NBA 2K12 News Post
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# 241
stillfeelme @ 09/04/11 08:48 PM
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look...the arrows got to go is all I'm saying ....I.played live 10 with my brother next to me and I had no trouble running plays since its only indicators....
I just don't like seeing arrows as I find it distracting...small indicators I don't mind....ugh...
jeez doesn't anybody here play against people in person?
I just don't like seeing arrows as I find it distracting...small indicators I don't mind....ugh...
jeez doesn't anybody here play against people in person?
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For me that's fun.
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I am here: http://maps.google.com/maps?ll=59.335012,18.022366
it's good if you sick with one team but I like playing random...that way I can utilize the plays whomever I play with...
Many thanks again Da Czar for providing your insights and info on 2K12! Can't wait till the PC release date.
Hopefully we don't have to edit the gameplay sliders too much or change the entire playbook for teams in order to make the game emulate the real NBA.
Hopefully we don't have to edit the gameplay sliders too much or change the entire playbook for teams in order to make the game emulate the real NBA.
# 247
mutumbo888 @ 09/05/11 06:58 AM
changing D on the fly has cheese written all over it imo. it's already in the game but this takes it even further.
changing D on the fly (all in one possession) is very unrealistic. at max you'd see an Nba team doing a press and a zone but that happens pretty rarely.
I suspect cheesers will be doing something like:
the opponent inbounds --> press FC trap pressure
the opponent passes it into the post --> press Lock Down Paint
the opponent passes it backout to a 3pt shooter --> press Pressure Shooters
that's cheese if you ask me. it becomes not a game of reactions by manually
controlling the players, but a game of "coach" reactions, pressing buttons to have the CPU do all the work for you. it's like in a football game someone called a "run-stop" on the fly play AFTER the snap, and after you see that it's a handoff. ...not realistic.
Nba teams usually stay in the defensive set for the entire possession. it would be almost impossible for the players to collectively react that fast to the coach barking out the play. but in videogames, the players will respond immediately with no consequences.
there should definitely be a limit on how many times you can switch it up in one possession (pref. 2x or less) and that it tires your team out. this has been some undercover cheese that's gone on in
nba2k imo.
that'll be something to watch for when I jump online.
other than that, this should expand the game a lot and the CPU will probably play alot better too.
changing D on the fly (all in one possession) is very unrealistic. at max you'd see an Nba team doing a press and a zone but that happens pretty rarely.
I suspect cheesers will be doing something like:
the opponent inbounds --> press FC trap pressure
the opponent passes it into the post --> press Lock Down Paint
the opponent passes it backout to a 3pt shooter --> press Pressure Shooters
that's cheese if you ask me. it becomes not a game of reactions by manually
controlling the players, but a game of "coach" reactions, pressing buttons to have the CPU do all the work for you. it's like in a football game someone called a "run-stop" on the fly play AFTER the snap, and after you see that it's a handoff. ...not realistic.
Nba teams usually stay in the defensive set for the entire possession. it would be almost impossible for the players to collectively react that fast to the coach barking out the play. but in videogames, the players will respond immediately with no consequences.
there should definitely be a limit on how many times you can switch it up in one possession (pref. 2x or less) and that it tires your team out. this has been some undercover cheese that's gone on in
nba2k imo.
that'll be something to watch for when I jump online.
other than that, this should expand the game a lot and the CPU will probably play alot better too.
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P.S:
I would welcome the stamina hit if multiple sets are run per possesion
# 249
Knickerbocker @ 09/05/11 09:05 AM
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# 250
stillfeelme @ 09/05/11 09:26 AM
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Defense
This gives the user a quick access to setting up the Defensive Settings on the fly:
- Pressure Shooters – for opposing players good at med/long range shots; tight onball, deny ball, go over screens, hedge on screens
- Lock Down Paint – double down in the post for all players, go under screens
- Focus on Stars – for opposing star players; always double, tight onball, deny ball
- Constant Pressure – double team on drive for guards, double team in post for bigs, play tight on stars, go over screens, hard hedge
# 251
Matty Aqua @ 09/05/11 09:38 AM
Da Czar - Firstly thank you for answering everybody's questions!...and giving us info that helps us pass time until October release date!...The wait kills me every year!
My only questions at this point of time are - in a match (12 min quarters) are you guys getting realistic stats?...and were there major changes to things like player tendencies to get players to play a certain style?
My only questions at this point of time are - in a match (12 min quarters) are you guys getting realistic stats?...and were there major changes to things like player tendencies to get players to play a certain style?
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The stats were looking very very good in the build I played. Game had a great tempo and pace to it. I can't pinpoint once specific change that made it so.
Also there was something about the player tendencies that just seemed enhanced somehow. I mean melo really played more like himself once he received the ball. The same for other key players. I don't know what they did honestly and I don't recall if there were new tendencies but what was there just seemed to me to work better as far as players playing like themselves.
# 253
made in eu @ 09/05/11 01:25 PM
Da Czar, can i ask you please if pre set simulation sliders and real player fg% are still in? And are they improved? Thank you.
# 254
mutumbo888 @ 09/05/11 08:28 PM
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good points. as long as the AI defense doesn't have some godlike response and recovery when switching sets in a possession, and there is a risk to doing it, should be ok.
Idk I'm undecided about how realistic it is to have cpu actions that create a magical pressurization at the push of the button. for example when someone presses 'double team' when someone is about to shoot, it's almost like they really pressed "turbo pressure." even if the 2nd defender isn't there, you get a magical pressure effect simply by pressing the double team button. not entirely saying it shouldn't be in the game, just saying that knowing when to press the double team button shouldn't take precedent over 'on the court' instincts of manually positioning your player, etc.
# 255
stillfeelme @ 09/05/11 10:43 PM
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# 256
secondcity t @ 09/05/11 11:40 PM
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What's the next insight about? And will there be a presentation insight?
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1. Once you break the full court press, the defense is at enough of a disadvantage where you should be be able to get a good look. (at the very least, you'll have a 4 on 3 or something.
2. Assuming you don't score after breaking the press, let's assume you pass it into the post. If opponent decides to lock down the paint, they'll send a double team at your man. You should have an open man somewhere (most likely 3 pt land), so you pass it out to him.
3. If he presses "Pressure Shooters," it's too late because the defense is forced to rotate and they're on their heels. You should have an open shot and if you don't, even with Lockdown Paint on, you'll have a defender flying at you relatively out of control. It won't be hard to pump fake and get past him or just drive right by him. From there, it's all about getting to the rim or finding the open man if the defense rotates in time.
I have to say, I'm loving the offensive updates. I've been dying for a playcall system that had multiple options and really used offensive set type designs instead of just singular plays. For example, NBA teams don't really call plays every time down but there is usually a plan and organization that you don't really get when you freelance in 2K.
Something like, you call "Set A" - from here the PG can either dribble to the left wing or the right wing. If he goes left, the wing player (lets say SG) on the left cuts down and spaces the floor out. Big man on the left posts up and big man on the right flashes high. If you give it to the man posting up, the PF cuts to the rim and everyone just spaces out and plays over.
If you give it to the PF, the C moves towards the middle and tries to post up his man there. If that doesn't work, C clears out of the lane, and the plays dead. If you give it to the wing at the top of the key, you have to swing the ball to the other wing, then the bigs shift over and try to get the ball in the post on the other side.
I would love the option for the PG to dribble to the opposite side in the beginning of the play and trigger the same play but with the different players. So everything would be the same except the C would be flashing high and the PF would be posting up this time. This is just a basic play but I'd love to have the option of really running an offense. Not just singular plays.
Kinda long winded, but I'm ecstatic about this insight especially the inbound plays. Such a small detail that makes a huge difference - especially since there are so many options and strategies behind out of bound plays. (How many times have you gotten stuck inbounding with your best shooter when you needed a 3 with 1 second left

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# 260
guesswhozbak17 @ 09/06/11 01:55 PM
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