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NBA 2K16: Gauntlet Mode's Disappointing First Season

Ones And Twos Is An Imbalanced Scoring System

After two years of ignoring one of MyPark's biggest issues, NBA 2K16 finally smartened up and changed the Park's scoring system to a normal NBA style of two pointers and three pointers. For some reason, though, The Gauntlet remains stuck with the old, unbalanced scoring setup.

Scoring baskets by ones and twos rewards reckless outside shooters who chuck up contested bombs all game long while penalizing players who are efficient scorers from mid/close range.

The Gauntlet needs to adopt the standard scoring system to decrease the value of outside shooting and make dominant post players/mid-range specialists worth having on your team. Right now, superstar perimeter players like Grant Hill and Michael Jordan, whose only weakness is poor three-point shooting, are less desirable cards than one-trick ponies like Steve Novak or Hedo Turkoglu.

You Can Somehow Receive A Loss If Your Opponent Quits

This mysterious and maddening problem also happens in Road to the Playoffs, but it occurs much more frequently in The Gauntlet. It happens more often in The Gauntlet because losses matter very little, and so people more frequently leave the match if they fall behind early.


Nothing in NBA 2K16 annoys me more than mistakenly receiving a loss in a match I rightfully won.

Randomized Card Selection Creates Unfair Matchups

My first Gauntlet game pitted Jason Kidd (amethyst), Jannero Pargo (bronze) and Quincy Acy (bronze) against Phil Pressey (bronze), Bradley Beal (gold) and Patrick Ewing (gold). I don't understand why the system would not be smart enough to match me up with someone who had a lineup of similar strength, In the example I just gave, my opponent had a clear advantage with only one bronze player compared to my two bronze players.

Even with that severe disadvantage at center, I should have at least been able to shutdown my opponent's Beal card with my Kidd card. But since you can't alter the default defensive assignments in Gauntlet, Kidd was stuck guarding Pressey the entire game. And whenever I tried manually moving Kidd on top of Beal, my CPU Pargo teammate would be too late to switch over onto Pressey, giving up a few free layups before I was frustratingly forced to settle on guarding a gold stud with a bronze scrub. Like every other online mode in NBA 2K16, The Gauntlet needs to let players manually assign defensive matchups.


You Can't Adjust Your Defensive Or Offensive Settings

Regardless of whether they're bronzes, silvers, golds or amethysts, computer-controlled players in Gauntlet games generally do a terrible job of defending. They'll frequently sag off perimeter threats, completely botch their pick and roll assignment and foolishly leave dangerous shooters open to help out on cutters who were already being well defended. And you simply cannot tweak these awful default AI tendencies. The defensive settings are not available on The Gauntlet's pause screen, even though they're available in every other head-to-head online mode.

Offense in The Gauntlet also suffers from reduced strategic options. You can't pick a base set (all that's needed are basic one-out, two-out, and three-out alignments), so you'll often get stuck with non-shooting bigs spending the entire game behind the three point line, or short perimeter players diving down into the paint where they stand no chance of getting a shot off. You can't even call a quick iso for the ball handler, or a quick post-up for a big man because those D-pad commands have been curiously disabled. If you try to use the player icons to initiate a pick and roll with a specific teammate, a bizarre bug/glitch will often prevent you from using directional passing for the remainder of the possession.

The Gauntlet just does not give smart users many ways to outwit their opponents because the mode's coaching options are so limited. Success is almost entirely dependent on card luck, stick skills and shot timing, which is not a compelling gameplay formula for people who want to test their brainpower along with their reflexes.


Unlimited Fouls And Unlimited Turbo Foster Cheesy Gameplay

Fatigue is a concept that does not make much sense in a simple game of 21, but to prevent zig-zag cheesers from endlessly holding down turbo and weaving left, right, left, right, left, right until they finally create enough space to take an open shot, how about introducing an NBA Jam-style turbo meter that rapidly depletes while the sprint button's being held, and slowly refills once it has been released?

A team foul limit also needs to be introduced to prevent cheesers from auto-fouling the offense and resetting the possession every time there's an easy fast-break opportunity, a wide open lane to the basket or a favorable matchup in the post. Visual Concepts should implement a system similar to Midway's NBA Showtime arcade game where the offense is given a free throw and gets the ball back after the defense commits their fifth team foul. Once the defense commits their seventh team foul, the offense should start getting two free throws and the ball back.

At Least The Rewards Are Nice

I do appreciate the quality rewards Visual Concepts is giving people for suffering through Gauntlet games, as it's arguably the most lucrative mode in MyTeam because you can acquire lots of currency, plus all kinds of players, cards and badges just for finishing a few 10- to 20-minute online matches. Amethyst Bob Cousy may not be as good as the amethyst Jason Kidd you can earn by beating Domination, but Cousy's still a solid two-way point guard who can help your team complete Road to the Playoffs. The Gauntlet's amethyst Clyde Drexler, though, is one of the best all-around wings in MyTeam at this moment.


You Can Try Lots Of Rare Cards

The only other reason I would want to play The Gauntlet in its current state is the chance to test out high-priced amethyst cards like '09 Dwight Howard, '08 Carmelo Anthony and '94 Hakeem Olajuwon. Gauntlet is a great way to see whether or not you like the way these expensive players feel on the court as animations and wingspan are crucial parts of a player's success in NBA 2K16. The odds of pulling amethyst trial cards also seems very favorable -- I've already gotten four amethysts in 12 Gauntlet games thus far.

 


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Member Comments
# 1 Jhawkfootball06 @ 11/18/15 04:12 PM
Absolutely right.

If somebody makes two threes on you, it essentially takes four 1-point baskets to get the same amount of points.

If you get the short end of the stick and end up with three people who are bad at threes, you essentially are at a huge disadvantage. Many times in those instances the other team gets loaded with 2-3 shooters.
 
# 2 BlessingSpore72 @ 11/19/15 07:18 AM
Great article Jay. This can be a super frustrating mode and they need to make some changes. It is very frustrating when all the other opponent does is shoot 2s and they seem so scripted. If he misses 2 you can almost guarantee he will make the third even if heavily contested. The scoring system definitely needs to be changed from 1s and 2s to the normal 2s and 3s. I am able to beat most cheesy tactics but i wish they were less effective. You never mentioned that a player can back another player down as long as they want. I have gone up against a player that picked Gold Shaq. He would give Shaq the ball to carry up the court adn just back my smaller player down the whole way. I quickly figured i needed to double team him and after a few steals he quit. Also there is no 3 in the key, so players will just camp under the net like slamball and just wait form someone to drive and they will try and block or just take a foul. And they dont care if they foul you because there is no consequence to many fouls.
 
# 3 harryl @ 11/19/15 03:11 PM
Quote:
Originally Posted by MMChrisS

Ones And Twos Is An Imbalanced Scoring System

After two years of ignoring one of MyPark's biggest issues, NBA 2K16 finally smartened up and changed the Park's scoring system to a normal NBA style of two pointers and three pointers. For some reason, though, The Gauntlet remains stuck with the old, unbalanced scoring setup.
Good article. Generally agree there are some glaring issues to improve, while some issues don't bother me so much because this mode is supposed to be casual and informal.

If goal is to emulate casual park play and not be arcade, unlimited turbo makes no sense. No fatigue doesn't even make sense. People get winded during playground games. What I think would be interesting would be having fatigue on and there might be a little recovery during a play stoppage but, otherwise, energy is finite.

This would encourage people to do more than ISO their best ballhandler, which I see much more than 3 point bombing.

On that note, I haven't played a ton, but def over 50 games and haven't really seen incessant three point bombing. Even in your screencapped example, your opponent shot about half-half (though prob most 2pt. attempts were turbo fast breaks or ISO). And you won.

With the ratio 2:1, people should pretty much only shoot from outside, but I rarely see someone go for the 3 constantly and overwhelmingly. But YMMV.

Def need to be able to change defensive assignments. Get that they don't want play bogged down. So make it a one-time screen to tailor that.

Suppose some quick play options would be nice and sensible but don't really miss it. ISO is unnecessary because it's basically full time ISO. Post up would be nice but it's easy to get someone specific into the paint.

Anyway, good write up. Generally agree with your sentiments.
 
# 4 ghettog @ 11/21/15 02:31 PM
I am a non VC buyer. And I don't like buying too many card packs since they are usually junk. I do like playing Gauntlet as you mentioned mainly for the rewards. I definitely got some of my best gold players from there. I also got Cousy/Clyde. Over the course of unlocking the Amethyst rewards I definitely built up a ton of MT from games and rewards. While I agree about the flaws. I appreciate that 2k gave us another mode where we can get rewards. Honestly I didn't even play MyTeam last year since it seemed way too much as pay to win. While it might still be pay to win it at least gives you a shot at some good cards if you spend some time with it.

I like to play on ball defense. It is pretty maddening that you can't edit the CPU defensive pressure for one. I can be shutting down the ball handler and my teammates comes off of a 3 point shooter for no reason for a wide open 3. When you are playing against a team with a Klay Thompson or Curry on it its tough to let the CPU guard them off the ball, because it becomes very easy to find them open with the CPU's D.

I wish you can also change the pick and roll defense. At least to make the cpu stay with the corner shooter and not help. Since the go to move in Gauntlet mode is pick and roll. A 3 on 3 pick and roll usually means someone is open at the rim for a dunk or someone is open in the corner for a wide open 3. In the long run those 3's are probably going to kill you more than a wide open dunk.

I am definitely with you with the defensive match ups. I have multiple times had to defend Lebron James with a bronze Center/PF when I've had a decent wing defender on my team.

As for receiving a loss when I should have gotten a win. It's only happened I believe once to me on PS4 for gauntlet mode out of a lot of games. It happened a lot to me in Road to the Playoffs. I would always get the "arbitration is taking a long time to complete" screen that would never end which forces you to quit and get the loss. Even if the other person was the one that pulled the plug because they were down a lot.
 

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