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J-Kits (KingSimKits) NBA 2K22: 12min HOF Sim Sliders (Real Stats & Gameplay)

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Old 10-26-2021, 05:21 PM   #41
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Re: J-Kits (KingSimKits) NBA 2K22: 12min HOF Sim Sliders (Real Stats & Gameplay)

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Originally Posted by xCoachDx
These make me feel a little too helpless on both sides of the ball.

Playing against Philadelphia. Embiid is scoring at will inside against any matchup. I can’t double him because the rotations are so bad that a shooter is always left open, and open shots go in at a very high rate (probably around 70% for decent to good shooters as far as wide open shots go. For context, Curry shot 46% on wide open 3’s last year).

On offense, Embiid is locking down SGA in the open court. CPU recovers when they are beat WAY too often. I’ve frequently gotten by a defender or gotten them airbourne only for them to warp back in front of me. Passing is HORRENDOUS at times. Had a play with a wide open cutter going to the basket, defender is trailing him, and the pass went BEHIND the DEFENDER. That’s how inaccurate the passes are at times for the User. On the flip side, I can pick and roll the CPU to death and absolutely abuse them.

So I don’t think these sliders are as much to blame overall as much as the plaguing gameplay issues. I do like the urgency it makes you play with, and with some tweaks to CPU shooting and maybe their overall attributes, I think these could pair perfectly if the AI were rotating and helping like they were at release. I plan on using these as a base moving forward.

A little too rewarding for the CPU imo, but good overall!


I use OP sliders as my base. Then I tweak things to make it more personalized to my liking. It shouldn’t take but maybe a quarter to figure out how you like it. Also try changing the difficulty to All-Star or even Pro. CPU won’t green as many shots


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Old 10-26-2021, 05:43 PM   #42
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Re: J-Kits (KingSimKits) NBA 2K22: 12min HOF Sim Sliders (Real Stats & Gameplay)

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Originally Posted by BugsBunny007
I use OP sliders as my base. Then I tweak things to make it more personalized to my liking. It shouldn’t take but maybe a quarter to figure out how you like it. Also try changing the difficulty to All-Star or even Pro. CPU won’t green as many shots


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Our skill level might be diff, but 1 quarter truly doesn't tell the story for the sliders. If you want to witness more dynamic it may take a few games or so. But to each its own though! Let me know how allstar etc works out?

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Old 10-27-2021, 11:05 AM   #43
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Re: J-Kits (KingSimKits) NBA 2K22: 12min HOF Sim Sliders (Real Stats & Gameplay)

Looking forward to testing out the update! Loved the sliders before. One thing I noticed from a week or so ago was that 2k Share version was a bit different from the values in the OP. Now and in the future, will the newest tweaks be reflected in the first post or on 2k Share first?
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Old 10-27-2021, 12:32 PM   #44
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Re: J-Kits (KingSimKits) NBA 2K22: 12min HOF Sim Sliders (Real Stats & Gameplay)

Hi!!
I've tested your sliders in an online league. Above all, the shots in movements and the contested shots do not end up going well, they are all missed, they are very difficult to do the perfect shot mechanic?. For the rest I liked. The work is appreciated. What can I change about sliders to improve % in moving and somewhat contested shots?
Thanks
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Old 10-27-2021, 01:02 PM   #45
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Re: J-Kits (KingSimKits) NBA 2K22: 12min HOF Sim Sliders (Real Stats & Gameplay)

I played a few more games last night with these same sliders and had a couple that were VERY enjoyable.

Played the 2016 Warriors against current OKC Thunder and blew them out by more than 20. It was a shootout for a quarter, but slowed down a bit after that. Ended up like 121-95 or something.

Played 98 Bulls vs. 89 (or whatever year it was) Pistons. Running straight triangle offense. Went down 10 early, but ended up taking the lead at half. It was more of a low scoring affair, like 47-39. Then I had to go to sleep lol.

I’m still seeing a lot of contested shots going in, but I don’t think it’s so many that it’s game breaking. I think it makes players a little better than they are, but if it’s like that across the entire board then it’s not a massive deal. I’ll sacrifice that for more accuracy on stats and scores.

I started using some house rules with Pick and Rolls. When I was playing as current OKC, I was only scoring off PnR’s, but user controlling them is a bit too OP as the CPU can’t guard it properly (thanks again 2K..). I’ve started doing it where all ball screens have to be done by the AI themselves, whether off freelance or set plays. That has made the game have a perfect balance between easy and hard.

Been a long time since I’ve been itching to get home to play. I’ll likely use these to start a new Franchise. Or a new MyLeague… however you would say it lol.
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Old 10-27-2021, 02:07 PM   #46
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Re: J-Kits (KingSimKits) NBA 2K22: 12min HOF Sim Sliders (Real Stats & Gameplay)

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Originally Posted by jkits
Our skill level might be diff, but 1 quarter truly doesn't tell the story for the sliders. If you want to witness more dynamic it may take a few games or so. But to each its own though! Let me know how allstar etc works out?


On lower difficulties the CPU doesn’t seem to get as many perfect release.


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Old 10-27-2021, 04:00 PM   #47
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Re: J-Kits (KingSimKits) NBA 2K22: 12min HOF Sim Sliders (Real Stats & Gameplay)

Quote:
Originally Posted by skeenz
Looking forward to testing out the update! Loved the sliders before. One thing I noticed from a week or so ago was that 2k Share version was a bit different from the values in the OP. Now and in the future, will the newest tweaks be reflected in the first post or on 2k Share first?
Thanks man! And yea, I'm trying to keep up with making sure both are updated at the same time...So I think I'll have it updated here first before i drop my videos. Let me know who these turn out for you bro?
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Old 10-27-2021, 04:03 PM   #48
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Re: J-Kits (KingSimKits) NBA 2K22: 12min HOF Sim Sliders (Real Stats & Gameplay)

Quote:
Originally Posted by disconimahoni
Hi!!
I've tested your sliders in an online league. Above all, the shots in movements and the contested shots do not end up going well, they are all missed, they are very difficult to do the perfect shot mechanic?. For the rest I liked. The work is appreciated. What can I change about sliders to improve % in moving and somewhat contested shots?
Thanks
That's interesting, and to note, I haven't tested these in USER v USER online leagues. So I have no info to give you on that side...But against the CPU the shot contests surely shouldn't be as strong. If you want the contests to be weaker, lower the Jumpshot defensive strength and Layup defensive strength sliders. Or you can try lowering the Shot Coverage Impact slider. Let me know if those adjustments work?
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