Well, I won't argue the "floaty" stuff because it ink it's in folks head. I won't argue the bigs playing athletic style jump animations as I agree with that one. *Independent* of those factors, someone will have to show me the above the rim stuff. I don't see it. Is that what you're seeing?
Rebounding mechanics changed severely from 2K10 to 2K11, good thing ?
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Re: Rebounding mechanics changed severely from 2K10 to 2K11, good thing ?
Well, I won't argue the "floaty" stuff because it ink it's in folks head. I won't argue the bigs playing athletic style jump animations as I agree with that one. *Independent* of those factors, someone will have to show me the above the rim stuff. I don't see it. Is that what you're seeing? -
Re: Rebounding mechanics changed severely from 2K10 to 2K11, good thing ?
I can tell you it's never a player on the perimeter and it's most likely a PF or Center that's right underneath the basket 99% of the time
AND THAT'S NOT realistic ...But in real life ball many missed 3 pt shots and long range shots, the guards have a chance to run the rebound down...missed shot physics is flawed when it comes to where the rebound attempts occurComment
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Re: Rebounding mechanics changed severely from 2K10 to 2K11, good thing ?
Here's a simple way to understand what i'm saying
the ball rarely never travels out of the paint when it hits the rim on a long range miss
...thus the Gasols and Howards are there to majically rebound everything that missesComment
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Re: Rebounding mechanics changed severely from 2K10 to 2K11, good thing ?
Agree with this. I'd love to see rebounds bouncing outside so the guards can grab. As it is, the bigs jump too easily and way too high to snare seemingly every rebounds.Comment
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Re: Rebounding mechanics changed severely from 2K10 to 2K11, good thing ?
That's a good point. There's not a whole lot of long misses in basketball video games.Comment
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Re: Rebounding mechanics changed severely from 2K10 to 2K11, good thing ?
and i think this really sums everything up nicely. and there are a variety of reasons for this and it's really unfortunate.Comment
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Re: Rebounding mechanics changed severely from 2K10 to 2K11, good thing ?
With PIP abuse being a problem in past iterations, there were too many shots taken in close range. Too many close range shots decrease the number of long rebounds. Hopefully with 2K11 perimeter offensive game and in the paint defense upgrades, we'll see more outside shots taken that will result in long rebounds. I'm hoping, anyway.Comment
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Re: Rebounding mechanics changed severely from 2K10 to 2K11, good thing ?
With PIP abuse being a problem in past iterations, there were too many shots taken in close range. Too many close range shots decrease the number of long rebounds. Hopefully with 2K11 perimeter offensive game and in the paint defense upgrades, we'll see more outside shots taken that will result in long rebounds. I'm hoping, anyway.Comment
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Re: Rebounding mechanics changed severely from 2K10 to 2K11, good thing ?
Interior defense? Looks to be improved quite a bit considering the demo was only on default/pro difficulty. Perimeter defense? I'm not so sure with this year plethora of moves and rooms to operate on the perimeter. Which is a good thing in my mind.Comment
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Re: Rebounding mechanics changed severely from 2K10 to 2K11, good thing ?
On-ball D is MUCH better. Go back and play 2K10 for comparison.Comment
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Re: Rebounding mechanics changed severely from 2K10 to 2K11, good thing ?
I'm not saying it is not. I haven't noticed it much because I'm killing Ray Ray with Kobe. But say on-ball defense is much improved, I think the upgrade of the shooting, movement, and the tighter control of IsoMotion is even more of an upgrade over perimeter D. Not to mention that crazy recovery speed is lessened which allows more room for perimeter players. This all adds up to less close range shot taken and a more perimeter oriented game, imo. A more balanced game, hopefully. Which, again, I think is great.Comment
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Re: Rebounding mechanics changed severely from 2K10 to 2K11, good thing ?
This is a big reason why there isn't a lot of long rebounds for the guards:
Gasol is rim level going for that rebound. The crazy vertical for the bigs going for rebounds and block shots really does stick out like a sore thumb. I was thinking once I get the game I would turn down the vertical ratings for all the bigs, but I don't think it's going to help. Normally when dunking and shooting the ball, the vertical of the bigs looks fine. It's just that when they rebound/block shot, it is as though it's already predetermined that they're getting the rebound/block shot (and the animation complies) even if it's way out of their vicinity. This didn't happen much (if at all) in 2K10. I really wish they had just stuck with the rebounding dynamics of 2K10. Hopefully a patch can fix this problem of bigs flying around rebounding and blocking shots that are way out of their area.Comment
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Re: Rebounding mechanics changed severely from 2K10 to 2K11, good thing ?
That happens a lot too. I see bynum and gasol do it alot."I'm so far ahead of my time, I'm bout to start another life
Look behind you, I'm bout to pass you twice
Back to the future and gotta slow up for the present
I'm fast, dudes can't get past my past
How they supposed to deal with my perfect present?"Comment
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Re: Rebounding mechanics changed severely from 2K10 to 2K11, good thing ?
pdx is dead on...the game still has way too much canimation and predetermined things happening contrary to what they say.Comment
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