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NBA 2K15 New Shot Meter Explained

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Old 08-16-2014, 12:44 PM   #137
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Re: NBA 2K15 New Shot Meter Explained

How will the shot meter effect signature skills like deadeye, catch and shoot and shot creator? A little off topic but has the active hands,finisher,pick pocket and posterizer signature skills been balanced?
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Old 08-16-2014, 01:14 PM   #138
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Re: New Shot Meter

Quote:
Originally Posted by Beluba
Yes. We use real life FGA stats to determine how quickly a player fatigues. So volume shooters can put up a lot more shots before being affected.

Thanks for all the responses Beluba. It all sounds great.

I really hope this does take away the ability to "go off" with role players that are great shooters. Kyle Korver being the best example the last several years. Sure he can have a big game but hopefully this makes those "big games" far less frequent.
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Old 08-16-2014, 01:19 PM   #139
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Re: NBA 2K15 New Shot Meter Explained

Quote:
Originally Posted by Beluba
Zigzag cheese is gone. We specifically put in other measures to counter it.
Beautifully implemented I might add.

Mike and the team have done a pronominal creating a formidable skill gap between players in NBA 2K15.
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Old 08-16-2014, 01:19 PM   #140
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Re: NBA 2K15 New Shot Meter Explained

Quote:
Originally Posted by Beluba
Zigzag cheese is gone. We specifically put in other measures to counter it.



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Old 08-16-2014, 01:27 PM   #141
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Re: NBA 2K15 New Shot Meter Explained

Quote:
Originally Posted by LD2k
Beautifully implemented I might add.

Mike and the team have done a pronominal creating a formidable skill gap between players in NBA 2K15.
Lets see

Throw us some footage real quick
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Old 08-16-2014, 02:17 PM   #142
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Re: NBA 2K15 New Shot Meter Explained

Quote:
Originally Posted by Optik
Incomplete analysis. Pierce was shooting with Kyle Lowry contesting him. It would be far less likely for him to make it if Durant was contesting him. Also, there are clearly different levels of how contested a shot is that wasn't accounted for.
I get what you are saying but we are far, far away from having individual matchup stats and then having them update on command to that level. You most likely will have incomplete data since it is based off a season and players don't guard everyone. If the player is a good defender and is effective contesting shots then the defender will have a better contest rating across the league. I am saying they need to use something to that level to increase realism per player.
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Old 08-16-2014, 02:20 PM   #143
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Re: New Shot Meter

Quote:
Originally Posted by eko718
On your twitter you mentioned that shot fatigue also results from pounding the ball in the paint. Is this due to contact from driving in the paint?
Yes, it accumulates over the course of the game every time a player is involved in some type of collision (body ups, contact shots, etc.)

Quote:
Originally Posted by eko718
If so, for guys who get most of their money in the paint like Lebron, Wade, etc. do they fatigue at a lesser rate when driving in the paint than guys who drive less often like Carmelo and Durant?
And yes, trucks like Bron have more leniency than softer guys.
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Old 08-16-2014, 02:33 PM   #144
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Re: NBA 2K15 New Shot Meter Explained

Quote:
Originally Posted by Beluba
The shot meter takes everything into account. Think of it this way. Take the player's real FG% from any given situation: factoring in shot defense, his range, hot/cold zones, fatigue, ratings, etc. and turn that into a target. The bigger the value, the larger the target. Now, it's your job to hit that target. So Russ' elbow jumper is much easier to time than Beal's, and vice versa at the 3pt line.
Ok thanks that clears it up. It is much more dynamic than I realized
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