Ok, some good, some great, some bad.
Game is much tighter. I like how I don't have to worry about ridiculous bugs every couple of seconds. That much is a given.

I love how you can close out on defense. You certainly pay for your mistakes if you over play a defender. The CPU also runs a much better offense than the build I played. It could be that I had very limited time vs. the CPU but I certainly see plays being run and executed here as opposed to the build at Community Day.
The blocks are certainly changed. There is a delay, but as I speculated earlier I can guarantee this was done to lessen the blocks per game. It was over the top before and it's a little better now. Trade-off.
The shooting %'s up close are just way too high. That hasn't changed. HOWEVER, they did actually listen and made the defense more effective in the paint. Way too score once you get to the hoop, but that can be remedied with sliders offline. I already have a couple of settings that are "must-do's" in order to get more misses. Online... well...
Defenders now put their hands up in the paint on a shot. YES! Glad that got in there... the only problem I have is it's pretty much in-effective.
Help defense is MUCH better.
Overall, some minor changes made to the build I played to tighten it up... but nothing major. Most of the changes were for the better, I can see that already.
I just have to re-iterate how great some of the contextual animations are. I just had a PnR with Kobe and Bynum... Bynum rolls to the hoop and Kobe gives him this one handed bounce pass perfectly through the lane. Not THROUGH the defender's hands or anything... right where it should be.
Great stuff.
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