Havent used switch. Hard hedge is no go for me too bcos the hedge defender tends to over hedge and not in time to recover.
I have adopted a different way to defend the cpu pick and rolls. Rather than focusing on controlling the hedge man or onball defender, I use the offball defender from weakside to manual help (and hold LT). I have set 'Shrink The Floor' as my primary defensive focus, so it makes the help easier. The trick is I dont 'over' help using the offball defender. What I've noticed so far is that the Cpu kinda recon a defender in the lane and slow down a little. My help is just to delay the action so my onball defender can recover in time. If the cpu ball handler goes all the way into the paint, I have no choice but to follow though. I will then switch back to the next nearest offball defender to the open man to anticipate for the kick out. If the cpu pass to the roll man, I will go all the way too. And when my roll man defender recovers in time, together with my LT defense, and the roll man fail to kick it out, I'll get a jump ball.
Now what happens to the open man outside? This approach will kill my defense with the warriors or the rockets. So tHere will always be one open man. Pick and choose the one u want to let them shoot. This may sound extreme silly but this is the only way to boost the cpu 3-pt attempts. If u play in default HOF sliders with shooting sliders at 55, then this approach can be suicidal ...
There's one more defensive setting that needs to be done, and thats very impt. Choose the player whom u want to rotate to help. This is to ensure if my manual discovery wasnt in time, my AI defender can leave their man to help but not rotate. Set all to No Help on drive and pick and roll. If playing against warriors, set 'help but no rotate' for draymond. So come to worst situation, I will give draymond the 3 and I'll live with it.
So thats why I uses soft hedge. The hedge man can stop the shooter from shooting when my onball defender goes under the screen. And that its just my goal to slow down the pnr action and not to stop the pnr action.
And that's my preference of playing the defense for now. I can make cpu putting up 20 to 30+ 3s attempts per game and at the same time relying on the sliders to even out the makes and misses, and I've been enjoying the gameplay personally.
If this helps anyone, by all means.
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