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Top 10 useless signature skills in 2K13
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Every single one that doesn't give a stat boost.
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Re: Top 10 useless signature skills in 2K13
Same here lol. Charge Card totally slipped outta my mind. Good vid by the way.I made a video about this some time ago... we totally missed 'charge card', I guess it's so useless... we forgot that it exists!!! Hahahaha.. I changed my mind about 'Post Proficiency' though...
<iframe width="560" height="315" src="//www.youtube.com/embed/LZT6DVOgtyc" frameborder="0" allowfullscreen></iframe>They got the big fella down there inside, and if you slow the game down a lot he'll get into position. You know he gone bang you all night.-Ben Wallace on Shaquille O'Neal at halftime, game 5 of the 2004 NBA Finals. Hope nobody takes this out of context...Comment
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Re: Top 10 useless signature skills in 2K13
I actually blocked a few balls from from behind on dunk attempt on fast break. Its extremely hard but lot of factors play into to. maybe a total of 5 times since I had game on release date.Comment
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Re: Top 10 useless signature skills in 2K13
Dimer is one of the best skills in the game. I use it a lot for shot clock cheesing in my career. If your play doesnt work out just throw it to your best shooter late in the shot clock and he will probably make it.
Combined with floor general you can make any player go 75% from 3 if you run the right plays.My random gameplay youtube:
https://www.youtube.com/user/MacksHeadrooomComment
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Re: Top 10 useless signature skills in 2K13
think about this one, specific situation...For, me the most ridiculous sig skill has to be closer. I mean no matter how crappy you play, your superstar will get significant rating boosts anyway only because it's the 4th quarter. It's ridiculous. Yeah, ESPN is telling you some nice stories about "stepping up" and "coming through in the clutch"...and of course the "insider" responsible for ratings won't bother looking at real life 4th quarter stats, which prove that "cluch" superstars are mostly able to kind of maintain their usual efficiency in crunchtime, but not much more than that.
So it's no surprise that 2k doesn't realize that nice 4th quarter statlines are mostly the result of superstars simply taking more shots when the game is on the line rather than magical skill enhancements. It's just nonsense. Now add skills like microwave (rewarding gamers for jacking up shots), and fatigue not having enough effect to make shot selection a factor...
I hope they turn sig skills down in 2k14, but I doubt it.
having a bad game all game then in the clutch hits a big time 3. kobe did this once, paul pierce a few times and probably a few other players. closer works the way it should, 12 point boost is nothing OP (overpowered) in my opinion.Comment
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Re: Top 10 useless signature skills in 2K13
You should check out real life 4th quarter stats. The closer sig skill makes no sense whatsoever. If I miss 10 shots in a row and then hit the game winner, is this because I'm suddenly better at playing basketball? I mean can Kobe hit 3s? Yes. Can Pierce make shots? Yup. So do you have any good reason for believing that making shots in the 4th quarter is a result of some magical skilll boost rather than just a player who can make shots, well, making shots?think about this one, specific situation...
having a bad game all game then in the clutch hits a big time 3. kobe did this once, paul pierce a few times and probably a few other players. closer works the way it should, 12 point boost is nothing OP (overpowered) in my opinion.
It's a nice ESPN narrative, but not much more. Kobe isn't considered "clutch" because he's consistently shooting better in the 4th quarter than in the 1st-3rd, but simply because he doesn't give a f*ck and is willing to take responsibilty with the game on the line.
Again, why should players get rating boosts in every 4th quarter, when in reality even the most "clutch" superstars are in the long run only kind of maintaining their normal efficiency on higher usage? What's the point? Let's say a player is shooting 35% from 3. So why does he need a rating boost for 4th quarters? Would only make sense if he was consistently shooting better than that in the 4th.
I mean if you like the closer sig skill that's cool. But it's not realistic at all, whether you like it or not.Last edited by mango_prom; 08-19-2013, 04:24 AM.Comment
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Re: Top 10 useless signature skills in 2K13
I would be fine if "closer" tried to simulate the ability of superstars to create shots with the game on the line. Maybe making plays a bit more effective, so for example it could be a bit harder to deny Dirk the entry pass into the post, or Ray Allen could come a bit faster around a screen. Stuff like that, more about execution.
But not these idiotic global rating boosts. The term "casual" is overused, but since I'm assuming 2k devs know how basketball works, it's pretty clear which audience this type of sig skill is intended to appeal to. They should know better, and I think they do. But it's what gamers want apparently. At least they should give us the option to remove sig skills from players.Comment
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Re: Top 10 useless signature skills in 2K13
Charge Card is definitely the most useless of them all. Next I would probably say Heat Retention.Comment
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Re: Top 10 useless signature skills in 2K13
In my opinion no signature skills should boost attributes. Like with Floor General, Chris Paul just being on the floor doesn't magically make his teammates better. He "makes them better" by controlling the game tempo, hitting them in their spots in rhythm and just being a nice teammate. I know it's kind of hard to represent in a video game, but still, arbitrary ratings boost are bad imo. Why should someone need scrapper? Don't Hustle and Offensive/Defensive Rebounding attributes already take care of that?
And now to respond to the OP, Scrapper seems kinda useless on HOF against the CPU because they, in a sense, all have Scrapper built in. All CPU players react instantly anyway and then they get a 10 or 20 point Hustle boost on HOF. So as far as getting loose balls, Scrapper is useless on HOF.Comment
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Re: Top 10 useless signature skills in 2K13
Pretty solid list in the OP. Yeah, CC does absolutely nothing for me. The few charges I've drawn have been by guys without it.
In theory I can see how Dimer is effective but, when I'm playing Association, sometimes my PG will make a pass to a teammate some 10 feet behind the arc and it triggers. I can't believe the game would expect me to try a contested 35-ft jumper at that point. IDK if that's just some weird glitch or what....maybe it works better in MC/MP.
Agree that Brick Wall is fun....it's worked pretty well for my MP. I'm routinely putting guys on the floor.
Also agree on the Microwave/HR/Antifreeze triangle too. I could see having one of these but probably not two and definitely not all three (unless you really want to be offensive minded player). Me, I'd take Microwave, if only for the supposed boost on D you also get.
I've been a big fan of the Sig Skills overall though, and am excited to see how they improve on 'em for '14.Comment
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Re: Top 10 useless signature skills in 2K13
Heat Retention is not useless
If you use Curry and get on fire, you'll be sh*tting on the other team for a while
Dimer is also not useless, like others have said, it makes the player that passes it not do slow floaty passes and ensures that the person receiving the ball catches it properly so that they are more likely to score
There are only like 4 players with Brick Wall so its not that useful I agree
Charge Card is the most useless
Taking charges in this game is a joke, you'll get into position then the offensive players will run into you and you'll slide backwards into the restricted area and fall down.Comment
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Re: Top 10 useless signature skills in 2K13
Just to further the closer discussion, I think the signiture skill should include forcing the coach to keep the player on the court in the 4th quarter. I dont' know how many times I have played the Thunder or the Lakers and Kobie/Durant are sitting on the bench in the 4th "resting".Comment

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