the Offensive Recovery speed/ Reaction time is too fast , and NEEDS to be tuned
Whats even the point of Defense at this point of the game? this game favors the offensive side of the ball SO MUCH MORE than the Defensive side now a days. Why promote a game saying that skill matters this year when you have people getting away with stupid and careless mistakes over and over again with little punishment
- Goes for a steal and pokes the ball?
Offensive player somehow ends up with it more than Defensive with a hillarious pick up "skip" animation
- Guy Throws a Pass RIGHT INTO YOU?
Unless you yourself are a CPU, that ball is going RIGHT THROUGH YOU like you arent even there
- Ball is rolling on the ground for any reason?
Offensive player, EVEN THE ONES BEHIND YOU will somehow pick up the ball first while the defensive looks lost and confused
like come on dont take the controller out of my hand with these babying tatics. this alone makes pro am games laughable at times.
Re: the Offensive Recovery speed/ Reaction time is too fast , and NEEDS to be tuned
This is the same stuff going on that's being talked about in another thread right now. To repeat myself from that thread:
Spoiler
Quote:
Originally Posted by LorenzoDC
It happens more than it should, for sure. It's also (I think) just one of many ways the game tries to keep balance by allowing the CPU to do things the user can't.
There are at least a couple of things going on in that video.
One is transition, user AI versus CPU AI, and also ratings not really mattering in transition. There have been a few threads about that so I won't get into it in depth. But the defending center in that video is forced into that hitch and I think it's part of the code where defenders turn to look for a man to guard.
Of course, that should not be triggered because the man is right on front of him and forcing the pause takes the defender out of the play. So having that code fire in that situation is either a bug or a side effect of the little user team AI nerfs the game imposes during transition to help the CPU.
Second, you have passing. On the break, when users attempt passes like that, 8 times out of 10 the pass is either broken up or intercepted, bungled by the hands of the offensive player receiving it, or the player receiving it has to partly turn and slow down to receive it, allowing the defense to recover and contest. Users rarely if ever get passes in transition to be caught smoothly in stride. But the CPU makes those clean passes into the paint almost any time, and on the break practically all the time, with ease.
I think that's caused by a combination of bad transition programming and nerfy and boosty shenanigans to help sustain game balance.
So on a systems level, in the game, you have transition coding and logic, and then game balance coding that allows events to occur differently based on user versus CPU ability, and that combines to make this type of event happen more than it should. So as a player when you see it over and over again, and you know there's really not a lot you can do about it, it feels like the game is out of your hands.
It's just another area that shows the legacy flaws in the game and the lack of polish in this year's game, maybe as a result of the shortened development cycle.
Yes and no. It doesn't reward you for playing good on ball defense, and it doesn't reward you for steals attempts or knocking the ball loose. Knock it loose and you're making an assist for the opponent to recover the ball and kick it to a shooter for 3.
I have switched my approach on defense though to playing team controlled defense and have found I can force shot clock violations and bad contested shots more frequently. So that means I just look at the whole group out there and switch to control the guy who is getting set up to be the weak link. It has me moving from on ball to off ball a lot and back again.
So if I see the offense setting up a pin down screen off ball, I'm switching to that defender to get him through the screen if possible. If I see a need to pull a big closer to the paint one pass away to provide preventive help on a pick and roll, trusting my players to defend the pick and roll according to my settings, I do it, and the CPU responds by resetting the play and stopping that attack. Stuff like that. Then maybe go back on ball to contest a late shot if necessary. I'm maybe 40% off ball, and in some cases I maybe switch 6 or more times in a possession before a shot goes up.
Doing that stuff, I've noticed I can maybe get a run or two of pretty stifling defense. Once you get the team a little hot like that, I notice the game rewards you with random dice roll rewards. So suddenly I see my opponent get a travel call. Or that dice roll situation where a rebound is contested, I win it instead of see my great rebounder slide out of the way for a 6'4" guard to grab that board. Those little tells by the game show who's getting hot and they add up to affect the game outcome.
In that way, the game does reward user defense, but it's a completely different kind of user defense than in the past. But to get back to the thread topic specifically, that stuff in the OP is a serious problem and it's messed up. I agree with Books that the game's philosophy of defense, emphasizing on ball defense (and then sometimes nerfing it for game balance) instead of positioning and team defense is a mistake.
Re: the Offensive Recovery speed/ Reaction time is too fast , and NEEDS to be tuned
Don't even repeat yourself. Just ask a admin to close the freaking thread. This is non sense. The the search funtion people. It's not the best. But at least people like me who are trying to help people. Have to read the same thread about 6 or 7 times a day. Like WTF....