Edit:Also if you know a answer, feel free to share it. As my hope for this thread would be reference thread where OSers can come back to and use them to help their game.
Edit #2 I'll be updating all responses from beluba below.
Q by Vni: About not being able to choose which hand to finish at the rim with.
A:Questions regarding how to Spin layup, Do half spins and Cross spins Answered below.
Beluba, how do you do Jamaal Crawford's signature layup?
Answers if you can throw Alley Oops with 2k13 control settings and Why you should stick with the NEW controls.
This is Regarding Next Gen Footage shown in the "TV Spot"(taken from a different thread) and I'm posting this regarding Player Models and Next Gen Graphics, But keep the questions on CURRENT Gen NBA 2k14 Please.
How to do Shimmy shots
Q: What Happened to signature gather shots?
Does the adaptive AI also apply to dribbling moves, as I see the cpu defender don't bit as nearly as much as they used to in nba 2k13.
hey, Beluba.
why was the hopstep/eurostep button removed? in 2k13 i liked using the hopstep button on the perimeter to create space and branch into jumpshots...but now that's impossible since you can only do hopsteps in the paint while driving. seems like an odd choice to remove the button because it removes control of perimeter hops and forces you to cram too much into the pro stick leading to high occurance of accidental eurosteps when using the RS. if there were a separate hopstep/eurostep button, holding the RS left or right could've provided more layup control (handedness of layup). the pick control from 2k13 was fine, so i don't know why it needed its own button. I always thought it made more sense to have a separate hopstep button (because you can't accidentally trigger a hop/euro when you just wanted a regular layup...like i mentioned above, a separate button would also allow room for more layup control with the RS)...every other year when the hopstep button is removed i'm baffled as to why.
The hop step button on the perimeter to create space was essentially replaced by the new Escape crossover and hesitation moves, and standing stepback. Strictly from an animation standpoint, the new escape crosses and hesis effectively do the same thing that the standing hop steps (1-step pullups) used to do but also keep your dribble live. It was a matter of redundancy.
The shot button doubles as a hop step button this year. If you're driving, keep the LS deflected (in any direction) and tap the Shot Button. These are all the same types of hops you could do in 2k13, including stepback hops. Hop Step layups can also be done on the Pro Stick by holding Turbo, and holding the Pro Stick left or right.
I'm working on bringing layup left/right control back.
If sprints seem delayed, it's usually because the dribbler needs to build up enough momentum before taking off. Otherwise, you get unrealistic speed bursts. Either that or I screwed something up.
It was a code conflict moreso than a design conflict. We may bring the functionality back. Although now I'm leaning toward making Pro Stick passes just be "normal" passes with flashy passes either being contextual or triggered by holding both triggers. Not sure about that one.
2k13 had a "best play available" option, didn't it? wasn't that the same thing as smart play? i think it was just one more button press.
anyway, i'm fine with things staying the way they are as long as you can still get that layup direction thing working. i figured having eurostep on RS might prevent adding layup direction, but seems like you've got it figured out.
i wouldn't mind eurostep being double tap on shot button, but ONLY if it didn't add an extra delay to the shot button responsiveness when shooting...i'm not sure how much delay is caused by adding double taps and taps to a button. if it would add a delay, then it probably wouldn't be worth it since shot button responsiveness is pretty important. you would also have to make sure that if you trigger a eurostep with the double tap, the player wouldn't attempt a second eurostep after that if you move RS left or right...there would have to be a special case where directly following a double tap eurostep, moving RS left/right would initiate a layup instead of another eurostep (or you'd risk being called for traveling and it would defeat the purpose of having the option of a double tap euro step)
And yeah, any time you add double tap functionality, it effectively doubles the delay for everything on that button, even single press moves. We always try to avoid it for that reason. Even the difference between the detection of a button press compared to press and release (tap) is significant for most guys in the office. That's why Total Control Passing was an option instead of defaulted on and eventually why it saw its demise.
how are you going to pull that off? with the "left" and "right" directions already controlling euros, it doesn't seem like there's room left on the right stick for layup control (another reason why a separate hop/euro button might help since it would free up some real estate on the stick).
Picks were moved to CIRCLE simply to accommodate 2K Smart Play. I wouldn't mind having a dedicated Hop button as well, but building the hops into the shot button seemed to work well for most everything. We could've put Euros (or the dreaded hop step spin) on double tap of the shot button but just opted not to.
As for left and right layups, I've just expanded the "normal" layup window. So pressing toward the hoop will still auto-select the best layup, but left and right will control left/right hand. Euro layups are still away left/right, just a bit smaller window. This will be on NG, and hopefully a patch.
I've have two questions regarding control scheme in future versions:
- Why programming a logic which calculates a type of pass being thrown (bounce pass, flashy pass, chest bullet pass, lob) when we can let the user to decide which type of pass he wants to throw. Why not extend the direction you took, when you introduced bounce pass with LT + Pass? Why don't you implement for example double tap pass button for lob, one tap for chest pass, LT+pass flashy pass (or alley-up), LT+double tap pass for flashy? And then the logic calculates context of this pass and determines a successful frequency of pass?
- Let's say you keep pro-stick in future versions. Is it possible to remove all crossovers from left stick and let the right stick to handle all ISO moves?
Thank you for your answers.
P.S.: please overhaul plays an playbooks in future version (and association also )
Pretty much all crossovers are gone from the left stick already except for the most basic crosses that keep the ball in the proper hand. Are you saying the dribbler should never auto-cross to keep the ball away from defenders? Cause I'm not sure everyone would agree with that philosophy.
Sundown & Beluba discussion lol
Sundown:
If the change was made so that you still control when to do a side-step avoidance layup, but without having classic euro-step layups trigger for inappropriate players, that actually makes a lot of sense.
Speaking of euros, the James Harden layup package has some really nice ones in it.
I do like that many of the flashy passes are only a little flashy but are actually the right, skillful pass to make in that situation. I was expecting unnecessary behind the backs all over the place.
Tested the euro-step layup system last night and I have to say I love how long large-step euros, shorter euros, and hop side-step layups have been merged into one context sensitive package and which you get is based on distance. It's totally intuitive because you tend throw the stick in the direction you want to go to get around the defender, and it triggers one fake step in the other direction first.
Once we get layup-handedness back, we'll have total control over which direction we finish and with what footwork -- standard, hopstep, or sidestep -- with extremely streamlined controls.
I think basic crossovers have to stay on the left stick. A quick cross is the most natural way to change directions.
Speaking of ISO moves on the LS, I've always thought that spin moves should be on LS--since you're literally spinning your player, and behind-the-back dribble should be the same half-circle move but on the RS-- since RS controls dribbling and you're bringing your arm behind your back.
It would also open up RS-back to map to a new move.
But that would conflict with the current spin shot and wouldn't allow you to enter it with one spin-and-hold move. You'd have to spin your player with the LS and shoot with the RS. Spin shot also has a hitch in it this year that I'd rather not see.
One thing I don't like about the new standing stepback (RT+RS-back) is that the animation breaks and interrupts prematurely if you enter into a shot before it's done. It looks a bit ugly and I would have liked to see the step animation finish to get the full separation before seamlessly going into the shot. That way, I can step-back, queue the shot, and shoot in one smooth motion, sort of like how step back shots animated last year.
As is, I have to time when to enter my shot during a step-back so as not have my player jerk out of the animation mid-stride when shooting. Sometimes I mistime and break the step back, and sometimes I'm late and don't get the shot off immediately after the step
I'll look into the step back to shot branching right now. Should be an easy fix.
That sounds perfect.
An idea came as a result of the new controls-- now that LT is a pass modifier: LT-A is bounce pass, LT-X is alley-oop, LT-RS is flashy pass, seems like LT-Y would be the perfect mapping for manual lob pass:
1. Y has been the post up button for a few years. It's easy to associate LT-Y as the command to pass to someone in the post.
2. Y is also the jump button, which we usually remember by its placement on the face button diamond. It's easy to associate LT-Y as a pass upwards.
3. Finally LT-Y mirrors LT-A perfectly. LT-A is a bounce pass directed at the ground, and coincidentally uses the bottom-most button of the face buttons. LT-Y as a lob-pass into the air would be consistent with that mnemonic, with Y being the topmost button.
We've been asking for lob passes for years, and suggestions on how to fit it into the existing control scheme have always been awkward. In the new scheme, lob passes seem to have an open and perfect spot waiting to be mapped to.
Exactly like that. In fact, I wanted a diagram like that put in the manual.
Closing Question and Answer( I guess)
With some moves I notice I'm not exploding into a launch(maybe i missed the launch window) but the ball handler will go into a jog, and this happens when I want to launch with the hand the ball is in, crossover launches are fine tho. Is it something I'm doing or is the job a new launch as I did a crossover out of it. I know this sounds confusing.
Also How many dribbling moves are in the game this is something I always wondered.
And I guess I'll ask this same question again this year are you happy with the new dribbling system? I am lol.
A little over 400.
Happy with the dribbling system? I'm never happy. Happier though.
Once again Thank you Mr.Wang and I know you're working your tail off on NEXT GEN NBA 2k14, and if you ever need anyone to play it for you everyone once in a while you can always message me


Also Sundown, great example of giving a dev positive and productive feedback, without personal insults, we here at operationsports have a privilege of being side by side with developers, even if they don't post we know they are looking into the forums, listening to crazy bearded men radio shows on fridays
. Please if you want youre voice to be heard use the example sundown showed and give positive feedback.



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