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NBA 2K15 New Shot Meter Explained

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Old 08-16-2014, 02:35 PM   #145
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Re: New Shot Meter

Quote:
Originally Posted by Beluba
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.)

And yes, trucks like Bron have more leniency than softer guys.
Is shot fatigue separate from regular fatigue? When I first saw shot fatigue, mentally I applied it to a guy shooting all of the time down and him getting tired of shooting but not necessarily too tired to play defense, etc.

Also, is fatigue scaled to length of the game chosen meaning that for those of us who play twelve minute quarters battle normal fatigue but those who play 6 minute quarters or would it be half that in terms of how much of a factor it is?
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Old 08-16-2014, 02:38 PM   #146
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Re: NBA 2K15 New Shot Meter Explained

So while taking jumpshots are we looking at a meter like in the old Sony NBA games or are we judging the shot release ?

I think we all need a video of this to explain it easier
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Old 08-16-2014, 02:40 PM   #147
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Re: NBA 2K15 New Shot Meter Explained

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Originally Posted by Beluba
The meter is active for all manually releasable shots, including post jumpers. But not layups. My shots engineer and I experimented with it and decided the world is not ready for that.
What about floaters and runners?
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Old 08-16-2014, 02:42 PM   #148
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Re: New Shot Meter

Quote:
Originally Posted by Beluba
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.)



And yes, trucks like Bron have more leniency than softer guys.

Yes! I have been wanting something like this to be implemented. Now we are talking realism. The game is going to police yourself whether you realize it or not.
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Old 08-16-2014, 02:46 PM   #149
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Re: NBA 2K15 New Shot Meter Explained

How does shot fatigue recovery work? Do rotations matter and is the bench necessary now in quick games?

Shot fatigue also sounds interesting in the possibility to gameplan with it in mind. Will more physical defenders drain shot fatigue faster? Does "play physical" do more to induce shot fatigue at the risk of more fouls?
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Old 08-16-2014, 02:51 PM   #150
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Re: NBA 2K15 New Shot Meter Explained

Does just standing near someone affects the shot. It has been many times where an extra defender comes over without his hands up and makes the shot quality drop.
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Old 08-16-2014, 02:59 PM   #151
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Re: NBA 2K15 New Shot Meter Explained

Quote:
Originally Posted by thedream2k13
So while taking jumpshots are we looking at a meter like in the old Sony NBA games or are we judging the shot release ?

I think we all need a video of this to explain it easier
From that last response he responded to me I get it now. The meter is just the teaching tool to show you which particular shots you have a hard time hitting the particular shot. The target to hit perfect release will be harder, or easier depending on all of those factors he mentioned, open, contest, shot fatigue, hot spot, cold spot and rating.

The game is teaching ******s, sim guys and we don't even realize it yet. The guys who know the releases and knows the plays how to execute the offense to the strength of their players will be rewarded the most. The game is rewarding your NBA knowledge as long as you can transfer some of your stick skills as well.
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Old 08-16-2014, 03:07 PM   #152
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Re: NBA 2K15 New Shot Meter Explained

Quote:
Originally Posted by stillfeelme
From that last response he responded to me I get it now. The meter is just the teaching tool to show you which particular shots you have a hard time hitting the particular shot. The target to hit perfect release will be harder, or easier depending on all of those factors he mentioned, open, contest, shot fatigue, hot spot, cold spot and rating.

The game is teaching ******s, sim guys and we don't even realize it yet. The guys who know the releases and knows the plays how to execute the offense to the strength of their players will be rewarded the most. The game is rewarding your NBA knowledge as long as you can transfer some of your stick skills as well.
This seems to be the case, and I love it.

I just hope the latency adjustments they made online to make the meter "more forgiving" than offline doesn't bail people out. I hope its just as challenging online as it is offline, and good defense is rewarded.
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