Wed Sep 19, 2018 5:56 pm
dyopopoy wrote:Hey Shady! Great Work again! Much appreciation for the effort. I always use your Sliders.![]()
I also looked into Dee4Three's Sliders. Seems great too.
viewtopic.php?f=240&t=106212
Do you think you can use his sliders too? Maybe Combine with yours?
Thu Sep 20, 2018 5:15 am
ShadyMikeGaming wrote:So...the CPU 3 point shooting out of the box has been atrocious for 3 years straight now.
Thu Sep 20, 2018 5:53 am
Vicerex wrote:ShadyMikeGaming wrote:So...the CPU 3 point shooting out of the box has been atrocious for 3 years straight now.
I guess I never noticed before. The last couple of years I usually waited for your first "official" set to start playing. This year I jumped right in because frankly there isn't much else to play right now. I've made a couple slider tweaks for now to make my experience a little better but definitely will be looking forward to your next release.
Oh and just for kicks and giggles I tried User Timing with the shot meter turned off, thinking maybe it's significantly changed since the last time I used it many years ago. But it hasn't changed, it's so easy it's laughable. I was shooting 71% from 3, even a couple D rated 3 point shooters on my team sank some. I quit the game at halftime because I felt dirty like I was cheating.
Thu Sep 20, 2018 6:26 am
Coach2K
NBA2K Hall Of Fame Player
Friday, July 4, 2014
Should I Use User Timing Or Real Player % In NBA2K?
In the game settings menu, there's an option for "Shooting Type". You can choose from one of two options. The first is "User Timing" and the other choice is "Real Player %". I've noticed there's some confusion on how I think these two settings work and which one is better for you to use.
Option #1 - User Timing
The default option is user timing. Each player in the league has his own shooting release. Paul George will have a different release than CJ Watson who will have a different release than David West. Because of this, you'll have to know each player's release (and how much space they need) in order to be effective with them. Some releases are easier to learn than others.
Each release can either be very early, early, excellent, late or very late. You goal is to get an excellent release on every shot you take. But even if you do get an excellent release, it doesn't mean that it's guaranteed to go in. It also doesn't mean that a shot release that wasn't excellent won't go in either. Those can go in even if not perfectly timed.
How likely that is will depend on the difficulty level and sliders you are using and whether it was a good shot, who was guarding you, whether your player has the ability to hit shots from there, the game situation and the defensive scheme employed at the time.
Option #2 - Real Player %
The other option is real player percentage. What this does is remove shooting releases from the equation. Because of that you can shoot the same with each player. You just shoot, release and not worry about timing. Each player's unique release point is no longer a factor, it's up to the percentages.
The other things are still important and still effect the shot. The difficulty, sliders used, the defense, shot selection and who is guarding you all come into play.
Which Shooting Type Should I Use?
The first problem I see with these two choices is how they are named. Because they named one shooting type by putting the word "real" in it, it gives the impression that it will provide more realistic shooting percentages and therefore must be better and even more challenging. Guys that stake their claim to sim basketball often feel it's more sim to use real player percentage because of that.
One of the other reasons that guys gravitate to that option is because they have played guys in quick match and have been torched. They've assumed that this is because his opponent knows the releases and all there is to it is getting an excellent release and the shots go in. While it's true to some degree, it's not the only factor.
The biggest factor is taking good shots. No matter what option you choose, good shots go in. What a good shot is - is debatable. Players often equate open shots as good shots and they aren't always good shots even though they can be.
But of the two options, user timing requires more skill and knowledge of your team. With user timing you have to not only take a good shot for that player, you also have to shoot right with him. So to me the difference between the two options is that one requires knowing shot releases and one does not.
Of the two options, I feel user timing is harder not easier and that's why I recommend it. Also, if you play users online, the only option is user timing. It makes sense to make your skills portable from mode to mode.
To me, I think using user timing also makes the game more sim because I have to shoot different with each player instead of just hitting a button and not worrying about it. It also makes the game more interesting if I know I've got 12 unique players to learn how to shoot with.
Keep The Focus On Taking Good Shots
I've shot a high percentage (over 70% on 12 minute quarters, hall of fame difficulty and simulation sliders) in games using user timing and also in games where I have used real player percentage. To me the over riding factor is taking good shots. If you do that, you will do well.
What's a good shot? Well that's going to depend. Only time spent playing with your team in tons of situations will tell you what a good shot is for each player on your team. You have to recognize each players unique abilities and apply that to the game at hand based on the defense being played, who is on the floor and the game situation.
Which Do You Use?
How do you feel about these two choices and which do you use? Let me know in the comments.
First of all I always prefer user timing. It's a huge part of the gameplay and one that makes you feel in control of the most satisfying joy in basketball: making a bucket.
In general, both use player attributes and ratings. These include wide open, contested, fading away etc.
On Realfg%, timing the shot release doesn't matter. It always uses the exact player rating for the situations described above.
On Timing, they get slightly altered and boosted or decreased based on if you are late or early etc. It works well and percentages seem to add up realistically. To me it gives just enough of user skill input to make it fun, while staying realistic.
In my experience, only "excellent" timing and wide open (which is hard to do regularly) means a make every time.
I always felt like I was getting cheated by using Real FG% for some reason.
I'm sure I wasn't, just felt that way to me. Like in the back of my mind after I missed a wide open shot I'd say "Real FG% screwed me there!"
Thu Sep 20, 2018 6:49 am
Dee4Three wrote:So relax
Thu Sep 20, 2018 7:06 am
Vicerex wrote:Dee4Three wrote:So relax
This coming from the dude who acting all salty and offended because I tried his way and it was too easy to score. Skill or not put aside, it's so much easier to score it's ridiculous. At least with Real Player % you can get some realistic statistics because the RNG will never let you shoot too high.
If I didn't want to challenge myself I'd use User Timing, but unfortunately this game is too arcade by default and I like to have a challenge. It's why I come here for sliders that improve the realism of the game. I don't want to shoot 60-80%, I want to shoot 35-45% even if that means missing a shot I probably shouldn't once in a while.
As I've said 3x now, User Timing or Real Player % I release my shots at the apex naturally, it's why I was able to go straight into User Timing and dominate. So your argument of it not mattering when the shot is released is irrelevant because I'm still releasing the shot in a natural shooting form. The RNG factor of Real Player % makes the shots harder to hit, no matter the situation therefore it is the more difficult way of taking shots and results in the more realistic percentages which in my book is a double win.
I'm done dealing with you, at this point I'm convinced you're either a troll or just a very stubborn individual that is the "my way or the highway" type. I don't debate with brick walls.
Thu Sep 20, 2018 11:16 am
Thu Sep 20, 2018 11:28 am
ShadyMikeGaming wrote:Yea idk I think the whole shot meter green release thing is cheese. I guess you can say it takes more skill I really don't know...but what I do know is shot stick timing is easy AS HELL on default sliders and it has been FOR YEARS so I don't get the skill argument literally at all.....as for the pro guys I think there's a reason they are pro's at a video game and not pros at actual basketball lol. I play basketball and honestly at no point have I thought about the "release" of my jumper.....I'm more focused on keeping my elbow in and my follow through.....Steph Curry doesn't miss a jumper because his release was "very early" lol guys can shoot their form perfectly and a ball can rim out or something and I think real shooting % reflects that very well.
EDIT: And I for one think "proo" 2K players should literally be the last people on this planet we should be asking about what's sim LOL
Thu Sep 20, 2018 11:49 am
Thu Sep 20, 2018 11:58 am
ShadyMikeGaming wrote:You see guys like Steph release the ball at all different points all the time to get the shot off quicker based on the level of defense so we're going to disagree heavily there, I watched Iverson for years hang in the air and wait until the last second to lay the ball in so we're going to disagree there as well.
Thu Sep 20, 2018 12:17 pm
Dee4Three wrote:ShadyMikeGaming wrote:You see guys like Steph release the ball at all different points all the time to get the shot off quicker based on the level of defense so we're going to disagree heavily there, I watched Iverson for years hang in the air and wait until the last second to lay the ball in so we're going to disagree there as well.
You just used two of the greatest scorers of all time. And Steph talks about his release and release point in interviews and in his tutorials on youtube. Just because he is off balance doesn't mean his release point changes on most of his shots, or that they don't have a lower chance of going in. Players hit adjusted shots, but the % chance of it going in goes down if the release isn't right. Again, that's not debatable.
And not to be a jerk, but I question if you have ever played, or ever played seriously, considering you said you never thought about your release in BASKETBALL. You can't say "I've seen this guy hit at a different release point" and automatically say that the % is the same as his standard release point. That makes absolutley no sense. Tough shots go in, but the % on tough shots and shots not released properly is LOWER.
Thu Sep 20, 2018 12:24 pm
ShadyMikeGaming wrote:Dee4Three wrote:ShadyMikeGaming wrote:You see guys like Steph release the ball at all different points all the time to get the shot off quicker based on the level of defense so we're going to disagree heavily there, I watched Iverson for years hang in the air and wait until the last second to lay the ball in so we're going to disagree there as well.
You just used two of the greatest scorers of all time. And Steph talks about his release and release point in interviews and in his tutorials on youtube. Just because he is off balance doesn't mean his release point changes on most of his shots, or that they don't have a lower chance of going in. Players hit adjusted shots, but the % chance of it going in goes down if the release isn't right. Again, that's not debatable.
And not to be a jerk, but I question if you have ever played, or ever played seriously, considering you said you never thought about your release in BASKETBALL. You can't say "I've seen this guy hit at a different release point" and automatically say that the % is the same as his standard release point. That makes absolutley no sense. Tough shots go in, but the % on tough shots and shots not released properly is LOWER.
Follow through & elbow. Never thought once about release point. Don't know what else to tell you.
Thu Sep 20, 2018 12:52 pm
Dee4Three wrote:Vicerex wrote:I doubt you shot that percentage with the shot meter off, on higher difficulty, especially with D rated shooters. However, if you would like to demonstrate with a gameplay video, I'm all eyes and ears.
Thu Sep 20, 2018 1:08 pm
Vicerex wrote:Dee4Three wrote:Vicerex wrote:I doubt you shot that percentage with the shot meter off, on higher difficulty, especially with D rated shooters. However, if you would like to demonstrate with a gameplay video, I'm all eyes and ears.
Easy enough, I'll put this debate to rest right now with gameplay. I'm not sure what the rules are on posting personal videos on this site so I'll just post a link instead of embedding them.
I will preface this by saying I'm no YouTuber nor am I trying to be, so the quality is poor (I think because I had HDR on). Also for some reason the only sound it recorded was the whistles and buzzers. This was captured on PS4.
The first video is with User Timing turned on for Shots/Layups. I clearly show in the settings the Shot Meter is off, and I turn User Timing on because I knew if I didn't you'd cry BS. I played the same way I always do, I did not change how I shoot the ball, I did not even focus any attention on my release point, I shot and drove as if I was playing on Real Player %. It was so easy I didn't even miss my first shot until almost 7 minutes into the game:
https://youtu.be/pHUanNo5_mE
After watching you will see I start off and stay hot, first shot missed at 7 minutes and was shooting 75% until the end where I had a couple bad shots due to good defense which brought my overall for the quarter down to 65% and 40% from 3pt.
Now onto the second quarter, I change back to Real Player % and you will see this. I started off decently hot but it dwindled quick, it was a noticeable shift in the difficulty of making my shots, both from range and on the drive.
https://youtu.be/HSoTJN8bVWI
After watching this one you will notice I start to struggle a little bit to score. I end up with a 42% & 17% from 3pt. These are low but personally I'm okay with them because it's much more realistic than 65/40.
So my final thoughts are this; If someone like me, who has used Real Player % for years can turn on User Timing without Shot Meter and score this easily, just think how much of a joke it is especially to someone who uses User Timing all of the time and actually practices with it. If I used this all the time and got used to my players sweet spots I'd be shooting 80%+ every single game which quite frankly is a joke.
So the theory that it takes more skill to use User Timing is completely disproved by me, a complete noob to using User Timing. Furthermore as we see in the videos, scoring with Real Player % is noticeably harder to do, however it does result in a more realistic playing experience.
So my point stands, User Timing is cheese/arcade, Real Player % is for simulation players. You have absolutely no leg to stand on bro, you can show quotes of random "pros" that you don't even know all day long. I took the mature route and proved it with gameplay.
This discussion is over. Let's get back to the reason we're here, the sliders.
Thu Sep 20, 2018 1:38 pm
Thu Sep 20, 2018 1:50 pm
ShadyMikeGaming wrote:Come on man first you called the dude a fraud and said he was "making stuff up" then the dude posts 35 minutes of gameplay to prove his point and you say it "doesn't prove anything" at this point you're just trolling bro..........I think we can put this "debate" to rest.
Thu Sep 20, 2018 8:47 pm
Thu Sep 20, 2018 10:45 pm
I Hate Mondays wrote:I didn't have the patience to read everybody's point and whoever is on whatever part of the argument, but I will just drop my knowledge here, based on the 600 hours+ I've put in 2K17 while creating the NLSC Community Roster.
While having the RP%, the shot meter stills matter. A lot actually. What is different in comparison to User Timing is that the RP% adds/takes away from the quality of your release depending on the situation.
Like Kyrie Irving would get a boost inside the paint even though you released half way through earlier and make that shot, Hassan Whiteside would get a downgrade when shooting 3's even though you were 0.2 seconds away from a perfect release and brick that ball.
But if you totally mess up a layup with Kyrie and release it 1/4 way through, you will miss that shot no matter the RP%. If you attempt a 3 with Whiteside and be 0.05 seconds away from a perfect release, you will probably get that shot in.
So RP% it's User Timing + strong situational modifiers.
Thu Sep 20, 2018 11:25 pm
Vicerex wrote:Easy enough, I'll put this debate to rest right now with gameplay. I'm not sure what the rules are on posting personal videos on this site so I'll just post a link instead of embedding them.
I will preface this by saying I'm no YouTuber nor am I trying to be, so the quality is poor (I think because I had HDR on). Also for some reason the only sound it recorded was the whistles and buzzers. This was captured on PS4.
The first video is with User Timing turned on for Shots/Layups. I clearly show in the settings the Shot Meter is off, and I turn User Timing on because I knew if I didn't you'd cry BS. I played the same way I always do, I did not change how I shoot the ball, I did not even focus any attention on my release point, I shot and drove as if I was playing on Real Player %. It was so easy I didn't even miss my first shot until almost 7 minutes into the game:
https://youtu.be/pHUanNo5_mE
After watching you will see I start off and stay hot, first shot missed at 7 minutes and was shooting 75% until the end where I had a couple bad shots due to good defense which brought my overall for the quarter down to 65% and 40% from 3pt.
Now onto the second quarter, I change back to Real Player % and you will see this. I started off decently hot but it dwindled quick, it was a noticeable shift in the difficulty of making my shots, both from range and on the drive.
https://youtu.be/HSoTJN8bVWI
After watching this one you will notice I start to struggle a little bit to score. I end up with a 42% & 17% from 3pt. These are low but personally I'm okay with them because it's much more realistic than 65/40.
So my final thoughts are this; If someone like me, who has used Real Player % for years can turn on User Timing without Shot Meter and score this easily, just think how much of a joke it is especially to someone who uses User Timing all of the time and actually practices with it. If I used this all the time and got used to my players sweet spots I'd be shooting 80%+ every single game which quite frankly is a joke.
So the theory that it takes more skill to use User Timing is completely disproved by me, a complete noob to using User Timing. Furthermore as we see in the videos, scoring with Real Player % is noticeably harder to do, however it does result in a more realistic playing experience.
So my point stands, User Timing is cheese/arcade, Real Player % is for simulation players. You have absolutely no leg to stand on bro, you can show quotes of random "pros" that you don't even know all day long. I took the mature route and proved it with gameplay.
This discussion is over. Let's get back to the reason we're here, the sliders.
Fri Sep 21, 2018 4:36 am
Fri Sep 21, 2018 5:01 am
Fri Sep 21, 2018 5:21 am
Easy enough, I'll put this debate to rest right now with gameplay.
The first video is with User Timing turned on for Shots/Layups. I clearly show in the settings the Shot Meter is off, and I turn User Timing on because I knew if I didn't you'd cry BS. I played the same way I always do, I did not change how I shoot the ball, I did not even focus any attention on my release point, I shot and drove as if I was playing on Real Player %. It was so easy I didn't even miss my first shot until almost 7 minutes into the game:
https://youtu.be/pHUanNo5_mE
After watching you will see I start off and stay hot, first shot missed at 7 minutes and was shooting 75% until the end where I had a couple bad shots due to good defense which brought my overall for the quarter down to 65% and 40% from 3pt.
Now onto the second quarter, I change back to Real Player % and you will see this. I started off decently hot but it dwindled quick, it was a noticeable shift in the difficulty of making my shots, both from range and on the drive.
https://youtu.be/HSoTJN8bVWI
After watching this one you will notice I start to struggle a little bit to score. I end up with a 42% & 17% from 3pt. These are low but personally I'm okay with them because it's much more realistic than 65/40.
So my final thoughts are this; If someone like me, who has used Real Player % for years can turn on User Timing without Shot Meter and score this easily, just think how much of a joke it is especially to someone who uses User Timing all of the time and actually practices with it. If I used this all the time and got used to my players sweet spots I'd be shooting 80%+ every single game which quite frankly is a joke.
So the theory that it takes more skill to use User Timing is completely disproved by me, a complete noob to using User Timing. Furthermore as we see in the videos, scoring with Real Player % is noticeably harder to do, however it does result in a more realistic playing experience.
So my point stands, User Timing is cheese/arcade, Real Player % is for simulation players. You have absolutely no leg to stand on bro, you can show quotes of random "pros" that you don't even know all day long. I took the mature route and proved it with gameplay.
This discussion is over. Let's get back to the reason we're here, the sliders.
Fri Sep 21, 2018 5:25 am
Fri Sep 21, 2018 5:38 am
skoadam wrote:Imo Real Player % is better to use.
Sat Sep 22, 2018 8:07 am