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Join Date: Jun 2008
Location: Tacoma, WA
Posts: 1,625
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NBA 2K's Teammate Defensive AI & Movement is Broken, and Has Been Broken for a While.
So, I have the PS4 version of NBA 2K16, which I bought after skipping 2K15 last year (due to me not having a PS4 at the time, or strong enough hardware to run the PC version). Up until recently, I have been having a blast with the game. There were some legacy issues that popped up from time to time, but it wasn't anything that popped up too often when playing against most CPU controlled teams. Things like typical defensive AI lapses, occasional boneheaded decisions by CPU controlled teammates dribbling into contested momentum shots immediately after being found wide open, etc. But, as I said, the issues didn't occur too often when playing against most teams.
Then, in MyGM mode, my Phoenix Suns played the New Orleans Pelicans. It was around then that I really began to notice how poor this engine is.
Obviously, going up against Anthony Davis is gonna be a hard time. But I thought that Tyson Chandler, one of the best defensive big men in the league, could handle the task of keeping Davis relatively in check. Mind you, I play on All-Star with Player/Position Lock on the PG. So, I realize that I was trusting the AI with an admittedly huge task.
However, what I didn't expect was for those same aforementioned teammate defensive AI lapses that occur occasionally... to start happening literally every defensive possession. First, there's the bug where the opposing PG completes a half-court pass to a wide open big man downcourt for an easy layup/dunk. While that happened probably once or twice every game against other teams, the CPU-controlled Pelicans kept abusing that bug every couple possessions or so. Then, there are the general defensive AI bugs that have been in the game since 2K11:
1. Lethargic rotations and close-outs of opposing shooters.
2. Defenders sliding out of the way of a driving offensive player, creating a wide open lane to the rim.
3. Failing to defend against cutters.
4. Defenders outright leaving their assignments to cover the on-ball player, even though that offensive player is already accounted for. This creates situations where the abandoned off-ball player now has a wide open shot, which is usually taken advantage of by the CPU.
*All of these issues pop up the most in the frontcourt. So, if you're playing a team that has even decent frontcourt players offensively, then watch out.
Now, you would think that all of these issues could be fixed by A) lowering the difficulty, B) Seeking out better defenders to guard opposing players, or C) adjusting the individual defensive settings for each opposing player. I tried the latter, and I found out something terrible: None of the defensive settings other than "double" even work for the teammate AI. They don't hedge at all. They don't follow the off-ball screen setting parameters. They don't force players to one side of the court. Hell, with all the sliding that occurs, even the on-ball/off-ball defensive intensity doesn't work. Only double teaming works, and the double teams are always telegraphed by the AI, and always occur later than they should.
So, when that didn't work, I tried B, and traded Tyson Chandler & Brandon Knight for Dwight Howard. Now, I thought Howard's athleticism, rebounding, and elite post defense would put my frontcourt over the top when combined with the face-up abilities of Markeef Moris. But NOPE. Went to play the Pelicans again, and he same issues occurred. So, this tells me that the AI issues are gonna occur regardless of the quality of your team's defense.
So then, I tried lowering the difficulty. But the issues still occur, just at a lower rate.
After all of that, I said "Screw it. I'm just gonna overcompensate with the defender I'm controlling like every other 2K player does." Now, this leads me to the biggest issue I have with NBA 2K: When I'm on defense, I feel like I'm fighting the animation engine and the controls more than I am defending the man across from me.
I know why this is, tho. The main difference between 2K Sports games and EA Sports games is the choice of either prioritizing animation quality or responsiveness. 2K clearly prefers animation quality over a more responsive game, while EA prefers the opposite. 2K games animate well but, for the most part, control awfully; EA games are fluid and responsive, but have really janky animations.
2K's preference is a problem both offensively and defensively because I find myself losing a lot of movement freedom. For instance, on defense, I try to stay in front of on-ball/off-ball mark, but too often find myself taking one or two unnecessary steps too many, and have to wait for the animation to completely play out before I can recover. On offense, I find myself not being able to pull myself out of certain on-ball collisions with an on-ball defender. In the case I do get past my marker, however, the CPU will literally try to run into me to jar the ball loose for a turnover. That's if a defender doesn't decide to have his arm clip through my controlled player for a really late block.
In addition to fighting the animations, there are certain animations that are delayed. There will be times where I attempt a block/rebound/steal and the animation will either play out too slowly, or you see the animation play out long after you pressed the button that was supposed to trigger the animation.
These issues have been a part of 2K's engine since 2K11. Why haven't they fixed these issues yet?
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jWILL
Last edited by jWILL253; 12-06-2015 at 05:07 AM.
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