So after testing the New Shot Stick Aiming my issues remain the same, I just can't see where it was necessary.
Especially given the Legacy Issues that really needed OVERHAUL like Transition/Help Defense, Passing, the Steal System, Screen Interaction and really fleshing out/providing depth to User Contests and adding a NO SWITCHING option on defense.
What stands out the most tho? Its INCONSISTENCY. You want us to aim for the target right? OK FINE. Is our starting Aim Point picked at random or is it based on the direction/intensity of the defense? Here's Kawhi shooting jumpers in practice where my AP starts left of center....
<iframe width="560" height="315" src="https://www.youtube.com/embed/C1IznWxnf3w" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
That is until the last shot which randomly starts on the extreme right. Why? Is gameplay just screwing with me? Like, what? That feels like a puzzle game--not basketball.
If the defense was coming from the left with high intensity or if i'm moving right then ok maybe it represents how I have to correct a bit...but i'm shooting in the gym by myself, soooo...what gives?
Worse? The post game which is nothing but intuitive/feel is now turned inside out. Keep in mind we have controls for the different moves we make...and those have to be satisfied first and THEN we have to aim. Errrr...who drew that up? I hate to be that guy but that's flat-out bad design.
An example: Shot Aiming is easiest when pointing down and then adjusting the Aim Point accordingly. Here's the thing, in the post that's fading away from the basket. Which is a rare skill-set:
<iframe width="560" height="315" src="https://www.youtube.com/embed/wGR44PC6NSw" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
Ask any post technician, the hook is a staple because the defenders options are limited (remember that fleshed out User Contest I mentioned above?) and I can vary my timing with a quick move that has tons of variety. Most users are gonna try to block it which is the worst way to defend it. But guess what? Hook is UP on the Shot Stick--the complete opposite of the optimal way to use Shot Aiming. Here I just hold up and luckily my starting Aim Point is right on target. But pointing up and then adjusting your Aim Point is super clunky....at some point we're adding lag and user defenders? YIKES.
<iframe width="560" height="315" src="https://www.youtube.com/embed/MOKj_bPzJmE" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
Keep in mind i've got no way to see how the defender reacts (which is job #1) because I have to be totally fixated on Shot Aiming. THAT'S BAD DESIGN.
Another great post move is the counter hook. Basically lead the defense one way and then execute the hook opposite. Guess what tho? That involves pointing the Shot Stick right or left...with the Shot Aiming we now have to do all that and THEN AIM before the shooting animation finishes:
<iframe width="560" height="315" src="https://www.youtube.com/embed/dIeS6t24n0w" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
Do you see why elite post guys are asking if the Legacy controls still exist?
Another great post move is the baseline fall-away. Its super quick and its basically you vs the shot meter. But here again, you have to do the command first (right or left away from the defender) and then AIM as the stick is left or right. AGAIN: Bad Design.
<iframe width="560" height="315" src="https://www.youtube.com/embed/9y9QtG9vy6A" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
The Coup De Grace is a move that you can usually setup after hitting a few post fade-aways. The Up/Under...in short after first faking (keep in mind we can't really watch the defender to see if he bites) and then finishing towards the rim and then finally AIMING, i've seen Mortal Combat Finishing Combos that were less complicated. It will have you confused and literally not knowing Up from Down:
<iframe width="560" height="315" src="https://www.youtube.com/embed/yknNDbdyok0" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
In closing, there's no way Shot Aiming was developed with the post game in mind. And that THIS was prioritized over known Legacy issues? NO WORDS.
Especially given the Legacy Issues that really needed OVERHAUL like Transition/Help Defense, Passing, the Steal System, Screen Interaction and really fleshing out/providing depth to User Contests and adding a NO SWITCHING option on defense.
What stands out the most tho? Its INCONSISTENCY. You want us to aim for the target right? OK FINE. Is our starting Aim Point picked at random or is it based on the direction/intensity of the defense? Here's Kawhi shooting jumpers in practice where my AP starts left of center....
<iframe width="560" height="315" src="https://www.youtube.com/embed/C1IznWxnf3w" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
That is until the last shot which randomly starts on the extreme right. Why? Is gameplay just screwing with me? Like, what? That feels like a puzzle game--not basketball.
If the defense was coming from the left with high intensity or if i'm moving right then ok maybe it represents how I have to correct a bit...but i'm shooting in the gym by myself, soooo...what gives?
Worse? The post game which is nothing but intuitive/feel is now turned inside out. Keep in mind we have controls for the different moves we make...and those have to be satisfied first and THEN we have to aim. Errrr...who drew that up? I hate to be that guy but that's flat-out bad design.
An example: Shot Aiming is easiest when pointing down and then adjusting the Aim Point accordingly. Here's the thing, in the post that's fading away from the basket. Which is a rare skill-set:
<iframe width="560" height="315" src="https://www.youtube.com/embed/wGR44PC6NSw" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
Ask any post technician, the hook is a staple because the defenders options are limited (remember that fleshed out User Contest I mentioned above?) and I can vary my timing with a quick move that has tons of variety. Most users are gonna try to block it which is the worst way to defend it. But guess what? Hook is UP on the Shot Stick--the complete opposite of the optimal way to use Shot Aiming. Here I just hold up and luckily my starting Aim Point is right on target. But pointing up and then adjusting your Aim Point is super clunky....at some point we're adding lag and user defenders? YIKES.
<iframe width="560" height="315" src="https://www.youtube.com/embed/MOKj_bPzJmE" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
Keep in mind i've got no way to see how the defender reacts (which is job #1) because I have to be totally fixated on Shot Aiming. THAT'S BAD DESIGN.
Another great post move is the counter hook. Basically lead the defense one way and then execute the hook opposite. Guess what tho? That involves pointing the Shot Stick right or left...with the Shot Aiming we now have to do all that and THEN AIM before the shooting animation finishes:
<iframe width="560" height="315" src="https://www.youtube.com/embed/dIeS6t24n0w" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
Do you see why elite post guys are asking if the Legacy controls still exist?
Another great post move is the baseline fall-away. Its super quick and its basically you vs the shot meter. But here again, you have to do the command first (right or left away from the defender) and then AIM as the stick is left or right. AGAIN: Bad Design.
<iframe width="560" height="315" src="https://www.youtube.com/embed/9y9QtG9vy6A" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
The Coup De Grace is a move that you can usually setup after hitting a few post fade-aways. The Up/Under...in short after first faking (keep in mind we can't really watch the defender to see if he bites) and then finishing towards the rim and then finally AIMING, i've seen Mortal Combat Finishing Combos that were less complicated. It will have you confused and literally not knowing Up from Down:
<iframe width="560" height="315" src="https://www.youtube.com/embed/yknNDbdyok0" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
In closing, there's no way Shot Aiming was developed with the post game in mind. And that THIS was prioritized over known Legacy issues? NO WORDS.
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