If you think 2K27 is a bad game, thatās fine. But the game being bad is not why you canāt shoot. You canāt shoot because you suck ass (excluding speed ups.)
Unc itās simple š I just wanna be able to practice the speed-ups and slow-downs, but Mike Wang gave us no MyCOURT tools to recreate them. Then creators we look up to hit us with ājust time your shotā when we literally watch them get frustrated by the same shit š Then takeover kicks in, they start cooking and suddenly itās ālook at my percentages.ā Like cāmon Unc, we just want a fair way to learn the system.
Youāre right, you donāt fade as much. As an ISO player youāre gonna get a bucket by any means possible, nobody can deny that š But telling people ājust time your jumpshotā after weāve literally watched you get frustrated missing open shots because of speed-ups/slow-downs is a slap in the face.
The problem is showing the stats without showing the pain behind them helps reinforce Mikeās idea that everything is fine and better players will simply adjust.
Keep it šÆ with meāif you didnāt have to deal with these speed-ups and slow-downs, do you really think youād only be shooting around 70%? I donāt. Now imagine what the average consumer of your content is going through if even YOU are getting frustrated by it.
So speak up about that shit too. Donāt bottle up the ugly parts on stream and then come outside with ājust time it.ā Use your platform to show the whole picture, not just the percentage.
And just to be clear, those ARE your real stats š why would you lie about that? I never said or even implied they were fake. My whole point is that the stats donāt show everything that happened to get there.
But hey, what do I know š« I donāt have a whole community looking to me to speak on this stuff. Iām just a consumer throwing rocks at the wind hoping somebody with the platform actually hears where the frustration is coming from.
God bless tho bro, see ya in stream š
Brody it wasnāt just one game š I was there for hours. You went VC broke, bought more VC, ran that team again, and later you actually whooped that tall 7-footer in the 1v1s š«£ but thatās not even my point.
Iām not calling you out for losing. Iām calling out how youāre presenting the shooting. I watched you and your teammates get frustrated with standstills, then once that fading shot take kicked in you started hitting fades.
So posting the final percentages with ājust time your jumperā doesnāt tell the full story of how those numbers happened.
Youāre good at ISO, cool. But when the community is genuinely confused about shooting, we gotta keep it real about the ugly parts too, not just pose with the stat card after.
Nah I donāt agree with lowering the green window š Just remove the unnecessary speed-ups and slow-downs. If I know my jumper, create real separation and understand my spacing, I should be rewarded for that ā not punished because the timing randomly shifts on an open shot. Skill gap should be knowing your cue and creating good looks, not guessing which version of your jumper youāre getting.
We have speedups and slowdowns in nba 2k27 where there's tremendous amounts of lag latency that's not seen in games anymore. In every different venue we play on, there's a different lag delay. So for people saying to not touch nothing and to keep the game with all these speedups and slowdowns, you are lost. You're literally guessing at times when you're shooting with all those variables. That's not a skill or fun gap, just lower the green window š
Bro š this is exactly why I was telling you MyCOURT by itself isnāt enough. Mike already confirmed shot speed can vary from stamina, defensive pressure, the catch, pull-up vs triple threat, etc. So covering your player and greening off muscle memory in a controlled MyCOURT doesnāt prove the speedups/slowdowns are only visual animation differencesāit just tells you something interesting about your BASE jumper.
Keep testing it, because the muscle-memory part could actually be useful. But stop turning a theory from one controlled environment into a conclusion about the whole shooting system. Thatās how misinformation starts, and it adds to the same frustration everybodyās already dealing with. Your ignorance of the variables you dismissed yesterday is showing š
Where is he crying? š Heās venting frustration and making an actual argument about how this 2K works. Meanwhile youāre the one moaning because somebody plays ISO, like a playstyle existing personally offended you. Thatās the difference between criticizing a system and just crying about what you donāt like.
Mike, your dart analogy works perfectly if weāre talking about 2K27 MyCOURT offline. Player A and B stand still, full stamina, no defender, no pressure, same target, same conditions, unlimited reps. In that environment, yeahāthe better dart thrower has the tighter spread, and a bigger bullseye represents a higher shooting rating.
But thatās not the correct analogy for 2K27 online.
Online, both players have to run between throws and get tired. They have to keep sight of the bullseye while moving. Sometimes the dart is handed to them cleanly, sometimes the catch puts them in a different position. Sometimes theyāre planted, sometimes they have to stop and throw immediately after movement. Someone is closing out, bumping them, obstructing their view and applying pressure. Thereās also a clock forcing them to throw.
And based on the information YOUāVE given us, those conditions can change the timing of the shot.
Stamina matters.
Defensive pressure matters.
The catch matters.
Pull-up vs standstill matters.
Faster releases can shrink the green window 5ā10%.
Release Window grade can change the target again.
So the real dart question is:
Are both players equally tired? How far did they run? Were they bumped? Is someone closing out? How clean was the handoff? Are they throwing planted or after movement? How much time do they have? How large is the bullseye after every modifier?
THAT is closer to the skill test 2K27 is actually asking us to perform.
And that matters because your analogy treats Player Aās accuracy like a fixed skill measurement, when online the conditions surrounding each attempt can change before he starts the release.
Then thereās online itself. Are Player A and B even throwing in the same room? š One can have more input delay, stutter during release, disconnect or quit. Sometimes Player B disappears and Player Cāthe AIāwalks in š
Those are external factors, so Iām not pretending they prove something about shooting design. But if we include them, your controlled dart comparison becomes even LESS representative of an online game.
So yes, the dart analogy works.
It works for MyCOURT.
The online version is two people throwing after running, under fatigue and pressure, with different catches, different amounts of time, a target whose tolerance changes with their setup, and an input that still has to travel through an online connection before the game registers the release.
Now THAT sounds like 2K27 š
And ATP @Beluba, fuck the analogies for a second.
Load up 2K with your dev team. Max the builds, enter skill-based matchmaking against pure red plates and show us how YOU navigate the system you designed online.
Hell, increase your green windows if you want. Watching the people who built the game deal with stamina, movement, pressure, catches, contests and latency while explaining it LIVE would teach us more than another Shakespearean analogy.
Thatās what weāre asking for: transparency, control and a practice environment that doesnāt make us grind more just to figure out whether weāre practicing correctly.
Most people have already started fixing their base jumpers. Fades are their own demonic conversation š
But please stop framing this like the community simply refuses to learn. The variables YOU confirmed can require more time, changes to builds or potentially more money, while we still canāt isolate them and verify weāre practicing them correctly.
That hits every subsection of the community you built: ISO players, off-ball shooters, locks, bigs, REC, Park, Pro-Am, casual and comp.
We need control and practice space that doesnāt force us to grind more just to understand the rules.
So instead of another analogy:
Show us.
Play your own game under the conditions we actually play it. Explain what youāre seeing while it happens. Then give us the tools to recreate it ourselves.
Cuz at this point I feel like Iām throwing rocks into the wind hoping one eventually lands in front of sum1 willing to listen.
Sure. Imagine a dartboard but you can only score points by hitting a bullseye. Player A is a good player. He throws 100 darts and his "spread" is clustered within about 3 inches of the center of the board. Player B is average, throws 100 darts and his spread is wider, say evenly spread out to 8 inches from center.
The size of the bullseye is determined by various factors, but for simplicity, let's say it's just driven by a 3PT rating. if a 70 rating makes the bullseye 4 inches wide... it doesn't matter for Player A whether his rating is 70 or 99, he's still going to hit every shot. But for Player B, that 70 rating will mean that half of his attempts will hit the bullseye and half will miss. But if a 99 rating makes the bullseye 8 inches wide, Player B would have also hit 100% of the shots.
So for a green or miss shooting model, the skill of the player will often trump the benefits of stacking extra ratings, badges, or boosts. Some of you will be able to consistently shoot 60% with a 70 rated shooter, some of you will need a 99 rated shooter to hit that same percentage, and some of you will just never be able to reach 60% no matter your ratings, badge loadout, or quality of your shots.
That probably is the point, and Iām not even disagreeing with it š Iām asking what changed underneath those percentages. Similar success rates donāt tell us whether the same variables, penalties and conditions existed in both games.
For example: how much is off the catch vs off the dribble? How much comes from different shot types, contests or even Zens? What time frame are we comparing? How many players and shot attempts are included? Are the 2K26 numbers from an entire year while 2K27 is only a few days of early access?
That context matters. A year of mature gameplay/meta vs four days of players still learning the game isnāt automatically an apples-to-apples comparison, even if the percentages look similar. Iām interested in the dataāI just want enough context to understand what it actually tells us.
@Beluba can you potentially bring back the AI practice drills in MyCOURT? It would give us a controlled way to actually simulate and test the variables youāve mentionedāstamina, defensive pressure, different catches, contests, takeover states, etc.āinstead of having to find someone and go into an online 1v1 just to lab them. It would make learning this yearās system way more practical.
Okay listen, I donāt want to assume anything, so can you tell us: were the variables affecting shooting in 2K27 the same as 2K26? Because without that context, these are just percentages to us. Iām genuinely interested because this data could be really useful if we understand what changed behind the numbers.
Communication is important here, especially before people start using the stats to argue that shooting is either fine or broken. Iām not trying to start a witch-hunt in the replies š I just want the context so we can actually learn something from the comparison.