NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

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  • stillfeelme
    MVP
    • Aug 2010
    • 2405

    #541
    Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

    Originally posted by 8KB24
    As I understand it, ICE is used to basically funnel ball handler to baseline where a big man kind of traps him at the baseline and uses pick defender to double team only giving up a pop option out of that pnr action. I don't want 7'2 slow-footed Hibbert chasing CP3s of the world to trap him at the baseline. I want to funnel all pnr play to middle so Hibbert can stay below FT line and wait for a drive by a ball handler so he can either contest a long two or contest a layup/floater.

    I sure as hell know that I'm not equipped enough to talk pnr defense with me not playing a second of organised bball but from watching videos and reading articles about different pnr defenses and how NBA teams rotate I have a rough idea on what to run and how.
    You have it right but you could still ICE with Hibbert because he is way under you are trying to funnel the pick and roll away from the middle usually on side screens.

    What Indy would do with him is zone up the pick and roll with him and he would play in the paint or right at the elbow. Basically they were willing to give up mid range jumpers to the guard or pick and pops with the big. For the most part this is a low efficiency shot.

    Comment

    • stillfeelme
      MVP
      • Aug 2010
      • 2405

      #542
      Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

      Originally posted by OGSPORTS
      All good, man! We added a "team panel" as well to the defensive settings menu so you could change the team scheme in one shot. Otherwise you will have to go player by player and change your hedge/pressure options etc. To answer your question, it's not all the way as specific as you like but hopefully we'll get there soon!
      Scott,

      Can you list out the "team panel" schemes we have to use in 2K16?

      • I know ICE has to be one
      • Switch has to be one because you showed the Bucks

      Comment

      • 8KB24
        MVP
        • Jun 2012
        • 2106

        #543
        Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

        Originally posted by stillfeelme
        You have it right but you could still ICE with Hibbert because he is way under you are trying to funnel the pick and roll away from the middle usually on side screens.

        What Indy would do with him is zone up the pick and roll with him and he would play in the paint or right at the elbow. Basically they were willing to give up mid range jumpers to the guard or pick and pops with the big. For the most part this is a low efficiency shot.
        I basically want to play Indy pnr defense when Hibbert is on court as I'd rather give up a contested mid range than anything else and that is, imo, really good strategy for noob virtual coach like me. Funnel everyone to Hibbert and hope for the best. ICE would suit better, imo, with someone quicker at center position as I'm not comfortable taking Hibbert outside the paint.

        Comment

        • stillfeelme
          MVP
          • Aug 2010
          • 2405

          #544
          Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

          Originally posted by 8KB24
          I basically want to play Indy pnr defense when Hibbert is on court as I'd rather give up a contested mid range than anything else and that is, imo, really good strategy for noob virtual coach like me. Funnel everyone to Hibbert and hope for the best. ICE would suit better, imo, with someone quicker at center position as I'm not comfortable taking Hibbert outside the paint.
          I feel you, what you probably want is "zone up" scheme with Hibbert if they have it. He wouldn't come that far out of the paint but he will always be way under the pick. Yall really don't have very good perimeter defenders and Randall is mobile but hasn't shown that on defense yet. So I would say ICE with Black, Sacre, Randall.

          Comment

          • Mickeyknoxx
            Rookie
            • Nov 2008
            • 186

            #545
            Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

            Originally posted by strawberryshortcake
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            Is Mickeyknoxx looking for realistic statistic when he's the gamer playing the CPU?

            That's kind of the thing. Yes, wanting realistic statistics is great. But those statistics have to be meaningful to the situation at hand dictated by the way the gamer plays the game. If Bob or Larry plays the game chucking up 3 point shots religiously almost at the half court every single chance he walks the ball across or stuff that isn't realistic per se, appropriate referee'd calls are not going to come to fruition. Obviously chucking up 3's every single time is a bad example. Just using an extreme example.

            Somewhere I read (or was it a video I watched or podcast I heard) about this. And then a light bulb clicked in my head. Statistics should be dictated by the way the gamer plays. Don't want to manipulate the game just to give realistic stats if it'll make the gameplay artificially rigged so to speak.

            Let organic player interactions on the court dictate the final statistics.
            I know what you mean. Not The case here.. I really try to play basketball, spread the ball, try the mismatches. I Play with the Bulls, so i use some pick n roll, feed the post, and shoot some 3's. I try to don't force shots, looking for the best man open, with time to shoot, and some isos, attacking the basket. But sometimes i think the cpu doesn't commit a lot of turnovers, not so many reach in are called.

            Comment

            • FloorGeneral
              Pro
              • Mar 2004
              • 567

              #546
              Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

              Originally posted by Da_Czar
              One thing is we want to make a basketball game first and not a text simulator. So we don't want to rig things to get s specific number that the game doesn't naturally come to on it's own.

              So if the numbers are off but the game is playing out realistically I consider that a primary win. Rather than jacking the engine around to achieve a certain number that gameplay does not support. Thereby breaking something else.
              THANK YOU! It gets a little irritating when all ppl care about is how the stat screen looks at the end of the game. I know sometimes numbers are really jacked up, but games aren't supposed to follow a guideline, which I think ppl tend to forget at times. Nice to read a post like this, as how a game plays is more important than how stats look at the end of the game.

              Comment

              • MarkWilliam
                72-10
                • Oct 2012
                • 2325

                #547
                Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

                Off topic, but 69 page thread......look what you did OG! Haha......


                Don't want to offend Czar, but this could have been the best blog in NBA 2K history!


                I read it at 11pm Australia time. Didn't get to sleep til 3am because I had to read it twice, watch the vids 204 times and then the kicker, I was waiting for Prez's blog to drop......

                Comment

                • MarkWilliam
                  72-10
                  • Oct 2012
                  • 2325

                  #548
                  Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

                  Originally posted by Da_Czar
                  One thing is we want to make a basketball game first and not a text simulator. So we don't want to rig things to get s specific number that the game doesn't naturally come to on it's own.

                  So if the numbers are off but the game is playing out realistically I consider that a primary win. Rather than jacking the engine around to achieve a certain number that gameplay does not support. Thereby breaking something else.


                  If the game plays realistically and (this is KEY), the USER plays realistically (Sim ball) then realistic numbers should be a bi-product (or close to)....


                  I care about numbers, but I care more about a real playing game.


                  That said, I am interested in whether the stats have been close to real when Czar or OG play (12 min quarters?)? Or if there is something glaring that is happening statistically that's a little off?

                  Comment

                  • ThaLiveKing
                    Banned
                    • Sep 2009
                    • 690

                    #549
                    Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

                    Originally posted by 8KB24
                    I basically want to play Indy pnr defense when Hibbert is on court as I'd rather give up a contested mid range than anything else and that is, imo, really good strategy for noob virtual coach like me. Funnel everyone to Hibbert and hope for the best. ICE would suit better, imo, with someone quicker at center position as I'm not comfortable taking Hibbert outside the paint.
                    Hibbert is no longer on the Pacers lol

                    Comment

                    • jfsolo
                      Live Action, please?
                      • May 2003
                      • 12965

                      #550
                      Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

                      Originally posted by ThaLiveKing
                      Hibbert is no longer on the Pacers lol
                      He means that he wants to steal their scheme to use for the Lakers.
                      Jordan Mychal Lemos
                      @crypticjordan

                      Do this today: Instead of $%*#!@& on a game you're not going to play or movie you're not going to watch, say something good about a piece of media you're excited about.

                      Do the same thing tomorrow. And the next. Now do it forever.

                      Comment

                      • 8KB24
                        MVP
                        • Jun 2012
                        • 2106

                        #551
                        Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

                        Originally posted by stillfeelme
                        I feel you, what you probably want is "zone up" scheme with Hibbert if they have it. He wouldn't come that far out of the paint but he will always be way under the pick. Yall really don't have very good perimeter defenders and Randall is mobile but hasn't shown that on defense yet. So I would say ICE with Black, Sacre, Randall.
                        i know that we have ****ty defenders and the hibbert option was my best bet and iceing when he's not on the floow.

                        but thanks for all the help

                        Comment

                        • setis
                          Rookie
                          • Sep 2004
                          • 125

                          #552
                          Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

                          I know that there was a thread somewhere, but can I ask a couple of questions about online leagues?

                          * Is there any kind of chemistry implemented on teams? Players that boost the others or the other way around?
                          * Will the player updates be applied on ongoing leagues or will we have to start a new one every couple of months to get the updated players?
                          * Is player progression implemented for online leagues too?

                          Thanks for the great work with the game and answering the community, guys!

                          Comment

                          • Bexthelegend
                            Pro
                            • Jun 2013
                            • 539

                            #553
                            Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

                            Originally posted by setis
                            I know that there was a thread somewhere, but can I ask a couple of questions about online leagues?

                            * Is there any kind of chemistry implemented on teams? Players that boost the others or the other way around?
                            * Will the player updates be applied on ongoing leagues or will we have to start a new one every couple of months to get the updated players?
                            * Is player progression implemented for online leagues too?

                            Thanks for the great work with the game and answering the community, guys!
                            You should ask that in the Myleague podcast thread. That's more leftos' area of expertise rather than OG's

                            Comment

                            • ramziock
                              Rookie
                              • Oct 2012
                              • 54

                              #554
                              Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

                              Originally posted by MarkWilliam
                              If the game plays realistically and (this is KEY), the USER plays realistically (Sim ball) then realistic numbers should be a bi-product (or close to)....


                              I care about numbers, but I care more about a real playing game.


                              That said, I am interested in whether the stats have been close to real when Czar or OG play (12 min quarters?)? Or if there is something glaring that is happening statistically that's a little off?
                              I understand that the gameplay Is more important than stats. This must be solid for sim default sliders. With sliders adjustment we can force sim numbers and balance this out. But the foul sliders for example don't work well in 2k15. The default foul sliders are between 50-80, if I max out the sliders I expect much more fouls in the game. But this don't happen and there is my problem. If it make other areas not stable so it's our thing to balnce that.

                              Comment

                              • MarkWilliam
                                72-10
                                • Oct 2012
                                • 2325

                                #555
                                Re: NBA 2K16 Gameplay Blog Wth Scott O'Gallagher

                                Originally posted by ramziock
                                I understand that the gameplay Is more important than stats. This must be solid for sim default sliders. With sliders adjustment we can force sim numbers and balance this out. But the foul sliders for example don't work well in 2k15. The default foul sliders are between 50-80, if I max out the sliders I expect much more fouls in the game. But this don't happen and there is my problem. If it make other areas not stable so it's our thing to balnce that.
                                I hear you...... now I don't know anything about coding or making a game so what I'll say now is all speculation.

                                I think sliders are a tough one to gauge in terms of fouls in the game. Because I believe that most fouls in basketball happen at the basket/in the paint where contact is more frequent.

                                2K can only input so many animations where contact occurs. And that number seems to grow on a yearly.

                                So I find it hard to comprehend how the sliders can really change dramatically after a certain point (when it comes to foul frequency at least).

                                So based on the fact that there are apparently thousands of new animations yet again in 2K16, I am betting a lot of them are to do with player contact.......so it's possible that foul frequency will be increased as a natural bi-product of 2Ks increased animations once again.

                                For the record, I LOVE seeing fouls in the game. And I LOVE that 2K clearly believe fouls should happen more often than not (I feel like other game companies tend to think it makes their game boring, flags in other sports aswell).

                                Again, I am speculating here so I hope no one quotes me to the letter. This is just what I think is the case.
                                Last edited by MarkWilliam; 09-08-2015, 07:10 AM.

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