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- what's your shooting stats look like?
- are you wide open, tightly contested, late contested, or is there perhaps 1, 2 opposing team members just stood close to you? all of which can heavily affect your FG%.
- the difficulty in mycareer games greatly changes your chance of success on wide open shots as well as contested ones.
- are your feet set when your rise for the jumper or are you perhaps getting one of those off mid-turn jumpshots?
so let's imply you generally take good shots, meaning you're open, the defender's nowhere to be seen, you are set, your respective shooting stat is at the very least in the mid 70s and you're playing at a difficulty below HoF - then yes, your shots should more often than not go in.
green releases depend mostly on your shooting stat, release and how open you are, so at and below superstar difficulty you should earn green releases with consistency, however don't expect a green if a defender is trailing just a mere step behind you, while it's a possiblity it's also not very likely considering how well the AI defends 1on1 isolation plays.
summarizing i would say shoot primarily after coming off a pick, utilize your respective HoF badges and bronze badges for a boost, and don't rise up expecting a green as long as there's an AI defender a quick 2 steps away from you.
as far as picking a jumpshot Gwynbleidd's pretty much on point. there's no such thing as the ONE jumpshot that earns you greens no matter what. try a few jumpshots, use the jumpshotcreator as well as it's a great tool and see what you're comfortable with. be that high or low, fast or slow releases. a high jumping base with a slight kickout worked for me, as it's a visual queue letting me know when best to release the ball, as far as releases go i mixed Ray Allen's fast release with another one.
To be more specific: I was talking about shot made in the "shootaround mode" in my apartment courtyard. As character I choose a PG (playmake) and my stats at shooting are a bit low (4 tacks) because i spend most of my points in agility and playmaking (of course).
Santo, I totally agree talking about contested shots: this yeat it seems more difficult, compared to 2k15 to get a shot into defender's face. Strange thing is: i'm getting more green circles in spin jumpshots (double tap X and shot) rather than the rest of simple jumpshots standing still. It seems that the bar fills faster when shooting "easily" rather than those more difficult shots.
I still don't have the opportunity to use the shot creator, I've played few games so far.
the thing that really annoyes me is that I can't figure out the difference, even in timing, between the shots: also, I feel a little meh thinking about trying all 120+ shot forms....
Apart from head/hands positioning, I feel shot 22 is no much faster/slower than shot 126. Are those sorted by speed? For example, is High Scool Shot 1 slower than Release 126 or vice versa? Or, are they all mixed?
Thanks a lot,
Zingaro
jumpshots aren't sorted in any particular order. there's some okay jumpers in the 40 to 51 range if that helps.
4 points into shooting are very little also, you really can't expect consistent green releases with as little as that.
From personal experience base is the most important in shot creation. I personally like base 13, ellis, jordan and carmelo if you want sway. I often combine release 27 with another and set release 1 and 2 on 50/50. 27 has a high arc. Usually I use max speed except on my shorter player, one notch under max speed. Going through various jumpshots can seem boring but it is very useful. Lastly, shots and jumpshots arents always compatible. I like jumpshot 11 but it turns out bad with some releases. Best of luck in your findings.