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ETA on Sharpshooter nerf?

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Old 09-28-2016, 11:07 PM   #25
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Re: ETA on Sharpshooter nerf?

Quote:
Originally Posted by SirGaryColeman
My number one thing about nerfing:

Everyone is still grinding and learning how to play. How do we know that we don't just suck at guarding certain types of players right now, but will be better later on? Or maybe even the teams people are building in pro-am are not set up to guard certain players yet either... stuff to consider when Nerfing.
I think the main issue is, when you get a great shot contest on a sharpshooter, the shot drops like this is 2k15 after patch 4.

It's annoying not to be rewarded, not matter your defense "level" when you close out and contest.

Hell I had a shot contest the other day where I got to him and jumped to block it, nearly straight up and down, not lunge type of block and they still drained it from the corner.


So I made a LDD.

The problem with lockdown defenders is they are so insanely bad at offense you can't be viable at all. I have the post moves to break someone as a center, and I just miss the easy layup after a perfect drop set, or up and under. I miss 7 ft miss mid range wide open shots standing still. I miss hook shots, I miss dunks, I get blocked. It's not worth it to be a LDD.

Mind you my LDD has 22 badges, but its simply better to play on my Sharpshooter and spam square for steals, and hope they miss time their shots enough to have them brick a 3.

The player movement in this game is still insanely biased towards the offensive player creating space and it makes it nearly impossible to always lock someone down, because sooner or later my guy gets stucked in to another player on a pick and roll, or something dumb happens and they have a open shot.

Archetypes are an interesting concept but it's not working in my opinion, if it was, we would see an equal number of archetype per position, but SGs/SFs are 90% shot creators/sharpshooters, PGs are usually Shot creators or playmakers, PFs/Cs are almost all Glass Cleaners, etc etc.
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Old 09-28-2016, 11:30 PM   #26
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Re: ETA on Sharpshooter nerf?

Spoiler



LDD green their mid-ranges.

so PNP, spot up for mid.

Get Catch & Shoot

Corner Specialist

Mid-Range Deadeye

Dimer

PNP'er.

But agreed. Everything else is completely a no-go.
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Old 09-29-2016, 09:15 AM   #27
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Re: ETA on Sharpshooter nerf?

Quote:
Originally Posted by Chemthethriller
I think the main issue is, when you get a great shot contest on a sharpshooter, the shot drops like this is 2k15 after patch 4.

It's annoying not to be rewarded, not matter your defense "level" when you close out and contest.

Hell I had a shot contest the other day where I got to him and jumped to block it, nearly straight up and down, not lunge type of block and they still drained it from the corner.


So I made a LDD.

The problem with lockdown defenders is they are so insanely bad at offense you can't be viable at all. I have the post moves to break someone as a center, and I just miss the easy layup after a perfect drop set, or up and under. I miss 7 ft miss mid range wide open shots standing still. I miss hook shots, I miss dunks, I get blocked. It's not worth it to be a LDD.

Mind you my LDD has 22 badges, but its simply better to play on my Sharpshooter and spam square for steals, and hope they miss time their shots enough to have them brick a 3.

The player movement in this game is still insanely biased towards the offensive player creating space and it makes it nearly impossible to always lock someone down, because sooner or later my guy gets stucked in to another player on a pick and roll, or something dumb happens and they have a open shot.

Archetypes are an interesting concept but it's not working in my opinion, if it was, we would see an equal number of archetype per position, but SGs/SFs are 90% shot creators/sharpshooters, PGs are usually Shot creators or playmakers, PFs/Cs are almost all Glass Cleaners, etc etc.
Ya I originally made a 6'8 SG Slasher and he is so useless on defense, in addition to being matched up on 6" Playmaker PGs in the ProAm, I'm barbecue chicken defensively and a non factor offensively.

I've now made a 6'7 Sharpshooter and know that will be the most effective for my team coz even if I get roasted defensively I can contribute on offence.

It is a fundamentally flawed system, unfortunately, unless they made every build able to be good defensively.

A team having to carry a LDD offensively with no guarantee that it is locked up on a Sharpshooter in the matchup is too much of a risk to go for.
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Old 09-29-2016, 09:20 AM   #28
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Re: ETA on Sharpshooter nerf?

Sharpshooter are actually good defenders in this game.

They have the same dribbling as a shot-creator.

You can make them tall with longer wingspan because you need high 80s to bang it deep.

Also they're pretty strong with good rebounding.
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Old 09-29-2016, 10:17 AM   #29
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Re: ETA on Sharpshooter nerf?

Unless using an ldd, it's the player that's either good or bad defensively.
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Old 09-29-2016, 10:25 AM   #30
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Re: ETA on Sharpshooter nerf?

I personally have no issue guarding sharpshooters. I hold L2 and if they start zig-zagging or holding turbo to go around screens i'll hold both l2 and r2 to fast shuffle. What I do have a problem with is other people, who don't know what to do when you have a sharpshooter go around the screen. If they are going around the screen, my teammate who is guarding the screener should step up for a few seconds or just switch on screens. Sad to see someone hit a 3 when all it is, is a simple screen.

EX: Steph Curry. He constantly is going around screens with the ball and he will pull up for a 3. There's many nba teams that forget to switch on screens. Thunder effectively did it to them last year in the playoffs.
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Old 09-29-2016, 10:29 AM   #31
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Re: ETA on Sharpshooter nerf?

Quote:
Originally Posted by Conspiculous
I personally have no issue guarding sharpshooters. I hold L2 and if they start zig-zagging or holding turbo to go around screens i'll hold both l2 and r2 to fast shuffle. What I do have a problem with is other people, who don't know what to do when you have a sharpshooter go around the screen. If they are going around the screen, my teammate who is guarding the screener should step up for a few seconds or just switch on screens. Sad to see someone hit a 3 when all it is, is a simple screen.

EX: Steph Curry. He constantly is going around screens with the ball and he will pull up for a 3. There's many nba teams that forget to switch on screens. Thunder effectively did it to them last year in the playoffs.
And if you are guarding a sharpshooter, you DON'T HELP! Stay in your player's jersey and your teammates better play some good 1 on 1 defense.
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Old 09-29-2016, 11:14 AM   #32
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Re: ETA on Sharpshooter nerf?

Quote:
Originally Posted by infemous
Ya I originally made a 6'8 SG Slasher and he is so useless on defense, in addition to being matched up on 6" Playmaker PGs in the ProAm, I'm barbecue chicken defensively and a non factor offensively.

I've now made a 6'7 Sharpshooter and know that will be the most effective for my team coz even if I get roasted defensively I can contribute on offence.

It is a fundamentally flawed system, unfortunately, unless they made every build able to be good defensively.

A team having to carry a LDD offensively with no guarantee that it is locked up on a Sharpshooter in the matchup is too much of a risk to go for.
Really? I've had tremendous luck defending with my 6'6 Slasher. Lots of steals and I have drawn at least one charge every single game. Ask the rated sim folks The only player type that overmatched me was a 6'9 SF and it wasn't like he scored a ton. I just yelled out whenever he was trying to force his way inside. I could feel that his character was stronger and my teammates knew to sag a big man down with me. So when I say he overmatched me physically, understand that I dominated the matchup on the perimeter, getting several steals and contesting all of his shots, since he was too slow to get around me.

The Slasher, if you spec them right, has enough speed and ball handling to get to the basket, but they are primarily an off ball class. Lobs and Floaters are very high percentage and hard to stop with this class. I think there might be even more to it, but I need more play time, and to see how this patch has worked out for the layup situation.
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