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NBA 2K16 News Post


Complex recently interviewed Mike Wang, Gameplay Director of the NBA 2K series, as he explains the art of perfecting your jumper in NBA 2K16. Definitely worth a quick read.

Quote:
We were just trying to have the players understand what’s happening under the hood better,” Wang says. "We didn’t really change the fundamental way the shot system worked. The shot meter was just a better way to visualize what was [already] happening."

"The shot meter was meant to open the game up to a broad range of people who are more casual or new to the series,” Wang says, “and don’t want to spend all the time learning all the shot [timings]."

Currently, in 2K16, the shot meter stops at the midpoint. Most likely, according to Wang, 2K17 will have a meter that moves from left to right or right to left.​

"The best players are the ones who don’t stare at the meter,” Wang says. “When you stare at the meter, you’re going to lose sight of the context around you, and you’re going to be overthinking the game. If you can get down to the point where shooting is second nature and it’s got a feel to it, you’re going to find that rhythm."

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Member Comments
# 1 Nevertheles109 @ 02/09/16 04:41 PM
Quote:
Originally Posted by 8KB24
Great little read; I think the ending is paramount.

I've been preaching for years now that it's not about the top of release, meter, ect. It's about the feel and “It’s all about rhythm.”

Its been that way in 2K since I can remember. No one wants to hear it since the meter was introduced.
 
# 2 jeebs9 @ 02/09/16 04:45 PM
Quote:
Originally Posted by 8KB24
This makes totally sense to me. A lot of people are under the impression that 100 rating means 100%. I think that's where last years game went wrong. With the whole green release equals 100% made shot. This is probably the best year of shooting in my hobble opinion. Because it factors in contest/shot quality/release. Now some people are going to complain that players do hit contested shots. But that's usually when they are hot or once in a blue moon shot. I've been on both side of shooting.

I mean look at this shot.

Ben has a standing 80 3 point rating. Which means he falls in between that 41% and 32% 3 point shooter. Which is pretty good in my opinion. Now the shot I hit in the above video is a terrible release/late contest and if you want to add a corner shot which is the easiest 3 to hit (with corner specialist badge). But it's a great look. The only reason I think I hit this shot. Is because at this point in the game I was 5 of 6 from outside.
 
# 3 jeebs9 @ 02/09/16 04:47 PM
Quote:
Originally Posted by Nevertheles109
Great little read; I think the ending is paramount.

I've been preaching for years now that it's not about the top of release, meter, ect. It's about the feel and “It’s all about rhythm.”

Its been that way in 2K since I can remember. No one wants to hear it since the meter was introduced.
Exactly why I think I made the above shot. It was sort of in the flow. It was great ball movement. These are the shots we see really good teams like the Spurs and Warriors hit.
 
# 4 Nevertheles109 @ 02/09/16 04:51 PM
Quote:
Originally Posted by jeebs9
Exactly why I think I made the above shot. It was sort of in the flow. It was great ball movement. These are the shots we see really good teams like the Spurs and Warriors hit.
I agree.

I make shots like that all the time. D- grades or whatever and I'll be playing my boy's and they be like wtf if that was me it would barely hit rim!! You dam right; you iso'd for 23 seconds and threw up some BS while I ran a play, utilized my offense and was in rhythm.

But nahhhhh, it's not SIM.
 
# 5 CD90 @ 02/09/16 04:57 PM
Is it the same for all locations?
Also does this translate to the sim stats?

Gesendet von meinem GT-I9505 mit Tapatalk
 
# 6 jeebs9 @ 02/09/16 05:23 PM
Quote:
Originally Posted by CD90
Is it the same for all locations?
Also does this translate to the sim stats?

Gesendet von meinem GT-I9505 mit Tapatalk
Definitely sim stats. I'm pretty sure they have a sim stat for each place on the floor. I'm not talking about Hot zones. Just overall spots on the floor. Obviously standing (catch and shoot) shots going in more then moving shots. But you can also see from the ratings.
 
# 7 EveretteWarren @ 02/09/16 06:05 PM
So does this apply for MyPark and PROAM as well?
 
# 8 harryl @ 02/09/16 06:43 PM
Quote:
Originally Posted by 8KB24
Good article and a worthwhile read even if only to get confirmation of what one has concluded from personal anecdotal experience.

Very much like how we can get shot feedback without the meter being on.

Hope that, in 2K17 we might get separate control of meter for free throws. I like to play w/o meter, but like meter for free throws.

Many players have bizarre free throw shooting strokes and one doesn't get nearly as much opportunity to shoot free throws with any particular player. And there isn't a way to specifically practice free throws.
 
# 9 jeebs9 @ 02/09/16 06:49 PM
Quote:
Originally Posted by harryl
Good article and a worthwhile read even if only to get confirmation of what one has concluded from personal anecdotal experience.

Very much like how we can get shot feedback without the meter being on.

Hope that, in 2K17 we might get separate control of meter for free throws. I like to play w/o meter, but like meter for free throws.

Many players have bizarre free throw shooting strokes and one doesn't get nearly as much opportunity to shoot free throws with any particular player. And there isn't a way to specifically practice free throws.
Totally agree on your point. I will say. Even when I'm looking at the meter during free throws. With bad shooters. I'm going to have bad results. Even if I hit a green release. I've missed so many green releases at the FT line. I love it!! And it's usually with Jordan, Howard, Rondo and guys that can't shoot lol. Most probably won't agree.

But the article is great!
 
# 10 Hustle Westbrook @ 02/09/16 07:16 PM
That was an awesome read, especially this part:
Quote:
In 2K15, the green release was a guaranteed shot 100 percent of the time. In 2K16, the shot is not always guaranteed; rather, the green release increases the shot’s likelihood by an approximate factor of two. For example, if a player, after all mitigating factors are considered, has a 40 percent chance of making the shot, the green release will give him an 80 percent chance. There is a tipping point, however—if a player is ranked under 30 percent for a shot, there are no "green frames" at all.
Also a bit of 2K17 news:

Quote:
Currently, in 2K16, the shot meter stops at the midpoint. Most likely, according to Wang, 2K17 will have a meter that moves from left to right or right to left.​
 
# 11 ViolenceFight @ 02/09/16 07:35 PM
The ending flat out confirms something I've been saying to people since day one. I've always noticed that if you get the ball in a catch and shoot situation, if the animation is good the shot falls more often.

For example, if I come off a pin down, catch and shoot getting a ball bobble animation, the shot I hoist up will usually not fall.

If I get no animation, and shoot, It's about 50/50.

If I get a Hop-Dip-Shoot animation. Money ball all day.

Catching it in the right shooting rhythm, and the right mechanics has been a thing since 2k14 on last gen. I started noticing then, and it's remained constant since
 
# 12 LO6IX @ 02/09/16 08:15 PM
The ratings are very inconsistent and don't account for volume. Lowry is shooting 40% on 7 attempts per game and 144 makes yet his rating is lower than Serge Ibaka who is shooting 37% and has only made 40. 25 of those are from the corner

Lowry has an 83 standing, 82 moving

Ibaka has an 85 moving, 79 moving
 
# 13 bedwardsroy19 @ 02/09/16 08:29 PM
Quote:
Originally Posted by LO6IX
The ratings are very inconsistent and don't account for volume. Lowry is shooting 40% on 7 attempts per game and 144 makes yet his rating is lower than Serge Ibaka who is shooting 37% and has only made 40. 25 of those are from the corner

Lowry has an 83 standing, 82 moving

Ibaka has an 85 moving, 79 moving
In the Official Roster Serge's Standing Three is an 82, not an 85. So Serge is lower than Lowry in both attributes
 
# 14 LO6IX @ 02/09/16 08:31 PM
Quote:
Originally Posted by ViolenceFight
The ending flat out confirms something I've been saying to people since day one. I've always noticed that if you get the ball in a catch and shoot situation, if the animation is good the shot falls more often.

For example, if I come off a pin down, catch and shoot getting a ball bobble animation, the shot I hoist up will usually not fall.

If I get no animation, and shoot, It's about 50/50.

If I get a Hop-Dip-Shoot animation. Money ball all day.

Catching it in the right shooting rhythm, and the right mechanics has been a thing since 2k14 on last gen. I started noticing then, and it's remained constant since

I made a thread about this. Shooters don't consistently hop or 1-2 when coming off screens. Having to wait a few seconds for a shooter to get squared when they're open is very annoying. Another use for the hop would be for bad passes, you're able to get squared and shoot in rhythm when a pass is too low, too far left or right instead of standing in the same place and fumbling the ball.
 
# 15 ViolenceFight @ 02/09/16 08:44 PM
Quote:
Originally Posted by LO6IX
I made a thread about this. Shooters don't consistently hop or 1-2 when coming off screens. Having to wait a few seconds for a shooter to get squared when they're open is very annoying. Another use for the hop would be for bad passes, you're able to get squared and shoot in rhythm when a pass is too low, too far left or right instead of standing in the same place and fumbling the ball.
Absolutely.

That's why I tend to not fire away unless I get a 1-2 or a hop unless I have to. A lot of guys wonder why I pass on some wide open, or "alright" looks on the park. This is the reason. If the Mechanics look off, I'll attack the close out after getting set for a second. If they don't bother, I'll hoist it up after squaring.

But yes, there's no consistent way to get the hop off a screen curl, and that sucks
 
# 16 LO6IX @ 02/09/16 08:45 PM
Quote:
Originally Posted by bedwardsroy19
In the Official Roster Serge's Standing Three is an 82, not an 85. So Serge is lower than Lowry in both attributes
Thanks for clearing that up. But could you explain DeRozan and Ross getting bumps to their 3 point for their recent play but Lowry still having an 83 even though he's been the most consistent with his shot?

Last 3 games - 5/5 3PT @ Suns, 7/10 3PT @Blazers
2/5 3PT @Pistons

40% in January on 7 attempts per game
48% in February on 8 attempts per game
 
# 17 hanzsomehanz @ 02/09/16 10:41 PM
Linking real life fg% to jumpshot rating: is that negating the effectiveness / purpose of user timing?

My career character is a SG with 78 on 3s and 80 on mids so he would fall into the approximate 35% real life fg% bucket. In Pro Am with this guy: I'm having some games where I do fall under that grid but more recently I went an abysmal 3 for 18.

As a competitor, I look at those stats and contemplate: where did I go wrong and where are my opportunities to improve? Is it my timing that was very off on open shots? Was it a lack of rhythm? The previous game I went 8 for 15 against a top 100 squad that was not given me nearly as many easy looks... but this 70 and 70 (50% win%) squad I just shot my team and my self in the foot with miss after miss... 2 of my 3 makes out of the 18 attempts were off 3s... I just couldn't fathom what the hay I was doing that was so detrimental to my success...

Games like this get me questioning how much control over these outcomes is really in my control. It may come to the point I need to turn down shots because even as a balanced 99 SG I am unable to be a factor in the paint in Pro Am... the competitor in me though is willing to keep coming back like 2015/2016 Kobe and keep shooting and attempting to make good on my looks... I just cannot picture playing like a coward and turning down good looks because the game is somehow keeping me in check.

Sent from my SM-T330NU using Tapatalk
 
# 18 alabamarob @ 02/09/16 10:48 PM
Great article. However, I don't think a perfect release should double the likelihood of a made shot. Taking a shot from 40 to 80 percent is to much. Especially, when the article says that certain jumpers are easier to get a perfect release on the others. This is why certain players can shoot well beyond their ratings. The ease of a shot release shouldn't make someone a better shooter. I hope in 2k17 they lower the perfect release boost greatly.
 
# 19 hanzsomehanz @ 02/09/16 11:07 PM
On the flip side: ratings also determine the prevalence of perfect releases. It seems as if you need at least *88 or higher on 3s to start generating greens on the arc of the 3.

*This algorithm is determined by All-Star difficulty and higher.





Sent from my SM-T330NU using Tapatalk
 
# 20 tril @ 02/09/16 11:12 PM
good article.
I love the shot stick and shooting mechanics behind a jump shot.. It is about feel and, knowing your players.

The variation in jump shots are so great that I often use the same players in my franchise mode (fantasy draft)
that is why 2k needs the feature whee we can import our existing franchises into new titles. (off topic)

again good article.
 

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