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NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Off-Ball, AI, Badges, Takeover & Much More

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  • El_Poopador
    MVP
    • Oct 2013
    • 2624

    #31
    Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of

    Originally posted by Da_Czar
    I like this change A-lot actually. It just means that every shot the AI shoots is no longer a perfect release. Before, if the AI perfect shot release had them shoot 50% form a certain area on the floor. Now, there is a variance to their shot release just like with a human so sometimes he has an early release and that 50% shot is only 40% for him on that particular possession.

    The AI's timing is worse on lower levels so you can make more defensive mistakes and not pay as much. As you raise the level of play they get more accurate with their release timings. It is a dope change IMO.
    This is one thing I don't like. I'd much rather the difficulty levels affect how good the AI is at things like finding the open man and reaction speed rather than artificially inflating or deflating their ratings/skill. If the CPU is wide open, they should have the same chance of making the shot on Rookie as HoF. They just shouldn't be as efficient at getting those open looks on Rookie.

    Comment

    • ksuttonjr76
      All Star
      • Nov 2004
      • 8662

      #32
      Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of

      Originally posted by Mikelopedia
      Idk, that makes it sound worse actually lol. I dont want the CPU to artificially keep up with me or let me back into games. Unless you're just talking about AI teammates in Mycareer. Regardless of who it's referring to in what context, I just want ratings to matter....



      .....And this is exactly what I fear, regardless of ratings, that the CPU will make too many open shots with non shooters. Im gonna gap Ben Simmons all year no matter what, I hope i dont see him hitting pull up mids like this is him at an LA run simply because im on HOF or Superstar.

      If anything it already felt without roster edits or slider adjustments that the CPU in 2k19 shot based on timing rather than based on their ratings on the higher difficulty levels.

      EDIT** just saw Czars response, definitely respect his judgement lol.
      I like my idea better, lol. In theory, I would think it would force the player to make adjustments to get their overall team shooting better. It puts the pressure on the user to play harder, better, and smarter. Well, I'm not MyLeague, MyGM, MyCareer, etc player, so I don't have any fight this conversation.

      For my fellow users of those modes, don't be complaining about the offense/defense in the harder modes and mess up my playing experience in PNO .
      Last edited by ksuttonjr76; 08-05-2019, 11:25 AM.

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      • isdatyt
        Pro
        • Feb 2012
        • 672

        #33
        Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of

        I took the CPU shot timing to mean that it'll feel less scripted. In the past, you could count on the CPU to consistently knock down shots if you weren't in perfect position to stop them, which is very "gamey", now they've changed it to account for the fact that even under the right conditions, they'll still miss. Post fades are the perfect example. If you didn't perfectly contest them, it was usually a bucket automatically, now they may miss "good" shots just as great players do because the players aren't robotic.

        I love the custom series and play call options and the defensive schemes. I fell in love with series in 2K19 because I love good Xs & Os to get good shots. Watching GSW or the Spurs is such beautiful basketball. Hopefully this had enough time in the oven to be a complete feature, it was harder to lab all of the freelances and check exactly which ones benefited which position. This way you can build a base of actions surrounded around getting specific players involved (My Jokic is gonna be even deadlier in PNO)

        I know from being on this forum for years, people hate badges, but I'm SO happy they are doubling down on them. They are what truly makes the players unique. Separating players who would have similar skill sets, but different levels. I hated when they cut the number in half. Looking forward to more info on this as well as takeovers. I loved the Post TO but it was a little cartoonish. You don't need to body slam a guy to dominate in the post. I also hated seeing guys who would literally never dance on court (Korver) start behaving like Curry just because they are hot.

        Being able to split the defenders as a dribbler is something I've wanted for years/ It seems like turbo heads will FINALLY be punished for thinking every play is a fast break (hopefully that translates to MyTeam). Pacing is way more important than pure speed in any high level basketball scenario.

        I love that they stole the defensive indicators from Live. I wanted them to do it last year and games always steal good ideas from each other (pretty sure Live stole the pro stick from 2K)but as somebody who plays on-ball, this should pretty much kill zig zagging.

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        • awg811
          Pro
          • Jul 2009
          • 768

          #34
          Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of

          Lots of things that bothered most of us seem to have been addressed.
          Everything sounds great, but it always does. We’ll have to see how it all plays out once the game is released.
          Like others I don’t like the green light game, but I don’t thing anyone really expected a change there.
          I also don’t like badges, but I am interested to see how they do them this year. I still don’t understand how badges do anything that attributes can’t do, but as they are balancing out, I don’t hate them as much as I once did. There were really only a few that I felt were OP this year and hopefully they got balanced for 2k20.
          All in all, depending on how it plays out, 2k seems to have touched on most of the really big issues in the game.
          Bring on actual gameplay and the demo, I’m ready!


          Sent from my iPhone using Operation Sports

          Comment

          • ksuttonjr76
            All Star
            • Nov 2004
            • 8662

            #35
            Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of

            Originally posted by illwill10
            I liked that in Live too. If you were good on the sticks and had good timing, you can be a elite lock down defender


            Don't know if I overread it, but hopefully they found a good balance with AI on ball Defenders. 18 was blowby city and 19 AI defense was beefed up
            Man! I was getting after those over dribblers with VO in NBA Live. Not sure how it will translate to NBA 2K, since the ball handlers have VASTLY more dribble animations at their disposal, but I hope that the experience will be similar. Although, I could see a lot more ankle breakers for the dribble Gods if they truly remove those long foul animations and let on-ball defenders make their mistakes with bad steal timing.

            Comment

            • Mikelopedia
              The Real Birdman
              • Jan 2008
              • 1523

              #36
              Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of

              Originally posted by isdatyt
              I know from being on this forum for years, people hate badges, but I'm SO happy they are doubling down on them. They are what truly makes the players unique. Separating players who would have similar skill sets, but different levels. I hated when they cut the number in half. Looking forward to more info on this as well as takeovers. I loved the Post TO but it was a little cartoonish. You don't need to body slam a guy to dominate in the post. I also hated seeing guys who would literally never dance on court (Korver) start behaving like Curry just because they are hot.
              The problem i have with badges is the redundant ones that do exactly what a rating is designed to do. For example, there's no point in having a deadeye badge when you have a contested shot rating. The way you differentiate players is actually sticking to a scale with ratings. The badges however that do something that there isnt a rating for, such as brick wall, limitless range etc, those make sense.


              I love that they stole the defensive indicators from Live. I wanted them to do it last year and games always steal good ideas from each other (pretty sure Live stole the pro stick from 2K)but as somebody who plays on-ball, this should pretty much kill zig zagging.
              I didnt play Live aside from the demo which i barely remember, so how did this work in Live? It didnt feel too artificial? Like you didnt find yourself watching the indicator rather than looking at how the player was moving?
              Die hard Heat and Dolphins fan since '89

              PSN: MiiikeMarsh

              Comment

              • The 24th Letter
                ERA
                • Oct 2007
                • 39373

                #37
                Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of

                Man, I can't wait to learn all the new handle and post moves...

                Comment

                • Goffs
                  New Ork Giants
                  • Feb 2003
                  • 12276

                  #38
                  Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of

                  Looks like they shortened the players to make the courts bigger. If you were to stand a crowd member next to a player they would be the same height.

                  Sounds like Mario running is gone? Yes, that's my takeaway from this blog. Nothing really wowed me. The word balance was used for badges and with 80 badges I'm wondering is if its mostly offensive badges. So I'm not really seeing the balance there.

                  Guess I get the feel for this on the 21st.

                  Sent from my SM-G960U1 using Tapatalk

                  Comment

                  • tril
                    MVP
                    • Nov 2004
                    • 2913

                    #39
                    Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of

                    nice.
                    Glad they are adding a better foot planting system.

                    I also like the anticipation indicator under the offensive player. hope this will lead to more organic fouls being called. this seems like it could trigger alot of blocking fouls on weaker defenders and offensive fouls if a player lead to the rim while a defender is already in position.

                    adjusting the AI shooting to reflect a more life like opponent nice.

                    the speed burst, I believe they had something similar in a previous version where youd run out of gas.

                    re-timed/re-rated/readjusted sprints- was needed. will definitely lead to more beautiful looking and floor spacing fast breaks.

                    also like a number of other things I read

                    Hopefully the learning curve wont be as frustrating as last year.

                    looking forward to this. let the countdown begin

                    Comment

                    • KobeDropped81
                      Banned
                      • Nov 2017
                      • 753

                      #40
                      Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of

                      I hope foot planting is back to the level that it was in 2k14. Really hated all the sliding from 2k15-2k19

                      Comment

                      • ksuttonjr76
                        All Star
                        • Nov 2004
                        • 8662

                        #41
                        Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of

                        Originally posted by Mikelopedia
                        The problem i have with badges is the redundant ones that do exactly what a rating is designed to do. For example, there's no point in having a deadeye badge when you have a contested shot rating. The way you differentiate players is actually sticking to a scale with ratings. The badges however that do something that there isnt a rating for, such as brick wall, limitless range etc, those make sense.




                        I didnt play Live aside from the demo which i barely remember, so how did this work in Live? It didnt feel too artificial? Like you didnt find yourself watching the indicator rather than looking at how the player was moving?
                        In NBA Live and basically what the blog touches on, the arrow indicator showed you the momentum direction of the ball handler. During the body contact animations when the ball handler attempted to blow pass you and if you guessed right, the arrow will turn green. To clarify, green DIDN'T automatically meant that it was a steal. Depending on the defensive player, it would be a clean steal leading to an uncontested fastbreak or the ball handler briefly fumbles the ball. In NBA 2K, you could time what you thought was a good steal attempt, and your player would just foul the ball handler. In other cases, the hand would just swipe through the ball. Hopefully, they fixed that legacy issue, because the arrow indicator will be useless otherwise.

                        Personally, I didn't watch the indicator, and I kinda intuitively knew when to steal. The green arrow just made more confident in my steal attempt.
                        Last edited by ksuttonjr76; 08-05-2019, 11:49 AM.

                        Comment

                        • alabamarob
                          MVP
                          • Nov 2010
                          • 3354

                          #42
                          Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of

                          1. Paint defense. Hopefully, the new animations will make it harder to score inside vs. a crowded paint. However, the main problem I had with paint scoring was how easy the ball could be passed to a guarded player in the paint. I hope we have more errant passes when forcing paint passes.

                          2. Bigs guarding smalls beyond the 3 point line. With the new switch mechanic its a must that Boban can't guard Kyrie beyond the 3 point line. That should be a 2k18 blowby animation.

                          3. Fouls at the 3 point line. It was a huge issue in the NBA. Its one of the reasons you cant guard James Harden. Hopefully, that is in 2k20.

                          4. My personal belief after hours of playing the cpu is that every open shot by HOF cpu was a perfect release. So any change to that is welcome.

                          5. It sounds like 2K did a ton of work as opposed to just focusing on Next gen 2k21. I applaud them for that. Looking forward to playing the game.

                          6. I love the new layup branching. Being able to pull floaters out of gathers is big.

                          7. Creating a favorite 8 plays. Great addition.
                          Last edited by alabamarob; 08-05-2019, 11:46 AM.
                          Psn: Alabamarob
                          Xbox: Alabama Rob

                          Youtube: 2k Hawks

                          Settings I play on.
                          Minutes: 12
                          Difficulty: HOF
                          Online or Offline player: Both
                          In a MLO: Yes

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                          • El_Poopador
                            MVP
                            • Oct 2013
                            • 2624

                            #43
                            Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of

                            Originally posted by ksuttonjr76
                            I like my idea better, lol. In theory, I would think it would force the player to make adjustments to get their overall team shooting better. It puts the pressure on the user to play harder, better, and smarter. Well, I'm not MyLeague, MyGM, MyCareer, etc player, so I don't have any fight this conversation.

                            For my fellow users of those modes, don't be complaining about the offense/defense in the harder modes and mess up my playing experience in PNO .
                            I get what you're saying, but that also moves backwards in terms of individualized players. There are plenty of nights when one player is hot even when the rest of his team is shooting poorly, or vice versa. One player's success shooting should not be tied to the rest of the team.

                            Comment

                            • Hustle Westbrook
                              MVP
                              • Jan 2015
                              • 3113

                              #44
                              Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of

                              Mike is answering questions on Twitter btw.
                              Check out my YouTube channel for NBA 2K16 MyTeam and Play Now Online gameplay videos!

                              Comment

                              • HowDareI
                                MVP
                                • Jan 2012
                                • 1900

                                #45
                                Re: NBA 2K20 Gameplay Blog - Motion Engine Upgrade, Handles, Read & React Defense, Of

                                As a player who utilizes jab steps and iso moves a lot hopefully this really will be improved.

                                It's hard to use a jab and create space and get to the rim, the defender always sucks back onto you even after you get past him.

                                Also, I been talking about different running styles for awhile glad its finally a thing. A fast center still isn't the same as a guard. They just run different.

                                Hopefully they make bad passers make bad passes. I feel like the passing system is a little slow in catching up to other aspects.
                                Pressing Y/triangle to throw lobs into the post dont work right, yet centers throw cross court outlets with crazy precision.
                                Easy passes from good passers get lobbed up for no reason and get picked off..its really annoying how inconsistent it is.

                                Also, I feel like for a few years now they've talked about foot planting and accelerating out of moves...I hope it's like legit now. Cuz I feel disappointed every year when it's not as drastic as they state it to be..

                                All in all it sounds promising now with these defensive foundations they're putting in place, arrows and meters showing certain things offensive players are doing...dont patch these things out the game to make offense easy when these basic turbo spammer straight line runner dudes get to complaining.

                                Sent from my SM-G960U1 using Operation Sports mobile app
                                I don't wanna be Jordan, I don't wanna be Bird or Isiah, I don't wanna be any of those guys.
                                I want to look in the mirror and say I did it my way.

                                -Allen Iverson

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