CPU help defense is very slow a lot of the time
Patch Request Thread
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Re: Patch Request Thread
CPU help defense is very slow a lot of the time -
Re: Patch Request Thread
It's sad that they took the Jordan Rec center out of the park ..
Why not Pro am and Jordan rec center in the park ?Comment
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Re: Patch Request Thread
Can't wait for Pro-Am to be fully fixed and patched up. Should be fun if the cheese is monitored and patched.Comment
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Re: Patch Request Thread
PS4:
Request: Please patch in the alternate jerseys for classic teams. They are already in the game and can be selected by current teams - please make them available for the retro squads too.
Example - Bulls black/red pinstripe jersey worn in 96 or the Magic blue/white pinstripe, also worn in 96.
Thanks-----------------------------------------
NBA 2K Retro Hoops gameplayComment
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Re: Patch Request Thread
MyCareer Gameplay:
- Transition Defense
- P&R Defense
- Defensive assignaments. It's ridiculous to be punished for blocking a driver and your assignament gets the offensive rebound. Or you get punished if you try to defend the driver from a P&R and he passes to your assignament and score.
- Post defense. I keep pushing the LT button to keep out whoever I'm guarding. When he have to do a wall or something (their play), the LT button doesn't "work" anymore and he can walk freely to his next target spot.
- Scoring under the rim after an offensive rebound it's almost impossible instead for the CPU is almost automatic.Comment
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Re: Patch Request Thread
AI Shot Distribution and the flow of the game
AI shot distribution needs to be patched. The CPU tries to force it's way into the paint on each possession, seldom shooting three pointers and other kinds of shots. The points in the paint issue from past 2K's remains a problem in 2K16. In my experience, it is too easy to get to and score in the paint for the User and AI. Part of the issue with the CPU getting to the paint with ease is your AI teammates seem to arbitrarily leave openings. The User can't possibly control all 5 defenders at once, and sometimes it seems like the game requires you to if you even hope to get defensive stops. The best team in the NBA last year in PIP averaged 47 per game, and the worst averaged 33 PIP per game. Points in paint should fall within that range. I've had several games where the CPU scored 60 points in the paint on Superstar/Sim 12 minutes, regardless of team.
The league wide average for 3 pointers attempts per game in the NBA last year was 22.41. In 12 minute games on Superstar/Sim, the CPU attempts far fewer than that(I've seen as low as 10-14 with 3 point shooting teams). This contributes to unrealistically high shooting percentages. The AI does not look for threes, it looks for the paint.
The pace of the game is also a bit too fast(I'm not necessarily talking about the speed). The average for Field Goal attempts per game in the NBA is 84 league wide. In some 12 minute games, My AI opponent attempted near 100 shots. Some of this is impacted by fewer free-throw attempts in certain games, but much of it has to do with the AI making no more than one pass before attempting a shot, or forcing its way to the paint. The AI seems to consider many contested shots to be good looks. It was mentioned that if we play Superstar/Sim, it would be difficult to score over 100 points in a game. My experience has been opposite so far.
The other issue regarding Pace is one of turnovers. There just aren't enough on both sides, USER and AI(but particularly on the AI side). I've tweaked the sliders to achieve more realistic TO's on the USER side, but the AI is still too perfect, and your AI defenders seldom force turnovers. It seems that the only way to force turnovers is manually and again, the USER cannot control 5 guys at once. The CPU very rarely makes errors, such as errant passes.Last edited by eko718; 10-05-2015, 11:50 AM.Comment
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Re: Patch Request Thread
Hey everyone- I think this game is great, but there are a few significant issues which seem to pop up on a consistent basis, that are hopefully addressed by the developers. Please do not take this as a "nerf the defense" or general complaint thread, because neither of those are my intention. However, after a week of playing, these are the GAMEPLAY issues which appear to be the most glaring.
1. CPU Defense, and corresponding animations are currently overpowered. I understand the importance of running good offense and plays, but I feel helpless as a ball handler as the dribble drives (and even basic dribbling around the court) are extremely ineffective and INCONSISTENT. I literally feel like I am getting sucked directly into a "bumping or riding" animation 9/10 times I move around a defender.
- Can you beat a defender? Of course you can, but it seems so inconsistent and more a matter of luck, then it is a well thought out move and explosion to the basket.
- In addition, and probably directly related, I would like to see more "explosion" and remove the "hesitation/hitch" seen consistently when controlling an offensive player (no matter how great they are, Curry, Westbrook, Lebron, Rose, are all effected). As mentioned, this is probably a byproduct of the game wanting to play more defensive minded, but it should not come at the expense of limiting the integrity of offensive movement).
2. Players being left wide open under the basket. Many times big men (playing defense) allow their man stand between them and the basket for an easy pass and layup.
3. CPU teammates transition defense- This has been a legacy issue for 2K, but it is currently not working well. AI controlled teammates are currently having a very hard time defending in transition.
4. To piggy back on transition defense challenges, the AI seems to have a very difficult time identifying who to pick up and guard in the half court. As a user, when I get back on defense, my "player guarding" indicator seems to move all over and many times we are left with two people guarding the same player, and someone left wide open. (This could be the root cause of issue in bullet point 2 as well)
5. Offensive sets- All of the new freelance and plays are PHENOMENAL, best part of the game IMO, but they seem to setup and develop at a very slow pace, leaving you with very few options over the course of the offensive possesion. (Compounded by the fact it is challenging to move around the floor and perform dribble drives without being sucked into defensive animations).
- I would like to see CZAR speed up these offensive sets, and also make the launch points a bit more forgiving. (Sometimes I will be standing in an area and the play (freelance) will not trigger.
6. Fatigue- It is currently almost non-existant and broken. (Developers have acknowledged this)
This list may seem extensive, but for ALL they added, and how great this game is, there were a few bugs that were bound to happen. If they can clean these gameplay issues up, this will undoutedly be the greatest sports game I have ever played, and I have been an avid sports gamer since the early 90's.
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Re: Patch Request Thread
AI Shot Distribution and the flow of the game
AI shot distribution needs to be patched. The CPU tries to force it's way into the paint on each possession, seldom shooting three pointers and other kinds of shots. The points in the paint issue from past 2K's remains a problem in 2K16. In my experience, it is too easy to get to and score in the paint for the User and AI. Part of the issue with the CPU getting to the paint with ease is your AI teammates seem to arbitrarily leave openings. The User can't possibly control all 5 defenders at once, and sometimes it seems like the game requires you to if you even hope to get defensive stops. The best team in the NBA last year in PIP averaged 47 per game, and the worst averaged 33 PIP per game. Points in paint should fall within that range. I've had several games where the CPU scored 60 points in the paint on Superstar/Sim 12 minutes, regardless of team.
The league wide average for 3 pointers attempts per game in the NBA last year was 22.41. In 12 minute games on Superstar/Sim, the CPU attempts far fewer than that(I've seen as low as 10-14 with 3 point shooting teams). This contributes to unrealistically high shooting percentages. The AI does not look for threes, it looks for the paint.
The pace of the game is also a bit too fast(I'm not necessarily talking about the speed). The average for Field Goal attempts per game in the NBA is 84 league wide. In some 12 minute games, My AI opponent attempted near 100 shots. Some of this is impacted by fewer free-throw attempts in certain games, but much of it has to do with the AI making no more than one pass before attempting a shot, or forcing its way to the paint. The AI seems to consider many contested shots to be good looks. It was mentioned that if we play Superstar/Sim, it would be difficult to score over 100 points in a game. My experience has been opposite so far.
The other issue regarding Pace is one of turnovers. There just aren't enough on both sides, USER and AI(but particularly on the AI side). I've tweaked the sliders to achieve more realistic TO's on the USER side, but the AI is still too perfect, and your AI defenders seldom force turnovers. It seems that the only way to force turnovers is manually and again, the USER cannot control 5 guys at once. The CPU very rarely makes errors, such as errant passes.
Hey. I see your frustration. What difficulty level are you playing. My boy @TheReal2KGenius has some game sliders that are near perfect to real life NBA. I've been using them and I can't get enough of how real the game plays.
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Re: Patch Request Thread
*** MOST REALISTIC GAMEPLAY EVER *** http://www.operationsports.com/forum...d.php?t=858315
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Re: Patch Request Thread
Skins tones need fixin'.
http://www.operationsports.com/forum...kin-tones.htmlComment
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Re: Patch Request Thread
Can you make the blue darker in MSGAttached FilesComment
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Patch Request Thread
• A patch to improve responsive controls would be lovely.
• Spurs' Diaw, Duncan & Manu have bronze flashy passer badges w/ low pass ratings that only make the badge look like a trap. Upgraded Gold badges would be a pass on the low ratings to allow at least a 40% possibility to complete the pass.
•Tony Parker and Manu, don't have relentless finisher badges. I'll be overlooking the additions of these perks, in the coming months as they push the Spurs back into the Western Conf. Finals and furthermore in the new playoff seeding.
•Duncan speed at 37 does not allow him to be any better than a 3rd string player. At 45, many experts and fans would be much more grateful and understanding since he's only gotten better over the years.
• You may have heard complaints about point guards defending at 94ft, the disadvantage of ball handlers being harassed by guards/forwards/centers who ride the hip w/o a chance of a foul. Plus new play recognition ability to stop 80% of screens/Pick & Rolls. Again, the ice and switch both harassing ball handlers w/o a chance of a whistle.
• Iverson's left elbow forearm pad should be at the elbow.
• Iverson's shoes when away are black and white.
• XBOX One users can't see which player opponent is camping with on defense
• Last year, broadcast cam users would press up on the d-pad which allowed them to read the defense on the inbound w/ the 2k cam while switching back to broadcast cam once ball came in play.
• Fake passes sometimes result in lob passes.
• Unwanted in and outs when trying to turbo reset away from defense.
• The new RS buttons to call plays and substitutions can potentially get in the way for XBOX ONE users since the controller is not as efficient as PS4 in terms of sticks. Double check.
• Significantly run the average lateral quick ness of every player back to what it was. The rosters took a noticeable blow on that this season, why?
• more responsive controls while playing online.
• More relaxing difficulty playing vs CPU (for ex: domination)
• Tony Parker is still the quickest & fastest player in the league, correct me if I'm wrong
• Kevin Garnett should have badges for m dimer & flashy passing
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