NBA 2K12 Developer Insight #9 - Defense
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Re: NBA 2K12 Developer Insight #9- Defense
I think some of you are over-reacting with the perks of playing on ball defense. Nobody has implied that the players defended by CPU teammates will shoot the lights out. It simply said there will be a slight increase in how much the shot will be bothered when defended by a human.
Relax.Comment
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Re: NBA 2K12 Developer Insight #9- Defense
Its seems that defenders can only perform to their full limit when controlled by the user. How you describe that?Comment
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Re: NBA 2K12 Developer Insight #9- Defense
I understand that I can select the cpu to play tight on any player, but I enjoy the personal challenge of trying to do it myself.Comment
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Re: NBA 2K12 Developer Insight #9- Defense
Reading some of these responses folks must think it is more than a 5% differential. 5% seems high, I would give 2K more credit than that.Comment
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Re: NBA 2K12 Developer Insight #9- Defense
I'll adapt too - I enjoy the game too much! They know that...
But that's where the philosophy behind it isn't something I agree with.
There are three types of shot contests: light contest (hands up), heavy contest (going out to the shooter, risking a foul), shot block attempt.
Right now with these controls you are combining the first and the second. They are two unique contests that can occur without leaving your feet. You can just put your hand up or you can actually do a forced, heavy contest at the shooter.
Block attempts will always leave your feet. That part should go without saying.
Right now you don't have any control over the type of contest except leaving your feet or not leaving.
On top of that, the closeout contest not being mentioned disallows chances for a wide open shooter to pump fake and drive.
This is an area that could become a very deep chess match with everything else included. It's similar to the pitcher/batter interface of a baseball game - it's one of deepest, most important parts of the sport.
for me the 3 levels of shot contests go more like this:
1: hands up but don't leave feet (weak contest)
2: jump straight up, and don't risk fouling (medium contest)
3: jump "into" the shooter and lean into him with your hand - a momentum jump that risks fouling (heavy contest)
so for me...the "auto contest" really only covers the first level of shot contests..the other two are still controlled by the block button - just pressing block and nothing else will make him jump straight up for a level 2 contest...but pressing turbo and moving toward him while pressing block will get a "heavy momentum jump contest."Last edited by blues rocker; 09-16-2011, 02:31 PM.Comment
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It's not a ridiculous number and the quality of the defender has mattered in 2k for some time now.
Sent from my iPhone using TapatalkCatch me on that #SimNation #SimHangOut Friday's @ 10:00 pm est https://www.youtube.com/playlist?lis...N7yxMiElOpMl_BComment
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Re: NBA 2K12 Developer Insight #9- Defense
Your assuming that the cpu defenders will be brought lower in thwir capabilities. What if the user just get's a bonus ? 2 ways to look at it. Cpu can have same effect on shots they always have had but the user defense gets a slight bump.
It's not a ridiculous number and the quality of the defender has mattered in 2k for some time now.
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Re: NBA 2K12 Developer Insight #9- Defense
i get what you're saying, but i kind of disagree with you on how you define the different "levels" of shot contests...
for me it's more like:
1: hands up but don't leave feet (weak contest)
2: jump straight up, and don't risk fouling (medium contest)
3: jump "into" the shooter and lean into him with your hand - a momentum jump that risks fouling (heavy contest)
so for me...the "auto contest" really only covers the first level of shot contests..the other two are still controlled by the block button - just pressing block with make him jump straight up for a level 2 contest...but pressing turbo and moving toward him while pressing block will get a "heavy momentum jump contest."
They spent a good amount of time re-evaluating all aspects of these areas. To take it to this level and then NOT allow user controlled levels of contest is disappointing.
Besides you ideally just re-iterated what I wrote and decided to assign them differently to the controls. 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Re: NBA 2K12 Developer Insight #9- Defense
In online matches, I hate playing people who purposely switch to the off ball defender so they wont have to guard the ball handler. I want to play the human not the CPU in these instances.GamerTag - Swt James Jones
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Re: NBA 2K12 Developer Insight #9- Defense
i think i might still play off ball defense though,
since 80% of online users can't shoot and only try to dunk anyway. lolComment
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Re: NBA 2K12 Developer Insight #9- Defense
My only grip ( and it is a small one) is that I dont't like the idea of "bonuses" being given for playing on ball D. Like was said earlier, if I decide that I want to personally guard the other teams best player the whole game I dont want my teammates to lose out in any way because I'm not controlling them. Czar's obviously been deep in this game so if he's not bothered by the results of this programming choice them Im satisfied to back off.Comment
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Re: NBA 2K12 Developer Insight #9- Defense
Because if we wanted to play the CPU we would do that. Nothing beats the joy of two users going head to head. You guarding Rose the entire game and not whoever is the ball handler is not going mano y mano.
Not sure why you all are having a hard time grasping that idea.Comment
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Re: NBA 2K12 Developer Insight #9- Defense
2k explained why the hands up defense is the way it is they even said after a long discussion and debate they found this solution to be a good compromise, I don't see why this is even an issue. 2k has always been a game that tried to make the casual and the sim gamers happy.PSN=Coolcas7Comment
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