10-12-2012, 03:18 PM
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#146
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MVP
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Re: Official NBA2K13 Patch#1 Request
I've been watching a few pre-season games on NBA TV and quite honestly 2k13 doesn't look/play like what I'm seeing. I know it's a video game and it needs to have a fun factor but, that should be accomplished by Casual settings. Sim doesn't play sim. I believe some of the issues are fundamental in the way the game was programmed and I don't know if anything can be done. My list is as follows:
1. Defensive awareness. AI teammates in particular are really dumb. Proper defensive rotations are absent. Versus the cpu, whenever help is provided by a big, his man is ALWAYS open because no other player is aware enough to rotate and protect the basket.
2. Constant attacks to the paint. Points in the paint in general. The paint area in the NBA is really congested. Yet, in 2K13, players can operate in the paint amongst several other players without issue.
3. Speed burst, coke head play after misses. Save it for the blacktop.
4. Offensive rebounding. Sliders actually do work so, it may not be a huge issue. That said, there are still too many instances where players will teleport to the ball. Or go directly to the proper spot to get the board no matter who's there. CJ Watson out jumping Faried for rebounds? C'mon. Also problematic is cpu teams that constantly hit the offensive glass aren't necessarily penalized when they don't get the rebound. They have much better catch up speed than you do. Not as bad as in the past but, still an issue.
5. Probably a defensive awareness issue but, these 2 scenarios played out as I played as the Nuggets vs the Nets. Iguodala gets a breakaway off of a turnover. 2 Nets players trail. Ig dunks. The Nets inbound the ball, pass it 60 ft up the floor to an unguarded Joe Johnson (Iguodala's man) for an uncontested corner three. There were 4 Nuggets back and only 3 Nets in the front court. No one guarded Johnson.
Similar scenario, Faried gets a breakaway, ball is inbounded and then perfectly passed up the floor 70 ft to a posted up Kris Humphries (Faried's man). Gallinari actually tried to defend him but, without a dribble Humphries teleports/glides into a hangtime layup from 12 feet out.
6. Run more plays. Shoot more jumpers. Pull the ball out if the break isn't there.
7. Block/change shots. Once the offensive player is in their animation it's near impossible to block or alter the shot. Your defender will either not jump high at all or just get pushed out of the way. The only time it seems drives are really well defended, the cpu player will make a near impossible wrap around drop off pass or a super sped up kick out for an easy bucket anyway.
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