Once the double team animation occurs, you (or the cpu) have a limited amount of time before the ball is stripped out of your player's hands.
During this time, you can hold up the icon passing button, and patiently look for an open guy then press the button to pass. Unless it is picked off by a defender, the pass is perfectly caught all the time.
I think there should be out of line and overthrown passes depending on the angle and distance of the intended receiver relative to the passer. It should also depend on the angle from which the double came. And finally certain individual ratings of the passer, such as court awareness/vision, passing out of double teams, etc..
Passes should sometimes be tipped by the double teamer depending on his height/wingspan...
They should also add moving double team animations for perimeter guys, similar to the lockdown-d anims but this time with 2 defenders. The ball handler, depending on his ratings, should still be able to move/dribble in some directions (with the defenders still on him) for some time before he is actually forced to give up his dribble. Also depending on his ratings, he should be able to split the double, or run past them. As for the defenders, they should be able to disengage anytime they want. Charges, blocking fouls, steals, and jump balls should sometimes occur in this situation.
What do you guys think?
* There can be a "bad pass out of double team" slider for user/cpu. For online games, it could default to zero, so no exploit. For offline games against the cpu, it could really lend to a much more realistic game for the user, depending on his slider setting.
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