by Andrew on Thu Sep 18, 2008 6:07 pm
Those sliders are from the Xbox 360/PS3 version of the game. For future reference, please post any and all slider questions in the stickied sliders thread. Thanks.
Game Speed: Correct, this is the overall game speed.
Fatigue Effect: Correct again, this determines how quickly players will fatigue. The higher the slider, the more quickly players will tire and the more substitutions you will see.
Charge/Block Foul Frequency: The higher the slider, the more frequently charging fouls will be called.
Shooting Foul Frequency: The higher the slider, the more shooting fouls will be called. If the slider setting is low, both sides will be able to get away with more contact with the shooter.
Reach-in Foul Frequency: Determines the likelihood that a reach-in foul will be called (ie when trying to steal the ball). If it's on a high setting, be careful about going for steals as being too aggressive will definitely get you into foul trouble.
In-air Collision Foul Frequency: Collisions when a player elevates for a shot and a defender jumps into him. The higher the slider, the more foul calls you see. If the slider is low, you'll see fewer fouls called.
User/CPU Steal Ability: Correct, the higher the slider the easier it is to steal the ball.
User/CPU Interception Ability: Yes, it refers to the frequency and ease of intercepting passes.
User/CPU Shot Block Ability: Yes, it controls the frequency and ease of blocking shots.
User/CPU Dunk/Lay-up Block Ability: Same as above, but it refers to dunk and layup attempts rather than jumpshots.
User/CPU Offensive Rebounding: Regulates frequency/ease of offensive rebounds.
User/CPU Defensive Rebounding: As above, but for defensive rebounds
User/CPU Fakeout Discipline: This controls how likely the CPU is to fall for pump fakes. The higher the slider, the harder it will be to get the defender to leave his feet when you fake a shot. A lower setting will allow you to fake out the CPU defenders more easily.
User/CPU Short Range Shooting:
User/CPU Medium Range Shooting:
User/CPU Long Range Shooting: These three Shooting sliders all refer to the ability to make shots from those distances.
User/CPU Dunk Percentage: Ability to make dunks. The higher the slider, the less dunks will be missed.
User/CPU Lay-up Percentage: Ability to make layups. The higher the slider, the less layups will be missed.
User/CPU Pro Hop Effectiveness: Controls how effective the pro hop move is. The higher the slider, the more effectively it can be used to evade defenders.
User/CPU Drop Step Effectiveness: Controls how effective the drop step move is. The higher the slider, the more effectively it can be used when posting up.
User/CPU Sink Or Swim Effectiveness: A little difficult to explain, but basically determines how well a team will respond to the pressure and make plays at both ends when it counts.
User/CPU Defensive Low Post Strength: Pretty sure that one refers to being able to throw weight around in the post. The higher the slider, the tougher a team will play inside.
User/CPU Shot Alter Ability: Ability to alter shots/pressure shooters without actually blocking any shots; the ability to put a hand in the shooter's face, in other words.
User/CPU Fight Through Screen Ability: Ability to get through screens that are set by the defense.
User/CPU Hands in Post:
User/CPU Hands on Perimeter: Not 100% on this one, but I'm pretty sure they determine how well you take care of the ball and conversely how easy it is for the defense to get the ball from you, in the post and on the perimeter respectively.