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2k12 PC Comprehensive Update (Hyperballer+DC)

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Old 02-16-2012, 07:38 PM   #1
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2k12 PC Comprehensive Update (Hyperballer+DC)

***August 15, 2012***
Released an Association Mode File: Try this out =)
http://www.sendspace.com/file/sqtfgc


****July 27th Update****
Final update for this file has been release. I apologize for neglecting the PC thread. For further details of the progress of this project, go to this thread in the Roster section: http://www.operationsports.com/forum...baller-dc.html

Here is an update:
Roster: http://www.sendspace.com/file/zkr4gu
Art Files (BACKUP YOUR FILES!!): [url] I went back to using the default art files. that way you all can use your own mods and turk scipts and such.
Sliders Link: https://docs.google.com/spreadsheet/ccc?key=0AtkpEl6Fkj7kdDRWZ3l2ajE1RWhEVmlqaVd6M2xrR Hc
Settings: http://www.sendspace.com/file/j5mxho

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This project is a continuation of the 2K11 project that I conducted with DC. (Originally based on the tremendous work from Chia's Dribble Edits).
Like many other Community Roster files, the goal of this project is to produce pure basketball with little to no fluke situations occurring.
We all know the 2K neglects tendencies and for a large part neglects minute details for non-superstar players, so editing rosters is a must for pure simulation gameplay.

I have a very complex system that I work with to produce ratings, tendencies, and coaching profiles.

Currently I am using the 2010-2011 season stats as a preliminary base for my 2K12 roster. So all ratings will be based on last season.

Things that stand out include (but aren't limited to):
Veterans skills will be highlighted. This includes higher awareness ratings for the more tenured players. And naturally, younger players won't have the same luxury.
Dunk Edits that DC helped me out with.
Complete overhaul of Abilities for all players which will be intertwined with actual tendencies. Example, Dwyane Wade has a high mark in Euro-Steps, and as a result you will see him Euro-Step with more frequency than most.
Ball Handling ratings that factor in flash as well as security. Even though we have a security rating, a player that turns the ball over often shouldn't have a high handling rating that rivals someone that doesn't turn it over often.

Consistency: The more reliable players will have the highest consistency ratings. We all have issues with scrubs burning us so this will be a way in which we can regulate it. Consistency will be loosely tied into the Player's Role. Naturally the Stars will be the most consistent seeing that we can always count on them. The starters will fall next in line, followed by the role players, and then the bench players. Each role will have a "cap" in terms of how high of a consistency rating they can obtain. So no longer will you see scrubs going crazy.

A few things that might look off to some of you

Layup Ratings: Since layup rating controls contact layups, we felt it was necessary to reduce the amount of AND1's this game produces. Only the best scoring options on each team should be able to finish in traffic with regularity. This will be reflected in this roster set. Strength (which has also been edited), and scoring ability will factor into the layup rating. So if you don't see 3-+ 90-rated layupers on the game, don't worry, it is properly implemented.

Awareness Ratings: Defensive awareness deals with help side defenders and players like Baby Davis, Kevin Love, and Luke Ridnour do this well. So if you see them with slightly higher defensive awareness ratings than you would expect from them, don't worry. They aren't strong on-ball defenders but they are usually in the right spot at the right time. Again, age will play a role as well. Older players won't make the same defensive rotation mistakes that the younger players make. Offensive awareness will also factor in age.

I could go on forever but those are a few things that I paid special attention to. All players and teams will be edited 100%.

Once the Re-Editor comes out, you will definitely see more.


Most importantly, no complaints about overall ratings. All comments about overall ratings will be ignored completely.

Enjoy.

Rookie Ratings: I know some of you enjoy seeing your favorite NCAA players come into the NBA with high ratings. Well things won't work that way around here. I have no interest in giving high ratings to unproven NBA Talents. It makes no sense for Kyrie Irving to come into the NBA with higher ratings than Jarrett Jack. All rookies will be scaled with harsh penalties. The penalty of inexperience. Even the best rookies are still unproven, so until they show what they can do over a long time period, they will be treated as unproven talents. Awareness ratings will take the biggest hit compared to 2K Official Rosters when it comes to how they usually rate the rookies. Each rating category will have a cap for all incoming rookies (Think MyPlayer Mode) to ensure that they aren't rated on the same level as proven NBA Talent. So if you expect to see Kyrie Irving at a 76 and you don't know why, this is not the roster for you. Rookies with international pro experience will receive attribute bonuses in certain categories. Rookies will be added after the completion of all 64 current and classic teams.

Shot In Traffic: This will be adjusted in upcoming updates. This is another way we felt that we can spread the gap between superstars, role players, and scrubs. No longer will you have scrubs hitting pull up jumpers in your face like they are Steve Nash. It'll happen every once in a while. But, more than often, the cream of the crop will be able to hit those "wow, did he just do that" shots.

Step Through Tendency: I feel that this move is used too much by default and everybody doing Kobe-type footwork. It also prevent players from going "straight up" underneath the basket. So we decided to put the majority of players (about 99%) at 0. I believe it is impossible to completely eliminate this move from the game even with updating the tendency, but we will do our best.

Quickness: I've received a few PM's asking why were there some bigs with higher than normal quickness attributes. Quickness allows players to move around the court freely. This will allow these certain players to go after rebounds, dive for loose balls, and give weak-side shot contest/blocks at a more natural pace.

Coaches Profiles have been updated. The first release had all the edited teams with 100 Fast Break. That was an experiment. This has been regulated in the update.

New tendency edit for "Drive the Lane vs Spot Up". This was done to separate slashers from pull-up jump shooters. This will allow for the different playstyles of the various Michael Jordan's in the game as he ages.

Last edited by Hyperballer21; 08-15-2012 at 05:17 AM. Reason: July 22 Update
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Old 02-16-2012, 11:13 PM   #2
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Re: 2k12 PC Comprehensive Update (Hyperballer+DC)

Will play a game over the weekend and post some feedback. Thanks for your efforts man

BTW is that DC as in DC who used to post here for a long time? What happened to him?
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Old 02-16-2012, 11:57 PM   #3
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Re: 2k12 PC Comprehensive Update (Hyperballer+DC)

Quote:
Originally Posted by Court_vision
Will play a game over the weekend and post some feedback. Thanks for your efforts man

BTW is that DC as in DC who used to post here for a long time? What happened to him?
Great, look forward to hearing back from you.

And yes, that is the DC. I don't know EXACTLY what happened to him, but he is on some other 2k forums from time to time.
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Old 02-17-2012, 11:55 AM   #4
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Re: 2k12 PC Comprehensive Update (Hyperballer+DC)

it seems like you completely changed the formula for inside close and mid shooting skills...hmm it's tough!!! i'm using true gamers sliders all shooting set to 50 with real pl. fg%. all star and maybe i have to adjust here and there as of now i have a hard time to score! but it was only one game so it's not that great sample size... will start a test session now
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Old 02-17-2012, 02:21 PM   #5
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Re: 2k12 PC Comprehensive Update (Hyperballer+DC)

hmm...why is every coaching profile the same??? played okc(hum) vs warriors. i won 102 101. warriors had 17 off rebs . it is really hard to score from mid. only one full game so far. it is not easy but the fg% looked ok. i think 45% for me and 40% for the cpu. it seems like you have to be open or at least have a clean look to make the mid jumper. for my taste durant bricked to many but who knows...only one game. i will wait till you set the coaching profiles different for every team.
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Old 02-17-2012, 03:48 PM   #6
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Re: 2k12 PC Comprehensive Update (Hyperballer+DC)

They are the same because I want player ratings and tendencies to factor in more. The only differences are the shot locations.

As far for mid range, were you using the sliders i posted?
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Old 02-17-2012, 04:54 PM   #7
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Re: 2k12 PC Comprehensive Update (Hyperballer+DC)

no i used true gamers adjusted. i have all shooting settings at 50 inside/close/mid/3pt. you had those at 50 44 44 50... that was even worse. my fg% and for the cpu were around 40% or lower... your idea behind the settings for coach profiles is interesting but i think giving every team its own is the better solution... just my opinion... i will test tomorrow, play more games to see how your systems works over the long run
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Old 02-17-2012, 06:22 PM   #8
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Re: 2k12 PC Comprehensive Update (Hyperballer+DC)

Okay. I wonder if you are playing on PRO or ALLSTAR. This roster and sliders are based on PRO level. I'll probably will tweak those then if they are consistently low. More than likely, i'll set all of the shooting % sliders at the same level some player's ratings will stand out more.

As far as coach profile, I will consider changing Crash Boards, Defensive pressure, and Fastbreak to help individualize the teams a little more. Temp is at 100 solely for better ball movement. But since I have some of vannwolfhawk's playbooks, I can base this on the team also

Besides stats, how was the flow of the game? How was the CPU playing?
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