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Thu Feb 23, 2006 7:45 am

i was talkin about sliders

injury frequency what is the best for it

Thu Feb 23, 2006 12:38 pm

umm as i said many times playmaker's are best

i just used it for my 4 games with sixers like for pratice before i start the dynasty with the roster after trade deadline, the scores are like this:

bulls at sixers, i lost to them, 57-51
heat at sixers, i beat them, 56-54
sixers at nuggets, i lost to them, 62-50
sixers at spurs, i lost to them, 44-51

SO U CAN see the scores are realli realistic with 5 mins per quarter...giv it a try buddy.... (Y)

Thu Feb 23, 2006 2:50 pm

jrose57 wrote:umm as i said many times playmaker's are best

i just used it for my 4 games with sixers like for pratice before i start the dynasty with the roster after trade deadline, the scores are like this:

bulls at sixers, i lost to them, 57-51
heat at sixers, i beat them, 56-54
sixers at nuggets, i lost to them, 62-50
sixers at spurs, i lost to them, 44-51

SO U CAN see the scores are realli realistic with 5 mins per quarter...giv it a try buddy.... (Y)


I would have to agree. This will be true up until Andrew releases his sliders which I'm sure will be superb since he had the best sliders last year by far. :)

Fri Feb 24, 2006 1:21 pm

Still waiting for Andrew's sliders...

Fri Feb 24, 2006 1:39 pm

Don't hold your breath. I thought I had them but the latest scores in my Dynasty suggest they're still not perfect for 12 minute quarters. Heiks and Playmakers are probably the two best sets so far, I'd recommend both.

Fri Feb 24, 2006 4:50 pm

Andrew wrote:Don't hold your breath. I thought I had them but the latest scores in my Dynasty suggest they're still not perfect for 12 minute quarters. Heiks and Playmakers are probably the two best sets so far, I'd recommend both.


Take all the time you need Andrew, you've got the point. ;)

Sat Feb 25, 2006 2:37 am

yep i wouldn't mind even if you released them in April because right now i got sliders i'm happy with even though they are not 100% realistic they are good enough for me
one question will you sliders be like last year for simulated games or will they be for played games

Sat Feb 25, 2006 11:52 am

hey andrew, but if u hav to pick which one is better between heiks and playmaker's who will u choose, this is a great question cuz that everyone will no which one is actuallly the best of the bestsss....i fink is still playmaker but just give a thought>

Sat Feb 25, 2006 6:34 pm

Why does it matter? Most people have to make their own tweaks to slider suggestions anyway, not many slider sets are absolutely perfect for everyone. My opinion is that those two are the best so far and most people would be wise to try both, see which one suits them best and go with it. Or maybe a combination of both. Depends on your playing style, how realistic you want to be, etc.

one question will you sliders be like last year for simulated games or will they be for played games


My sliders have never been aimed at simulation, they've always been about affecting gameplay since I haven't seen sliders affect simulation. ;)

Wed Mar 01, 2006 3:06 pm

alrighttttt than, chill lol...but playmaker's sliders rock!!!

Sat Mar 04, 2006 10:13 pm

Could anybody make realistic sliders for All-Star, 8min :P

Sun Mar 05, 2006 2:53 pm

delete
Last edited by Uptempo on Sun Mar 05, 2006 2:55 pm, edited 1 time in total.

Sun Mar 05, 2006 2:53 pm

double post delete
Last edited by Uptempo on Sun Mar 05, 2006 2:56 pm, edited 1 time in total.

Sun Mar 05, 2006 2:54 pm

Dwyane_Wade wrote:Could anybody make realistic sliders for All-Star, 8min :P


You could try playmakers set of sliders and his playbooks. IMO his sliders have very good simulation feel if you utilize the playbooks he created. I have got some great results out his sliders and gameplay is exiciting and entertaining. I don't know if his sliders are the best or not but they are very good.

Level: All-Star/Press Box View -2 clicks from DEFAULT Camera/Shot Control Optional

Assign High Pressure Defense to all PF's and C's for both CPU and Human players. You have to take control of the CPU at the start of games to set their Pressure defense then switch over to your team before the tip off.

Game Speed's
45=10 MINUTES
50=8 MINUTES

Game Speed: 45-50
Free Throw Difficulty: 100
Boundary Force Field: 75
Injury Frequency: 50
Fatigue Effect: 50
Charge/Block Foul Frequency: 75
Shooting Foul Frequency: 25
Reach-in Foul Frequency: 50...(Helps to spread out fouls amongst players)
In-air Collision Foul Frequency: 75.....(This is very realistic if U control 1 defender)

USER:

User Steal Ability: 25
User Interception Ability: 25
User Shot Block Ability: 50
User Dunk/Lay-up Block Ability: 50
User Freestyle Effectiveness: 25
User Dunk vs. Lay-up Frequency: 25
User Substitution Frequency: 40
User On-ball Defense Assist: 50
User Offensive Rebounding: 1
User Defensive Rebounding: 99
User Fakeout Discipline: 75
User Short Range Shooting: 35
User Medium Range Shooting: 40
User Long Range Shooting: 45
User Dunk Percentage: 75
User Lay-up Percentage: 25
User Adjusted Shot Percentage: 25
User On-ball Physical Defense: 75
User Poor Release Shot Percent: 40
User Double-team Effectiveness: 75
User Pro Hop Effectiveness: 25
User Drop Step Effectiveness: 25

CPU:

CPU Steal Ability: 25
CPU Interception Ability: 25
CPU Shot Block Ability: 50
CPU Dunk/Lay-up Block Ability: 75
CPU Freestyle Effectiveness: 50
CPU Dunk Frequency: 25
CPU Substitution Frequency: 40
CPU Offensive Rebounding: 1
CPU Defensive Rebounding: 99
CPU Fakeout Discipline: 75
CPU Short Range Shooting: 35
CPU Medium Range Shooting: 40
CPU Long Range Shooting: 45
CPU Dunk Percentage: 75
CPU Lay-up Percentage: 15
CPU Adjusted Shot Percentage: 15
CPU Adjusted Shot Frequency: 15
CPU On-ball Physical Defense: 75
CPU Poor Release Shot Percent: 40
CPU Double-team Effectiveness: 75
CPU Pro Hop Effectiveness: 75
CPU Drop Step Effectiveness: 75

Tue Mar 07, 2006 1:21 pm

My current sliders:

* Level: Superstar / Quarter Length: 12 minutes

Global

Game Speed: 17
Free Throw Difficulty: 35
Boundary Force Field: 100
Injury Frequency: 40
Fatigue Effect: 50
Charge/Block Foul Frequency: 85
Shooting Foul Frequency: 50
Reach-in Foul Frequency: 45
In-air Collision Foul Frequency: 80

User Sliders

User Steal Ability: 10
User Interception Ability: 5
User Shot Block Ability: 40
User Dunk/Lay-up Block Ability: 10
User Freestyle Effectiveness: 30
User Dunk vs. Lay-up Frequency: 5
User Substitution Frequency: 50
User On-ball Defense Assist: 100
User Offensive Rebounding: 0
User Defensive Rebounding: 100
User Fakeout Discipline: 90
User Short Range Shooting: 25
User Medium Range Shooting: 30
User Long Range Shooting: 35
User Dunk Percentage: 10
User Lay-up Percentage: 15
User Adjusted Shot Percentage: 15
User On-ball Physical Defense: 95
User Poor Release Shot Percent: 15
User Double-team Effectiveness: 95
User Pro Hop Effectiveness: 5
User Drop Step Effectiveness: 5

CPU Sliders

CPU Steal Ability: 10
CPU Interception Ability: 15
CPU Shot Block Ability: 40
CPU Dunk/Lay-up Block Ability: 10
CPU Freestyle Effectiveness: 30
CPU Dunk Frequency: 5
CPU Substitution Frequency: 55
CPU Offensive Rebounding: 0
CPU Defensive Rebounding: 100
CPU Fakeout Discipline: 90
CPU Short Range Shooting: 25
CPU Medium Range Shooting: 30
CPU Long Range Shooting: 35
CPU Dunk Percentage: 10
CPU Lay-up Percentage: 15
CPU Adjusted Shot Percentage: 15
CPU Adjusted Shot Frequency: 15
CPU On-ball Physical Defense: 95
CPU Poor Release Shot Percent: 5
CPU Double-team Effectiveness: 95
CPU Pro Hop Effectiveness: 5
CPU Drop Step Effectiveness: 5

Necessary to improve:

- To increase the number of fouls
- To diminish the number of FGA - 90 avg

Some suggestion?
Thanks.

Tue Mar 07, 2006 2:14 pm

wilian, my sliders are close to yours except shooting. your sliders seem way too low. the cpu now shoots in the low 40s against me at that is with 33, 36, 37 for their sliders. i have human at 33,38 and 40. and i still miss open 3s too damn much. in fact i was thinking of raising it to 42. i don't want my guards all shooting in the 30s and my pf in the 60s.

I also tried two new things. one, i turned layup to 0 for both teams. now i actually miss a reverse layup once in a while. but the bad part is that i also miss breakaway ones as well (not too often). second, i turned all rebounding down to 0 for both offensive and defensive. for some reason i don't seem to get the superhuman soaring cpu offensive boards as much (still happen way too much though).

my main issue now is that my shooting % is a bit too high. but not from outside jumpers. my C and PF all have FG%s too high. i wish i could figure out how to reduce inside scoring even more.

when i pass into my PF in the post he gets doubled. fair enough. i want to pass out but my team just stands there being guarded. i actually have to call a play to get them to move. it is because they have low offensive awr?

on superstar it is really difficult to get open looks for 2 point jumpers. this is the one thing i like about all star. screens work. how are you getting open looks? and if you are shooting jumpers with 15 for adjusted shot % then i am guessing you are missing most jumpers when being guarded?

on 12 minute speed of 20 i am scoring about 115 per game. but that is with a 500 shooting %. if this dropped then so would my scoring to around 105.

any ideas?

Sun Mar 12, 2006 9:38 am

What are the noticible differences between allstar and superstar mode with the Cpu?

Sun Mar 12, 2006 12:47 pm

The CPU is merciless on Superstar, the "comeback code" (that's the part of the AI that allows the CPU to launch aggressive comebacks, not a cheat code) is extremely powerful and your teammates are pretty inept, so you'll need to do much of the work.

Mon Mar 13, 2006 1:35 am

Andrew wrote:The CPU is merciless on Superstar, the "comeback code" (that's the part of the AI that allows the CPU to launch aggressive comebacks, not a cheat code) is extremely powerful and your teammates are pretty inept, so you'll need to do much of the work.


The tangible difference I have seen in terms of stats are more steals. Have you noticed any other statistical differences?

So All-star mode means the computer has LESS of a chance of making a comeback hence getting blown out alittle more often?

Thanks :)

Mon Mar 13, 2006 4:36 am

My sliders
Level Superstar / 12 minutes Quarter

Game Speed - 37
Free Throw Difficulty - 90
Boundary Force Field - 60
Injury Frequency - 35
Fatique Effect - 45
Charge/Block Foul Frequency - 45
Shooting Foul Frequency - 15
Reach-in Foul Frequency - 10
In-air Collision Foul Frequency - 55

USER
Steal Ability - 8
Interception Ability - 8
Shot Block Ability - 50
Dunk/Lay-up Block Ability - 30
Freestyle Effectivenes - 35
Dunk vs. Lay-up Frequency - 5
Substitution Frequency - 50
On ball Defense Assist - 60
Offensive Rebounding - 0
Defensive Rebounding - 100
Fakeout Discipline - 60
Short Range Shooting - 35
Medium Range Shooting - 35
Long Range Shooting - 35
Dunk Percentage - 45
Lay-up Percentage - 33
Adjusted Shot Percentage - 20
On ball Physical Defense - 100
Poor Relese Shot Percent - 5
Double-team Effectiveness - 60
Pro Hop Effectiveness - 30
Drop Step Effectiveness - 30

CPU
Steal Ability - 8
Interception Ability - 8
Shot Block Ability - 50
Dunk/Lay-up Block Ability - 30
Freestyle Effectivenes - 35
Dunk Frequency - 5
Substitution Frequency - 55
Offensive Rebounding - 0
Defensive Rebounding - 100
Fakeout Discipline - 60
Short Range Shooting - 35
Medium Range Shooting - 35
Long Range Shooting - 35
Dunk Percentage - 45
Lay-up Percentage - 33
Adjusted Shot Percentage - 20
Adjusted Shot Frequency - 20
On ball Physical Defense - 100
Poor Relese Shot Percent - 15
Double-team Effectiveness - 60
Pro Hop Effectiveness - 30
Drop Step Effectiveness - 30

:roll: Thanks

Mon Mar 13, 2006 9:28 am

pedsdmd wrote:The tangible difference I have seen in terms of stats are more steals. Have you noticed any other statistical differences?

So All-star mode means the computer has LESS of a chance of making a comeback hence getting blown out alittle more often?

Thanks :)


Pretty much. At the end of the day, All-Star is an easier difficulty level and therefore easier to beat.

Mon Mar 13, 2006 2:13 pm

I am using a modified version of playmakers sliders. What i need to fix is that my starters are not in the game enough.. they are substituted out too frequently... and then stay on the bench for too long. (I tried turning down the substitution slider but that just makes it take longer for them to get back in the game after being substituted out). Also I have been messing with the rebounding slider and cannot seem to find a way to get as many rebounds as I should (too hard to rebound basically). PLease help me with these problems. I appreciate it.

Mon Mar 13, 2006 2:20 pm

You might want to reduce the Fatigue slider a bit as well.

Mon Mar 13, 2006 2:33 pm

thanks.. I have messed with fatigue as well.. but that has no effect on how soon my starters get substitued out (I thought it would). Maybe I just havent set them right.Im also still having problems with the rebounding too.

Mon Mar 13, 2006 2:46 pm

Rebounding is difficult, even with slider tweaks the game does give allow for too many offensive rebounds (especially by the CPU). You've got to be really good with boxing out/timing in rebounding this year but even so there's too many offensive boards.
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