Roster UPDATED: May 30th Under 2019 Season Complete
Playoff Roster UPDATED: May 14th Under PLAYOFF READY - Update #141
How do I do the defensive help sliders for the cpu?
I just did a quick video for everyone after realizing a lot of people might not use this method. You can do the same thing in my league. I have a base playoff set up with every teams adjustments done so I can just hop in anytime. If your doing a quick game it's super easy and fast in setting a game up. It takes a couple minutes as you can see. I could go way deeper with it but wanted to make it quick... Lastly, once you setup your playoff settings make sure you save it to quickly upload it next time... Hope this helps...
https://www.youtube.com/watch?v=dqmYKiWl7V0
Here are the updated Sliders for USER VS CPU that I am using with this roster and after all the speed and defensive edits... You will look at some of this as odd but try it. I think it's balanced where you can drive and attack but defensive teams and players stick out. You will see charges, blocking calls, 3 point shot contests and players biting on the pump fake, steals, loose balls, tipped balls, guys diving for loose balls, realistic basketball... This is specific for this roster. I had to tone for CPU players in foul trouble and not being subbed out. You will get calls on drives but also a lot of no calls if it's a bad shot. Players will be swiping on drives as well... Big's will contest as will wings who should. You need to play a smart game... Use PG post up when setting up a play on perimeter. I wanted more freedom of movement on perimeter but inside or on lay-in's it's 50/50 of contact or not. Faster players can take slower players off the dribble as they should but again defensive stoppers and players will stick out. Try playing Pelicans for a taste of it compared to another team. Driving on Covington as opposed to JJ Reddick you will see the difference... Don't spam turbo vs good defenders and try and ride animations out as you will see some charges. It's balanced for getting to the cup and good defense. Just because you can get to the cup doesn't mean an auto bucket either as it's a crap shoot on fouls being called as well as great help defense and contests. I also, really focused on player movement and lateral quickness to eliminate sliding hence the 0 for user in lateral quickness. Eccentric has some great posts on this in slider section. I still wanted some explosiveness and speed off ball with plays and player movement too... I really focused on player movement and lateral quickness to eliminate sliding hence the 0 for user in lateral quickness. Lastly, the shot contests and all the defensive fouls, blocks, and contests have been re scaled. I tested a few things and went 100 for shot contest tendency and block tendency and simmer a few games. The sim stats took down block leaders to realistic numbers but my point in bringing this up is that with them all at 100 (everyone contests almost all shots in NBA including small guards) it was great to play against. I'm still debating putting guards at low scale of 75-80 for this factor alone... It won't effect as much as you think due to their shot blocking and contest attributes. Plus foul calls in a game and balance there was a challenge with it. But it's something to toy with... Let me know how it go's...
These are up on XBOX 1 under HOF 4 Edited Roster - May 30th Set
SLIDERS USER VS CPU
Here is the list for defensive game planning (I'm still working on it and adding to it but it's a start). Used Sim world as a solid base and added and changed a few things from there... Hopefully this works for you guys as I just wanted to get it out there, but hopefully you can see it??? Might have to zoom in a little... LOL!
Attachment 150767
Somehow this thread turned into a roster project for myself that I am sharing with the community. My only concern and goal was gameplay 1st and not sim stats so keep that in mind. I just updated and re-uploaded the roster for all of those that are interested in it and I had a lot of changes in this one. Everything that has been discussed in this thread and more.
xbox 1 - Vannwolfhawk206
Roster Name: Playbooks Done & Edits WIP - Latest File - Update 63
Roster Name: Playoff Ready - Latest File - UPDATED: April 14th
Sliders I Use: HOF USER vs CPU (I Use Speed 51) - Latest File - Update May 6th
Sliders I Use for CPU vs CPU games: HOF CPU VS CPU - Latest File - Update 23
ALL Teams Completed
Note: Every team and player has been scaled in every Tendency. The only thing I need to do is small tweaks and testing where I will need to adjust the contested mid and 3 pt jumpers depending on what I'm seeing with box scores and if guys are pulling up shots they should or shouldn't... I will look through and fine comb some things but it's pretty close to ready for me for my league... Very little attributes were touched at all minus a few things for players who needed a boost. Only real attributes that were touched were some shot IQ (for a few select guys), Draw Fouls (Sonic's), Pass Accuracy, Pass Vision, Pass IQ, Pass Perception (Sonic's), Block & Shot contest (Sonic's)... Everything else was all tendencies for gameplay... I still need to tweak play types a bit and some playbooks as well... Free Agents have not been done. If players get added to a team (I play with real life trades 30 team control) then I will just edit the player then. I'm just ready to play and should have all the minor tweaks done by this weekend or the next week.
Here is a list of everything that has been done so far...
Spoiler
Playbooks & Play Types
All sig shots up to date From Sig Shot Thread
POE's Done
All advanced rotations done
Badges Added
CAP's Added
All Coaches & Staff's edited
List of Help Defense Slider tweaks for each team (This is a huge difference in CPU defensive play) - Go between 75-99 depending on team. In play now you can switch controller and adjust their help defense slider then go back to your team and it will stick...
All Players Hot Zones Done - Used Sonic's research here
Tendencies Done- Fast Break Edits Globally fixed (Transition Spot Up vs Cut)
- Dribble Right/Left Globally fixed
- Driving dribble moves removed Globally (minus a couple)
- Post moves Globally done & favoring players dominant shooting shoulder with Fades & Hooks
- All post moves scaled to 100
- All Post & Face up's balanced to 100 scale
- Passing Vision, IQ, Pass to Open man all redone league & player wide
- All touches adjusted for every team
- Triple Threat Jab, Pump Fake, & Idle all globally scaled using 100 scale
- Finishing moves on the drive (player specific synergy data) added
- All Step Back Jumpers for players (player specific synergy data) who use them from 2016 & 2017 stats
- All Pull-Up Jumpers for players who use them from 2016 & 2017 stats for...
- Transition
- Mid
- 3 Pt.
- All Floaters globally eliminated minus guys who use them
- All Players Drive tendencies off synergy data from 2016 & 2017
- Driving
- Spin
- Euro
- Hop
- All the no dribble moves scaled & put higher globally
- All Iso's for superstars scaled higher to see more ISO's in game
- All Teams & Players Play discipline scaled & edited specific to player or position
- Used Sonic's draw fouls, fouls, steal, block & reach in attributes league wide
- Aggressive backdown eliminated and ZERO'd out to eliminate the post drive glitch
- All Players & teams Size Up's scaled to 100 between...
- Size-Up
- Hesitation
- No Set Up Move
- All roll vs pop globally done
- A few players got an attribute upgrade like Jaylen Brown, Tobias Harris, etc...
- All other Edits were to dial in certain players and balancing after testing CPU vs CPU and USER vs CPU games...
- All Finish Strong tendencies scaled and redone
- Alley Oop’s recipient & passing oop’s done including passing bigs
- All Step Thru Shots
- BIG edit to Drive Tendencies (Drive, Spot Up Drive, & Off Screen Drive) using data from 2016 & 2017 seasons... https://stats.nba.com/players/drives...t=DRIVES&dir=1
- Close Shots globally edited to eliminate the 4 foot jumpers with guys in your face as well as the guards pulling up for 4 foot jumpers with a wide open lane and lay-up opportunity. You will now see more finishes or floaters for guards...
- All Contested jumpers have been re-scaled (35-0) using synergy stats... http://stats.nba.com/players/shots-c...PerMode=Totals
- Hook Shots fixed to turn to the shoulder not the hand - Opposite of what you would think and same as the shoulder for fades...
A few team specific notes:
You will notice with the Rockets, Thunder, & Raptors I went high touches for the Centers Valanciunas, Capella, & Adams as they just have P&R Man assigned as their play type and all these teams are high in P&R so this will get some more PNR action with these teams...
For the Rockets you will hardly see any mid range shots as I wanted them to play as they do IRL with 3 point shots and inside shots. They will still take a few and I didn't eliminate it but you should see a huge difference here between other teams.
That's all I can think of for now, but not much else to dial in except a few small tweaks to players personalities and balancing shots or drives off spot up's or off screens. After I dialed everything in I locked down a slider set and took it into my league and playoffs mode last night while editing all the teams help defense sliders. I am not sure I have ever had this much fun playing 2k minus me and my brothers wars in the early 2000's! It really plays a beautiful game of basketball. The CPU is no joke and I don't feel cheated at all. You really have to lock in for the full game or before you know it your down 15. I got routed by 20 plus 3-4x last night and loved every second of it. I play on HOF with CPU shooting sliders higher & all the CPU defensive sliders maxed for the most part, but I never felt cheated in any way as it was either my mistakes or just a great play by the CPU. I might have missed picking up a man in transition, went under screen to early & CPU went the other way and took what I gave them, they would drive & kick, make the extra pass, etc. It was really fun and extremely challenging! Like I said I have never played a 2k game that was this competitive without tweaking sliders to make the CPU more unrealistic than anything.
Anyways, I'm close to done with my roster so I can get started in a my league by thanksgiving and enjoy the game the rest of basketball season. Most all the changes were universal and then some player specific edits strictly for gameplay purposes. I have no idea how they play out in a sim? I did sim 5x last night though and things looked pretty good for me, but I'm not as picky compared to others here. I play a 1 year 82 game season with 12 minute quarters and I'll play with 1 team from the East & one from the West so it's all the time I have to get a full season in. So, I don't really care about the depth in multiple years, but I just wanted to give a disclaimer if you are using this roster as far as the sim stats go. I have said this before, but I am not a roster maker with the intent to be perfect or share any of this. I have been editing my own roster ever since I can remember. I still have things to fine tune but for ME it's playing a great game of basketball that mimics what we see on tv and thats all I care about along with making a ultra competitive yet realistic CPU and AI to keep me in the immersion of a game. I want to see players use their real life moves, be unpredictable, hit the open man, etc... I hope whoever uses this roster enjoys it even if it's just for play now games or for using it for just something different until the real roster makers release their files... I know I am enjoying the H@@L out of it... I can't wait to get a my league started and hopefully lose some games and struggle to get in the playoffs! LOL
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Original Post
Post Moves - Fade Right / Fade Left
I posted about this years ago and it hasn't changed. It has always bugged me. I'm curious if you roster makers edit this? But the Post fade right and left ratings are backwards. When attempting a fadeaway, players 90% of the time fade to their shooting hand shoulder. So, if I'm right handed I tend to go fade away to my right shoulder as it's a more natural move footwork wise. Fading away to my left is not only awkward but very hard to create space to get a good shot off. 2K has this backwards. They have the opposite shoulder with a higher tendency. I saw a lot of the same thing with hook shots as well. It just looks bad in game and so much better when changed to the correct way.
Shot fakes and jab steps are too low imo. Almost every time a player catches a pass in real life the 1st thing they do is shot fake before driving. In 2k you don't see it as much.
Dribble moves on a drive or off a PNR ruin immersion for me when they start all this and 1 garbage on a drive. Outside of a size up before making your move I don't like seeing anything but a basic crossover on drives unless using a stepback jumper or a euro step in finishing. When talking about euro steps classic team players should all have 0 in this move. All this just translates into realism and makes the CPU play & game play look so much better imo..
I know all you guys have your plethora of edits you do to make the game and players come to life, but what universal edits bug you the most and what do you think is a must have edit outside of players playing like themselves for realism?