1:43 am
Hey everyone.
I am in the process of creating coaching profiles for you guys to use with these sliders. Not that there is anything wrong with the one that comes with URB, but I wanted to create my own that would only work with these sliders alone. In fact I am using these sliders to actually create the profiles.
When I am done teams will play different. At first I was going to create all the profiles the same but I have changed my mind and instead I am going to create the profiles based off of coaching grades using Slider ABB and Slider Tendency as starting values.
What I have done so far.
As far as how aggressive or not aggressive the cpu plays off and defense this is my formula so far.
ABB section
CPU OFF is 70
CPU DEF is 75
The 2 values above is what I am using as a starting base for
OFF Tempo <---- Going to act as OFF AWR
HELP DEF <--- Going to act as DEF AWR
DEF Pressure is staying 50 for every team.
OFF Tempo Coach Grades
GRADE A 70
GRADE B 65
GRADE C 60
GRADE D 55 (Now if 55 proves to be to low then I will just end up using same value for both C & D)
HELP DEF
GRADE A 75
GRADE B 70
GRADE C 65
GRADE D 60
I was Planning on using Coaching Potential grade for Double Teams.
Question would a good coach have a high or low Double teams? I don't follow basketball so if anyone can answer the question would be appreciated.
Also as far as shot tendency's. I will use the slider tendency section for that.
So far what I have done has given me a good result.
Wed Feb 13, 2013 3:12 am
UPDATED GRADE FORMULAOFF Tempo Coach GradesGRADE A 70
GRADE B 65
GRADE C 60
GRADE D 55
HELP DEFGRADE A 75
GRADE B 70
GRADE C 65
GRADE D 60
DOUBLE TEAM = HELP DEF GRADE
HELP DEF GRADE IS STARTING POINT FOR GRADE A
SO DOUBLE TEAM = EXAMPLE HELP DEF IS GRADE C @ 65 AND POTENTIAL IS GRADE C THEN DOUBLE TEAM = 55
ZONE USAGE AS OF NOW
GRADE A = 0
GRADE B = 1
GRADE C = 2
GRADE D = 3
SUBJECT TO CHANGE
I have inserted the following formulas on the Heat and Trail Blazers. So far so good.Will play game and post stats later.
Last edited by
Mr Tr0llz on Wed Feb 13, 2013 3:19 am, edited 1 time in total.
Wed Feb 13, 2013 3:15 am
Mr Tr0llz: I like what you're doing! If you're looking for a little more guidance, check out Albys' Coach Profile edits. I believe he said he will post them when he releases his 3.1 roster update, but you could download his 3.0 roster and take a look.
Albys uses extensive research to make each team play according to their real-life counterparts, and I have to say that I am EXTREMELY intrigued with his work. Using his research could REALLY help you out and save you some time!
Wed Feb 13, 2013 3:20 am
EccentricMeat wrote:Mr Tr0llz: I like what you're doing! If you're looking for a little more guidance, check out Albys' Coach Profile edits. I believe he said he will post them when he releases his 3.1 roster update, but you could download his 3.0 roster and take a look.
Albys uses extensive research to make each team play according to their real-life counterparts, and I have to say that I am EXTREMELY intrigued with his work. Using his research could REALLY help you out and save you some time!
Thank you.
I am not trying to copy anyone's work. I just want to tune the profiles to use your sliders.
Wed Feb 13, 2013 4:13 am
TEAM STATSHEAT (ME) BLAZERS (CPU) PLAYER LOCK ON

As you can see everything appears to be realistic. Not as many fouls as I would like but isn't to low either.
On the steals. The cpu got their fair share of them. I did throw quite a few bad passes lol.
3pt is excellent for the cpu.
HEAT MINUTES (ME) CPU HANDLED MY SUBS. AS YOU CAN SEE I HAVE FIXED THE ISSUE OF STARTERS NOT GETTING ENOUGH MINUTES.
BLAZER MINUTES (CPU) AS YOU CAN SEE THE CPU NOW ALSO USES ITS STARTERS FOR MORE MINUTES A GAME.

Hopefully with in a day or 2 i will have something solid to put up for you guys to try.
Issues I fixed so far
1 CPU and Human using more minutes
2 Tighter defense. You will be required to use more of the shot clock now.
3 A More diverse offense.
4 Don't know about you but I could never get the cpu to shoot over 10 3PT with the normal coaching profiles so that is now also fixed.
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Wed Feb 13, 2013 5:52 am
Those are some pretty great stats! Can't wait to see the finished product, maybe skoadam will let you upload a roster file?
Wed Feb 13, 2013 6:48 am
EccentricMeat so you think that these sliders would work with Albys roster also?

I know you haven't tested it, but I am thinking of playing a few games and see how it goes

.
Wed Feb 13, 2013 7:16 am
Onisak: Yeah give his roster a try and let me know how it works out!
Wed Feb 13, 2013 8:03 am
Ok will do

.
Wed Feb 13, 2013 9:25 am
I'm seeing few turnovers overall in most of my games. Usually single digits for both teams. What would be the best route for giving them a slight bump? Not sure whether to go Steal Success, or Attribute, or what. Also, slightly tweaked the Rebound Sliders to create a few more O-Rebs. Right now I'm loving these in general, though.
Wed Feb 13, 2013 9:37 am
Mr Tr0llz wrote:TEAM STATSHEAT (ME) BLAZERS (CPU) PLAYER LOCK ON

As you can see everything appears to be realistic. Not as many fouls as I would like but isn't to low either.
On the steals. The cpu got their fair share of them. I did throw quite a few bad passes lol.
3pt is excellent for the cpu.
HEAT MINUTES (ME) CPU HANDLED MY SUBS. AS YOU CAN SEE I HAVE FIXED THE ISSUE OF STARTERS NOT GETTING ENOUGH MINUTES.
BLAZER MINUTES (CPU) AS YOU CAN SEE THE CPU NOW ALSO USES ITS STARTERS FOR MORE MINUTES A GAME.

Hopefully with in a day or 2 i will have something solid to put up for you guys to try.
Issues I fixed so far
1 CPU and Human using more minutes
2 Tighter defense. You will be required to use more of the shot clock now.
3 A More diverse offense.
4 Don't know about you but I could never get the cpu to shoot over 10 3PT with the normal coaching profiles so that is now also fixed.
LeBron with only 1 Rebound?
17 points?
Good defense
still
very realistic game.
p.s. what did you use for screen shooting
Wed Feb 13, 2013 10:35 am
lethal wrote:
LeBron with only 1 Rebound?
17 points?
Good defense
still
very realistic game.
p.s. what did you use for screen shooting
Making a case for the Lebron's stats, it was just one of those games.
Last edited by
RedPhazon8 on Wed Feb 13, 2013 2:29 pm, edited 2 times in total.
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