NY 67
MIA 58
UTAH 115
CLE 99
MIN 99
CHI 118
ORL 85
CHI 109
NO 112
IND 102
LAC 121
SAC 117
BKN 91
HOU 118
DEN 114
GS 93
DAL 89
UTAH 120
NY 106
SA 117
MIL 109
POR 103
PHO 115
SAC 99
DAL 93
OKC 116
POR 103
DEN 108
TOR 124
PHI 118
NBA SIMS LEAGUE
New-look Spurs feat Zach Lavine, Myles Turner and Giannis appear locked in for opening night. ...   Wemby seen lighting it up from 3 in practice, next splash brother? ...  
Nov 21 9:31 am

NSL Insider - 2021 NSL Sliders Preview

by Vitticus, updated on Wednesday, October 13 2021, 01:05 am EST

The 2021 NSL Season start is upon us. I know a lot of you have already gotten the game and started testing your teams to see how it looks on the 2K22 engine. The engine is pretty much the same. The only difference is the players. So treat it like it�s a roster update.

 

The latest sliders are listed as �NSL_TEST08� under username: �sC00p

If you would like to compare the sliders with last year, click the following link: https://docs.google.com/spreadsheets/d/1MA5aemwtyrf8PWJ3rXRx4UMm_LG6GrBFF2a0bF2-gHg/edit?usp=sharing

 
In this write-up I�ll give you what you need to know about this year�s sliders as you prepare your team for the upcoming season.

 

Shooting

 

 

3PT shooting took a slight hit this year. This was done to keep our averages closer to the NBA average, but it�s still at the Hall of Fame default. Mid-range got a significant boost to help some of the underperforming point guards like Kemba Walker and Chris Paul.

 

Inside Scoring

 

 

The success rate for inside scoring has gone up, but the frequency at which it happens took a hit.

 

Blow-bys: This was the biggest reason that inside scoring was out of hand for the past 2 years. Last year, we tried addressing this by messing with the player speed. Whether it worked or not, I couldn�t tell you. But this year we played around with body-up sensitivity.

 

When you try to dribble around your defender, you have a chance to activate a �bump-back� animation. Last year this animation was non-existent, but this year we bumped it up so that point guards would get a bump back here and there.

 

Cutters: I�m not sure if this was a problem last year, but testing 2K22 I notice the CPU performs rim cut dunks a whole lot. I know in the past we tried reducing this by nerfing the pass speed and pass accuracy. We even jacked up Play Passing Lanes. This year we reduced Hands to make it harder for the runner to catch the pass. You would think you�d start seeing players dropping passes. But instead, the passer will just choose not to make the pass. In this way, we were able to reduce the frequency at which rim cuts were happening.

 

Defense

 

 

We didn�t really focus too much on defense this time around. All we really did was if steals or blocks were under NBA average, we would increase those ratings until they were within NBA average. That along with the nerf to blow-bys and cutters, I felt defense looked fine. Some of the numbers indicate the defense took a hit, but it doesn�t feel that way when I was watching the test sims.

 

Rebounds

 

 

Offensive Rebounds up, Defensive Rebounds down this year.

 

Fouls

 

 

Fouls are maxed out. But what you need to know is that even though fouls are set at the max, the CPU really does not like fouling. We could not get the free throw rates anywhere close to what it was in the NBA.

 

Stamina / Fatigue

 

 

This is a major change this year. In the past, we generally left Stamina and Fatigue alone. Players were barely even getting tired. I ran some test with these sliders and found the following energy levels for each rotation at the 4:00 minute mark of the 4th quarter:

 

8 Man Rotations � 50 to 60 energy

9 Man Rotations � 60 to 70 energy

10 Man Rotations � 80 to 90 energy

 

When the player goes below 60, they will have a Gatorade icon to indicate that they are tired. They get a stat debuffs across all their stats and their turbo bar shortens.

 

Closing Thoughts

 

Realism

 

The whole goal of the sliders is to make the game as realistic as possible while still staying within the NBA average. There are things about the game that makes it really hard to hit realism, but we try to get pretty damn close.

 

The things that I see in this slider set that doesn�t match realism is:

         Smaller, faster forwards do not dominate bigger, slower forwards

         Free throw rates are impossible to get up

         3PT attempts are also impossible to get up unless you have Steph, Dame, or Luka on your team

 

Balance

 

Balance was another issue.

 

Last year, guards dominated Player of the Week every single week. And that was because of the nature of blow-bys. I still feel guards are better than forwards and centers, but the gap isn�t that big this year.

 

In terms of scoring balance, this is what I�ve seen in the tests:

         Third man: 18+ points

         Stars: 22 to 28 points

         Superstars: 30 to 44 points

         Demi-gods: 45+ points

 

Note: Demi-gods don�t actually exist in real life, but they do in video games. We talked a lot about limiting these demi-gods throughout the slider process. But in every case, lowering these demi-gods made the entire league average drop very low. So we just left them alone. I think this is as balanced as it gets.

 

Anyways, I hope this helps you as you prepare for the 2021 season. 

Archive

· Team by Team: Indiana Pacers

· Team by Team: Golden State Warriors

· Team by Team: Boston Celtics

· Team by Team: Charlotte Hornets

· 2021 NSL Sliders Preview

· Team by Team: Cleveland Cavaliers

· Offseason Power Rankings

· Free Agency Big Names

· Team by Team: Atlanta Hawks

· Breakouts of 2021

 

 

 

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