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NBA 2K16 Gameplay Blog With Mike Wang

Hey 2K fans! It’s time to talk gameplay! It’s been a whirlwind year for us and the game has seen a ton of improvements. In fact, it’s tough to even name an area of the oncourt experience that didn’t get upgraded in one way or another. We’ve been playing the game til our fingers bleed and loving every minute of it. There’s a lot to cover so let’s jump right in.

First off, I want to congratulate and thank the gameplay team. This is the hardest working group of guys in the industry with an insatiable drive to be the best. No one has ever said, “ehh… that’s good enough.” We’re our own biggest critics and it’s cool to work with a team of guys who constantly strive to outperform themselves and genuinely love the game of basketball.

Like I said, there’s a lot to cover, way too much to write about in just one blog, so I’m going to try and highlight some of the things we’re proudest of in NBA 2K16.

BRINGING THE GAME TO LIFE

At the start of the year, I threw down a challenge for our gameplay team: make the game LOOK as beautiful as a motion captured movie but make it FEEL more responsive than any basketball game has ever felt before.

We brainstormed for days on how to achieve these goals and then started to detail out what we needed to do in order to take NBA 2K16’s Look and Feel to the next level. We wanted player movement to be more fluid, we wanted guys to be aware of what was happening around them at all times on both ends of the floor, we wanted moves to string together seamlessly, we wanted more authenticity in our signature styles, players, coaches and teams… we wanted to bring life to the game!

A huge aspect of where we felt we could see major wins was in player movement. So a portion of our team took on the challenge of re-writing our motion system to achieve some of these goals. This is one of the most obvious improvements when I look at last year’s game compared to NBA 2K16. When guys move away from the ball, you can read the intent. You can tell when they’re not involved in the play and are trying to space the floor. You can tell if they’re actively trying to get open or working off a screen. You can tell that they’re playing basketball. And these aren’t just canned movies. There are some serious brains driving the new motion system. It understands the player’s current position and target location, proximity/angle to the ball, where the defense is positioned, and the context of the offensive play. If Redick is running a baseline cut, peeling off a down screen but runs into congestion, sometimes you’ll see him fight through the traffic to continue where he’s going, sometimes he’ll cut back to find another route. Guys are never stuck in an animation so it allows our AI to operate as dynamically as it needs to, always recognizing what’s happening and adjusting on the fly – all while maintaining the look of a nice motion captured sequence.

Another big aspect of bringing the game to life is the idea of storylines. The drama of the NBA always intrigues me. Game after game you see different guys step up to play big minutes. Sure, your stars carry you most of the time, but sometimes it’s one of the role players who end up being the X factor that decides whether a team wins or loses. We wanted to bring that element to NBA 2K16 as well. So we re-worked our rhythm feature, badges, and game logic to allow for more flexibility in how games play out. Previously, rhythm was completely performance driven which usually resulted in your great players typically getting hotter and your weaker players getting colder – further encouraging gamers to always take the same shots with the same guys.  But this year, we wanted users to have to adjust to what the game was giving them. That means that sometimes your stars won’t be at the top of their game. Sometimes you’ll need to find that 3rd or 4th option who might have it going that night and maximize his minutes. Sometimes players will be feeling it from the perimeter but struggle to finish at the rim or vice versa. Some players will struggle on the road while others step up. It’s a deep system that keeps the game fresh and helps bring our virtual athletes to life.


“Intensity” was another key word for us this year and a big part of the on-court experience coming together. It was also one of the things that Jeff Thomas really wanted us to key on as a gameplay team. Guys struggling to get open when running buzzer beater plays, coaches making smart strategic decisions with timeouts and play calling, players and crowd reacting to big moments the right way, and the list goes on. Our engineers put a lot of effort toward trying to replicate those tense end of game situations that make the NBA so dramatic and it’s nice to be able to see those things play out in NBA 2K16.

I could write for days on the concept of “feel” when it comes to gameplay. But to put it in a nutshell, our goal this year was to make sure that the gamer was ALWAYS in total control and able to pull off the exact move they wanted to, WHEN they wanted to. That was a thought that permeated all of our designs and something we were very explicit about throughout development. To achieve that, we re-designed a number of systems to allow for more on-demand branching so that you never feel locked into an animation. You’ll immediately feel the difference in basic movement, shooting, passing, blocking, you name it… and I think it really rewards gamers who spend time mastering the sticks. However, we also felt it was important to make sure that players behaved in a believable way which leads us to the topic of…

PHYSICS

When we introduced our next gen engine a couple of years ago, we talked a lot about physics. In NBA 2K14, we were able to see some cool wins like the ball spinning in players’ hands, better foot planting and improved ball physics while dribbling. A physics engine re-write doesn’t happen overnight and we’ve had brilliant engineers continue to develop it over the past few years. For NBA 2K16, you’re going to see even more benefits from the engine upgrade.

Ball and rim physics look much more realistic now. You’re going to see long rebounds, rim rattlers on made and missed jumpers, and lots of other ball to rim interactions that we’ve never had before. Dunking and rim hangs have also never felt better. This year, the rim and stanchion respond to dunks with a true physical model. So on rim grazers, you’ll see the rim breakaway very slightly if at all. While monster rim hangs will show the basket and stanchion getting pulled down and snapping back up when the player lets go. Dunks that hit the side of the rim will cause the basket support to sway laterally and so on. And a quick side note on dunks, we’ve improved the ability of bigs to dunk from a stand when operating deep in the paint. So it feels amazing to shake a guy in the post or come down with an offensive board and finish with authority like a big should.

Foot planting was also re-written from the ground up inside the new engine, this time using sophisticated toe/heel detection, blending techniques and IK (inverse kinematics.) The new foot planting does a great job of making players feel more grounded to the world when cutting, planting or pivoting. However, the thing I love most about it is that it’s not just an aesthetic improvement. Because players aren’t able to cheat physics by sliding or radically shifting momentum it allows the flow of basketball to play out in a more natural fashion.

There are other nice touches like the ball now responding to “english” on bounce passes, better net physics, mass/strength playing a factor in player to player collisions, etc. We’re definitely making great strides in the area of physics and it’s cool to see the line between real life and our game slowly blurring away.


Ok, I realize if I keep explaining the new gameplay features at this rate, we’re going to end up with a 20 page blog. So here’s a quick rundown of some of the other cool stuff you’re going to see in NBA 2K16:

  • New Post Game!  Post has been rebuilt from the ground up and is better than ever. We’ve moved post back to a hold of L2/LT to give you quicker access, free your right thumb up for other actions, and to better mirror defensive movement. There are hundreds of new animations, better freedom of movement, lots of new moves and collisions, a new post cutoff system, and just a better overall feel to the play in the paint.
  • Loads of passing improvements: faster ball speeds, better pass animation selection, completely re-written pass lane selection, ability to immediately break out of catches, step in catches around the rim, step out catches when crowded, less sliding on standing catches, boat loads of new content, and much much more. We’ve even added a new option to allow you to pick what’s most important when using directional passing. So you can go with the default tuning or you can bias it more toward stick direction or receiver openness.
  • New passing controls:
  • A/CROSS = Best Pass (gives you the best pass for the situation you’re in)
  • B/CIRCLE = Tap for Bounce Pass, Double Tap for Flashy Pass, Hold for dribble pitch/handoff (hold to bring the selected receiver toward the ball, release to pass or handoff if close enough)
  • Y/TRIANGLE = Tap for Lob/Overhead Pass, Double Tap for Alley-Oop, Hold for Lead to Basket pass (hold to make the receiver cut toward the hoop, release to pass… awesome addition!)
  • Improved pick controls and animations – Ability to quickly toggle between roll or fade as well as switch pick side without having to wait for a timer. You can also call for an early slip or fade at any point. The new pick controls give you ultimate flexibility to read the defense and adjust in real time just like an NBA point guard would.
  • Controllable “flick flick” finishes give you the ability to control how and where you finish your up and unders and step thru shots (previous years you were stuck with whatever the animation wanted to do)
  • Pump fake, draw foul shots have returned
  • MUCH more responsive defensive movement both onball and off which feels fantastic and really helps balance the game.
  • A bunch of new jump shot types to cover various cases to prevent weird facing and momentum pops. We’ve also given you the ability to maintain your dribble when pulling off a hop shot and tweaked shot release speeds to remove some of the delays and hitches you may have seen in the past.
  • Support for signature size-ups in all 4 directions. Over 200 new size-up animations really boost the floor game and makes it a lot more fun to break down the defense with your favorite ball handlers. All size-ups are completely branch-able at any time and look great.
  • Brand new dribble crowd system allows you to body up the ball handler while he’s standing in triple threat or dribbling. This makes the physical onball defenders feel much more dominant. The moving body up ride system also saw a ton of improvements. Collisions are much more appropriate, more intense, and more responsive for both the dribbler and defender. In a nutshell, playing onball defense is nice now.
  • Speaking of onball defense, we’ve also added a new Dynamic Defense Assist feature. The harder you press the Intense-D trigger, the more assist we give you as an onball defender. I can’t overstate how much this feature improves the ability to play defense online. There’s also a slider, so you can tweak the strength yourself or turn it off.
  • Boxouts and rebounding have been re-designed from the ground up. The major difference you’ll feel is that you now have complete control over how your player moves and interacts during boxouts. It allows players to read and react on the fly and turns rebounding into a game of skill.
  • Blocking is another area that has gotten a lot of love. As a blocker, you can now choose to go up conservatively with verticality or more aggressively to try and make a bigger play on the ball. We’ve also implemented point IK, which allow blockers to track the ball in real time and react to different situations in a dynamic way. For me, swatting a shot into the stands is probably the most gratifying thing to do in NBA 2K16. The improved physics on blocks make these scenarios look great too.
  • Layup strips have been improved and are a much more reliable counter against guys going to the rim.
  • We’ve re-worked the offball collision system to allow you to deny with more physicality and chuck cutters away from the ball. It’s especially awesome to see guys trying to fight their man off while being grabbed to try and get open for those last second buzzer beaters.
  • For jump shooters, we’ve added some of the post-release follow through antics that shooters tend to do in real life. So on high percentage shots you’ll see guys leaving their hand up on the follow through or heading back upcourt early as they watch the flight of the ball. You’ll see players try to “will the ball in” with their body language, follow their shots, or even celebrate early like Steph Curry on a buzzer beater. It may be a small detail, but it’s one of my favorite features this year.
  • Shot percentages have been re-tuned and provide much more expectable results. We do a much better job now of detecting shot defense and responding with realistic outcomes (fewer missed easy layups, more bricks when heavily contested, and contested jump shot values that match real life stats.) Also, just about every variable we have in our shot heuristics can now be re-tuned post-release without having to create and release a patch, ensuring that we’ll be able to fine tune the system based on community feedback so that everybody’s happy.
  • Ball handling saw its share of upgrades. Lots of new content to freshen up cuts, first steps, and overall movement… as well as plenty of ambient, bring the ball upcourt dribbles which the sim community loves.
  • One quick gameplay camera thing… for fans of the 2K camera, we’ve added a “Flip Style” option that lets you choose between “Swivel” (what it’s always done) and “Cut” (immediately change camera angle with a cut.) So for those gamers who like playing “north/south” but hate the swivel effect on change of possession, there you go. There’s also a new “2K Wire” camera option which is kind of a hybrid between the 2K Cam and Wire cam. You might want to check it out.
  • And last but not least, no 2K basketball game would be complete without a massive content refresh. Last I checked, we were somewhere in the neighborhood of 9,000-10,000 new animations. So you’ll be seeing some new stuff for sure.


FINAL THOUGHTS

I think those are the main things I wanted to cover in this blog… as you can see, we were a busy group this year. The crazy thing is, this is only a glimpse of what the AI engineers spent their year on. I’d literally be writing for days if I had to document all of the challenges the guys faced and conquered in this shortened year. So sit back and enjoy what you’ve created, AI team, you deserve it.

For 2K fans, the last thing I want to leave you with is this… the game is FUN. Usually at the end of every dev cycle, a part of me is disappointed that we didn’t hit this or that goal. And there’s always a sense that we could’ve done more… that something was missing. But the more and more I play NBA 2K16 (and believe me, that’s A LOT), it could be 2AM and I always want to squeeze just one more game in. This is, by far, the best playing hoops title we’ve ever created. It’s the most well animated, most authentic, best feeling, and most balanced 2K to date. And we’re super excited for you guys to get your hands on it!

Oh… and you’ll notice I mentioned almost nothing with regard to artificial intelligence, plays and strategy. Nino and Scott will be tackling that in a separate blog because there’s way too much goodness to talk about. Simnation, stay tuned, you’re gonna love what’s coming up.


NBA 2K16 Videos
Member Comments
# 141 cowboy_kmoney @ 09/02/15 10:45 PM
Looking good so I Kant wait for this game to drop.👏
 
# 142 youvalss @ 09/02/15 10:59 PM
Quote:
Originally Posted by The 24th Letter
Would've impressed me if you had the courage to keep NBA 2K4, lol
I don't think 2K themselves kept anything related to that game. I bet there's no sign of it in their office. If any employee got caught playing that game around the office, they would lose their benefits.

But hey, it worked out at the end. It might be the reason they had to hire Mike. Only one man could clean up the mess.
 
# 143 itchyroll_51 @ 09/03/15 01:08 AM
Quote:
Originally Posted by michaelsan
Just marketing baby.
I'd be happy if I could see everything with my eyes before buying the game so you can judge and give suggestions which can help developers to modify, fix or do whatever they need to do in order to release a nice game.
I can also say that I'm dirty rich but in real I have 3 euro in my bank account!
Those are just words that don't hype me so much.


Inviato dal mio D5833 utilizzando Tapatalk
I trust Mike Wang, he means what he saids. I don't remember one scenario with him all these years where he blatantly introduced a feature that isn't anything like it in the game. I am grateful he takes time off his busy schedule to write these blogs. Is it marketing ? Of course. But you should really first find out what Mike Wang is about before you call him out for "just hyping" the game.

Sam Pham
 
# 144 MarkWilliam @ 09/03/15 01:40 AM
Dribble hand off control trigger?!? Cut to basket control trigger!?? I'm thinking Bulls Noah handing off to a curling Rose or bounce passing to a backdoor Rose cut (like he used to before he blew his knee out!)..... whoa.....


Umm...... this blog has TOO much to talk about! I am typing with NO composure.... haha.


I am just hopeful and optimistic that bringing the ball up the floor isn't as "clumsy" as it was in 2K15. I found the animations took control of the player at times. Walk/Jog/Run speed control seemed fiddly at times aswell. Based on what he mentions about controls it will now be a non issue......


Hoping the fading/leaning Js are less "wild" aswell. He mentions a "bunch" of new jumpshots being implemented so there's all this PROMISE......and Mike Wang is a man of integrity!


Vids cant even do it for us, we need to play and feel for ourselves.....


I am very keen to get a feel for this. AMAZING.
 
# 145 Sundown @ 09/03/15 01:50 AM
Quote:
Originally Posted by WISports
I mentioned this in another thread, but I really hope they don't overdo this. There should be no hesitation of your player once you start pushing your sticks.


Sure, there needs to be momentum, but these guys are crazy athletes. They can switch directions and stop and go on the drop of a dime.
Except they actually can't, which is why a simple pump and drive can fake out a good defender closing out if the shooter is enough of a threat. So much of basketball is almost completely about using an opponent's momentum against themselves.


That said, I think the dev team knows they need to keep things responsive-- if only in the actual animation where the player relays the intent and awareness of your action, even if he needs a plant or deceleration step before actually moving in the direction you move your stick. There may be realistic momentum and hesitation due to weight shifts, but the sluggish sliding might be largely reduced.
 
# 146 Bornindamecca @ 09/03/15 02:02 AM
Quote:
Originally Posted by Sundown
Except they actually can't, which is why a simple pump and drive can fake out a good defender closing out if the shooter is enough of a threat. So much of basketball is almost completely about using an opponent's momentum against themselves.


That said, I think the dev team knows they need to keep things responsive-- if only in the actual animation where the player relays the intent and awareness of your action, even if he needs a plant or deceleration step before actually moving in the direction you move your stick. There may be realistic momentum and hesitation due to weight shifts, but the sluggish sliding might be largely reduced.
This is a false dichotomy. NBA athletes can stop on a dime, and they also can't. It depends on the situation. This is why we need both and the varying levels of commitment to give us a broad range of results after players commit. In 2k15, there is no representation of any NBA athleticism that translates to an honest balance of offensive and defensive movement.

People are talking about "trusting" or seeing that it's "just hype." I think this is the wrong attitude.

This is all information. When Ronnie2k speaks, please, dismiss it. He's a hype man. When the people who actually MAKE the game speak, it's the first part of the conversation. They're telling us what they're attempting to do.

We'll know the failure or success of these attempts after we spend hours learning and testing the game. If you're not a hardcore 2k player, you can just wait. If you ARE a hardcore player, this is the first tool you need to give reliable feedback to help this team continue to improve this game.

Now we have a standard to measure the product up against. My FRIENDS are making this game and I don't trust them. It's not about trust. It's about them taking on a difficult challenge, setting lofty goals and losing sleep trying to meet them. Trust or mistrust clouds the vision we need for accurate and clear feedback.
 
# 147 Matty Aqua @ 09/03/15 02:05 AM
I'm so happy they moved the Post up back to L2 button!
 
# 148 bumpyface @ 09/03/15 02:05 AM
Things that stand out to me are the Role player piece, the feel or control portion, post love, faster ball speeds, and defensive improvements. I want to be excited but I'll wait to hear about any improvements with online. I'm sure the offline will be exceptional though with the list of improvements Mike listed here.
 
# 149 dj25davis @ 09/03/15 02:37 AM
All of these new improvements are everything!!!! I just want to know have you guys at 2k included splitting the double teams in the gameplay as well
 
# 150 Daymankarate @ 09/03/15 03:00 AM
sorry to be pessimistic guys but one thing that bugs me is where it's mentioned about having to rely more on role player's and how star players aren't always going to have the hot hand this worries me that MyCareer mode will still have superstars constantly passing me ball and ball watching and expecting me to spoon feed them when I simply want the stars I teamed up with to play like their capable of so I can play off of them instead of vice versa I hope I'm wrong about this but other then that one thing I loved everything else I heard in the blog
 
# 151 Knickstapeforever914 @ 09/03/15 03:58 AM
Quote:
Originally Posted by LorenzoDC
Some nice footage there.

Foot planting? Physics? Post completely redone? Weight makes a difference? Redone player collisions? CPU off ball AI? Passing?

My goodness. . .

As someone that plays strictly a low post center this just made me really happy can't wait to really dominate now


Sent from my iPhone using Tapatalk
 
# 152 ataman5 @ 09/03/15 04:12 AM
I'm just overwhelmed with all the things written in blog and all you guys commenting and pointing the new stuff.
I mean really having hard time to truly grasp all these fundamental strides made in just one year cycle. Not even a full one year you know.
I know that i will not do justice just by saying how great they are how much they care for us is just not enough, they make all these changes bring it to life and i'm most definitely sure even us simheads won't throughly grasp of all these changes it will become second nature and i just want to make sure Mike Wang and his team to understand how much we really appreciate Eventhough sometimes we're not able to emphasize that gameplay greatness of nba 2k.
Well i just wanted to emphasize on how much we really appreciate your hard work and ambition as we're that much ambitious about playing the game year on and off at least i am.
Thank you to Mike and Everyone on his team we know that Nino, Scott, Jerson and so on thank you. [emoji111]🏻️


Sent from my iPhone using Tapatalk
 
# 153 strawberryshortcake @ 09/03/15 04:29 AM
Quote:
Originally Posted by Daymankarate
sorry to be pessimistic guys but one thing that bugs me is where it's mentioned about having to rely more on role player's and how star players aren't always going to have the hot hand this worries me that MyCareer mode will still have superstars constantly passing me ball and ball watching and expecting me to spoon feed them when I simply want the stars I teamed up with to play like their capable of so I can play off of them instead of vice versa I hope I'm wrong about this but other then that one thing I loved everything else I heard in the blog
I completely understand your point.

But isn't this what we see during the basketball season and into the playoffs. I'm thinking it's more in line with superstars having off nights with role players possibly making key plays at certain points in the game, or even having to bail out the stars.

Two stars on the Golden State Warriors are Steph Curry and Klay Thompson.

Harrison Barnes, Andre Iguodala and Draymond Green, Shaun Livingston, Mo Speights, and the rest of the bench are considered supporting cast or role players. Having watch the entire past Warriors season, I have seen both Steph and Klay have off nights either at the same time or individually. Role players needed to step up. Barnes had big nights. Iguodala had key moments and big nights. Same with Green. Same with Livingston and Speights and the rest of the Warriors bench.

I already need to do this in NBA2k14 (didn't buy NBA2k15, but will definitely be buying NBA2k16). My Curry 14' have gone on to have a terrible shooting night (1/15 from the field, etc.) and needed to look for my second and third and even fourth option. I had to bring in my back up point guard.

Rewatch the NBA finals if possible. Curry had off nights I believe during the 2nd and 3rd game. Other players needed to step up.

I honestly loved reading every single thing in the blog.


Quote:
Originally Posted by Mike Wang
Another big aspect of bringing the game to life is the idea of storylines. The drama of the NBA always intrigues me. Game after game you see different guys step up to play big minutes. Sure, your stars carry you most of the time, but sometimes it’s one of the role players who end up being the X factor that decides whether a team wins or loses. We wanted to bring that element to NBA 2K16 as well. So we re-worked our rhythm feature, badges, and game logic to allow for more flexibility in how games play out. Previously, rhythm was completely performance driven which usually resulted in your great players typically getting hotter and your weaker players getting colder – further encouraging gamers to always take the same shots with the same guys. But this year, we wanted users to have to adjust to what the game was giving them. That means that sometimes your stars won’t be at the top of their game. Sometimes you’ll need to find that 3rd or 4th option who might have it going that night and maximize his minutes. Sometimes players will be feeling it from the perimeter but struggle to finish at the rim or vice versa. Some players will struggle on the road while others step up. It’s a deep system that keeps the game fresh and helps bring our virtual athletes to life.
 
# 154 Daymankarate @ 09/03/15 04:56 AM
I agree with the fact players have off nights like and the example provided was valid im just stating I hope overall for the most part superstars play like their suppose to and if they hav an off night im fine with that the how real basket ball goes I just dont want to see them superstar players be passive and defer to me a 75 ovr nobody rookie
 
# 155 CaseIH @ 09/03/15 06:05 AM
Looks like a lot of amazing new additions and tweaks. Really looking forward to the release, probably more so than any other time, but I probably say that each yr,lol. Just hope with so many changes and new additions that everything works as intended. It seems when NBA2k devs do a lot in 1 cycle that something major gets screwed up like sim stats glitches, so I really hope everything works right.

Really glad to hear shot blocking is improved, I just hope the stats are realistic as they were way to low last yr on the PS4.
 
# 156 Junior Moe @ 09/03/15 06:12 AM
I'm out of superlatives to throw at 2K. But this here is what "next gen" is about in my mind. We've reached a point with graphics where every game looks great. Things can always be improved, but I doubt we will see a game that graphically blows our socks off again. The leap from 360 2k14 to XB1 2K14 was just insane...

Now it's about behaviors and AI; strategy over "stick skills"; weight and momentum applying (love the bit about LeBron plowing over people because of his size). Having to apply real world strategy to succeed, CPU acknowledging it and making a counter. A chess match. Czar mentioned this before and how it is going to be a multi year effort. This is where we are and I love it. We aren't there yet but 2K is at the tip of the spear. Crazy thing is that this is only year 3.
 
# 157 Boilerbuzz @ 09/03/15 06:14 AM
Quote:
Originally Posted by lkasprzak
New rim-ball physics? Long rebounds? Finally

I hope we`ll see some wedgies

Agreed. But I doubt you see wedgies. He definitely would have mentioned that.


Quote:
Originally Posted by ataman5
Thank you to Mike and Everyone on his team we know that Nino, Scott, Jason and so on thank you. [emoji111]🏻️

Do you mean Jerson?

There are SO many changes this year. All sound great. Solid foundation. I'm sure there will be hiccups with all this new stuff, but even so, the fact that pretty much every gripe I know of was touched in some substantial way just shows how much the team pays attention to the community. The effort is clearly there. Every major change was asked for by community. Some games like to add a handful of features requested by the fanbase, but the rest is geared toward some schmucks vision that no one cares about. I'm still waiting for a certain football game to add features that were in another game since 2004. If that team was like this one, I'd still be heavy into football games. But that's another story. I'm just saying, I love how the community is a primary driver for this team.
 
# 158 drewwright @ 09/03/15 07:15 AM
I'm very happy that teams will make adjustments in series' now and all, you actually have to have basketball IQ to counter the move I can't wait.


Sent from my iPhone using Tapatalk
 
# 159 The 24th Letter @ 09/03/15 07:26 AM
Question for Mike about on ball defense if your checking out the thread...

Is LT PURELY for defensive assistance now? If we are trying to stay in front of someone, will we automatically strafe?

or "feathering" LT, then holding it down when we anticipate a move?
 
# 160 BDM313 @ 09/03/15 07:34 AM
Wasn't as hype for 2k but after this read I stand corrected everything I have concerns about was mentioned so big ups this game is shaping up to be great from the new rim and net physics to the blocking system looks like the devs we're listening but the only concern that remains is the servers and presentation packages....
 


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