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FINAL POST-PATCH CH2K8 CPU VS CPU SLIDERS by JUKEMAN

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View Poll Results: THESE SLIDERS ARE:
GOOD 37 60.66%
OK 20 32.79%
BAD 4 6.56%
Voters: 61. You may not vote on this poll

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Old 01-06-2009, 06:42 PM   #101 (permalink)
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Re: FINAL POST-PATCH CH2K8 CPU VS CPU SLIDERS by JUKEMAN

yea, to get correct FGA..also reason I have game speed at 100 and not 50 is so I can get shot clock violations, 3 seconds, 5 sec closely guarded calls...I've got used to the "fast foward" like speed over the years...I'm also using a standard TV so not sure how it looks in HD...
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Old 01-06-2009, 09:23 PM   #102 (permalink)
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Re: FINAL POST-PATCH CH2K8 CPU VS CPU SLIDERS by JUKEMAN

Sorry, I forgot to record the final stats for the Depaul game...The final score was Syracuse 105 Depual 72......Next Game is #10 Syracuse vs Georgetown
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Old 01-09-2009, 11:34 AM   #103 (permalink)
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Re: FINAL POST-PATCH CH2K8 CPU VS CPU SLIDERS by JUKEMAN

Quote:
Originally Posted by wigs
Are you using the game speed / player speed to fix anything, or just to get realistic stat levels?

The slow player movement, with superspeed animations, are driving me crazy. I like the overall game flow, however.
I agree. I'm loving these sliders right now. I think I may tweak those two and find a happy medium for me, but overall I'm loving how these play out. I think I'll like them even more after 4 more seasons so I cannot compare my current player to their RL counterparts.

Thanks for continuing these.
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Old 01-10-2009, 10:58 AM   #104 (permalink)
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Re: FINAL POST-PATCH CH2K8 CPU VS CPU SLIDERS by JUKEMAN

Quote:
Originally Posted by ebud
I agree. I'm loving these sliders right now. I think I may tweak those two and find a happy medium for me, but overall I'm loving how these play out. I think I'll like them even more after 4 more seasons so I cannot compare my current player to their RL counterparts.

Thanks for continuing these.
I ended up tweaking them a bit. I went with 80 game speed and 20 player speed. Now the animations are close enough to the game speed that it doesn't look too weird.

I was skeptical at first about the sliders, but they make the game a lot more fun.
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Old 01-13-2009, 05:47 PM   #105 (permalink)
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Re: FINAL POST-PATCH CH2K8 CPU VS CPU SLIDERS by JUKEMAN

Quote:
Originally Posted by wigs
I ended up tweaking them a bit. I went with 80 game speed and 20 player speed. Now the animations are close enough to the game speed that it doesn't look too weird.

I was skeptical at first about the sliders, but they make the game a lot more fun.
yea that should work, for NBA2k9 I actually have game speed/player speed at 75/25 along with player speed in the sliders at 0, it's damn near perfect!
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Old 01-15-2009, 06:10 PM   #106 (permalink)
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Re: FINAL POST-PATCH CH2K8 CPU VS CPU SLIDERS by JUKEMAN

I am playing with an adjusted version of these that I quite like. I play with clutch, sixth man and team unity all off. I just couldn't find levels of any of them that I felt were realistic. Too many games with one team shooting nearly 60% and the other under 30%, making the averages look good but the games themselves not so much. Here are the other sliders I adjusted.


Reaching Fouls - 60
Shooting Fouls - 90

I'm not necessarily looking to keep up with all the free throws that get shot during simulation. This seems to give me a good variety of both low and high FT shot games instead of every team getting 20+ every game.



ATTRIBUTES
Off. Rebounding – 100
Speed - 50

I actually think offensive rebounds are still slightly too low with that number at 100 and D. Rebounding at 0, but it is in the ballpark. 1 out of every 3 rebound in college basketball is of the offensive variety. The speed just feels the best to me at the default.


FATIGUE - BOTH 50
INJURY- BOTH 50

I can see bumping the Injury ratings, but with fatigue at 100 I was getting guys coming in and out every 2-3 minutes a lot of times. It just seemed unrealistic. The default numbers seem to do fine for me.


Everything else, I believe, is just like juk34man's settings and I think it plays an excellent game.
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Old 01-15-2009, 07:01 PM   #107 (permalink)
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Re: FINAL POST-PATCH CH2K8 CPU VS CPU SLIDERS by JUKEMAN

sliders now avalible on 2kshare...gamertag is juk34man it's listed as coachmode sliders

Glad you are liking them andymac!

Reason I went to 0 from 100 in off rebounding is becuz the animations looked better plus ratings play a better role at 0..I still see alot of off rebounds tho

I have reach in at 100 to trade off the lack of all around fouls that doesn't exist in the game

Speed was reduced to get the FGA's right becuz of the tendencies being high I was getting between 65-80 FGA per game now it's more like 45-65

Fatigue is purely coach mode based, with fatigue decreasing fast you have to be aware how to use your rotation and of course the fatigue recovery rate is to off set it...I have most off my teams bench deep at 7 while doing CPU vs CPU so players stay in more and won't leave every 5 or so mins
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Old 01-15-2009, 09:38 PM   #108 (permalink)
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Re: FINAL POST-PATCH CH2K8 CPU VS CPU SLIDERS by JUKEMAN

Yea, I should mention that I do CPU vs. CPU, not Coach Mode. I'll post some results next time I get a chance, but I'm definitely not getting 65-80 FGA's. They are usually in the 50's & 60's.
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Old 01-22-2009, 12:38 PM   #109 (permalink)
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Re: FINAL POST-PATCH CH2K8 CPU VS CPU SLIDERS by JUKEMAN

To anyone that was following, Im going to continue to post my results from my legacy, I decided to playout my conf schedule without posting becuz I wanted to speed thru it plus I was working on NBA2k sliders on my free time....I'm going to pick up from the Big East tourny, I'll post a quick recap of the regular season soon...
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Old 01-25-2009, 01:13 AM   #110 (permalink)
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Re: FINAL POST-PATCH CH2K8 CPU VS CPU SLIDERS by JUKEMAN

hey, sorry if this has been asked, but will these work for Player vs CPU games? or should i just go with what the default is?
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