GT: Jatt Nanga
File: RIO
16 TEAMS (in order of appearance in the game):
FRANCE – Anadolu Efes
SERBIA – Crzena Zvezda
PUERTO RICO – CSKA
SPAIN – EA7 Milano
CANADA – FC Bayern Munich
CHINA – Galatsaray
BRAZIL – Panathinaikos
VENEZUELA - Strasbourg
LITHUANIA – Zalgiris
CROATIA – Cedevita Zagreb
ITALY – Dinamo Sassari
AUSTRALIA – Limoges
UNITED STATES – Neptunas
ARGENTINA – Nizhny Novgorod
NIGERIA – Unics Kazan
1992 USA – 88-89 Pistons
The roster contains the 12 teams in this year's Olympics, the three 2<sup>nd</sup> place teams from each of the Olympic Qualifying Tournaments and the 1992 Dream Team.
The rosters are accurate to this summer's actual rosters; this means that certain players will not be available, but that is the nature of national team competition.
SLIDERS and SETTINGS
The game will feel incomplete and be an average 2K experience without the sliders. They are available for download with information below:
GAMEPLAY SETTINGS
Difficulty: Superstar
Quarter Length: 10 Mins
Injuries: Off
Game Speed: 49
Foul Out: 5
Commentary Volume: 50
PA Vol: 35
Sound Effects: 90
Crowd Volume: 90
Player Chatter: 75
SLIDERS:
GT: Jatt Nanga
File: RIO
COACH SETTINGS
ROSTER INFO
The goal is to recreate the international basketball experience in 2K16. This has been done through editing and rescaling all individual attributes and tendencies across the board with a specific focus on: strength, fouls, pass to open man, passing and defensive iq ratings. These work in combination with points of emphasis and sliders for: drive/inside contact, foul tendencies, play passing lane, on ball steal, help defense strength and others.
This means maintaining freedom of movement while being a more physical, execution based game where your primary reads may be taken away offensively and consistent defensive execution is paramount.
I used SimWorld as a loose template and then thoroughly adjusted to better recreate the international game. Everything is edited: likeness-accessories-attributes-tendencies-animations-badges-accurate playbooks-POEs-coach sliders. The rescaled ratings have resulted in all players having higher than average ratings, but are necessary for optimal gameplay and player differentiation on-the-court - particularly defensively.
GAMEPLAY
Three areas were focused on in great detail.
- Pick and Roll – balancing the mechanics of the game for more variability so that sometimes there is less or late help and other times they will help early off a wing in the corner. The second part of tuning was to have AI players have the ability to help on the roll man and then recover to closeout. There was also a focus on trying to create a necessity of the pocket-pass because the late pass might be taken away but a well-timed pocket pass might lead to a layup. Offensively, it makes it much more enjoyable as precision and timing become more important.
- Closeouts – this was tough but I feel good about where it is. Once an advantage is created a kick-out cannot always result in an wide open three. The focus was on having other perimeter players rotate to the shooters occasionally as well as the way players recover from the paint to a shooter. Reading the defense becomes important and results in a more realistic, challenging experience.
- Fouls – finding a way to get more fouls into the game without it becoming distracting was an area of emphasis. International officiating can be inconsistent and I wanted the roster to display that. You may get a perimeter blocking foul on a ticky-tack call and then get a no-call at the rim. That same contact at the rim on the next play might draw a whistle. I wanted to create a feeling of unpredictability of how and when fouls are called.
Overall, I wanted to maintain the advantage created by the offense while making the windows of how long those advantages remain open smaller in an attempt to make the game more about rewarding offensive execution rather than simply waiting on defensive mistakes.
NOTE: I made efforts to limit the amount of 5 second closely guarded whistles, but they do still exist and are a necessary evil of using Euroleague teams. 2K has incorrectly implemented this rule and there will be times it gets called. So be mindful of how long you are holding the ball or isolating.
NOTE: All Euroleague teams have the Pace as their preset freelance, so there are times the 4 man will play pick and roll as the ball handler, this is unavoidable but doesn't happen too often.
MYLEAGUE
The rosters are designed for a single MyLeague season with a knockout tournament at the end.
There are 15 teams from this summer along with 92 USA. The 15 teams included are the 12 Olympic teams and the 3 second place teams from the OQTs (Canada, Italy and Puerto Rico).
Align the current teams in the Eastern conference, put 92 USA (89 Pistons) in the West, set the schedule to 14 games, playoffs to 1-1-1-1 and go to work for the chance to play the 92 Dream Team in the Final.
Use the MyLeague sliders below along with the guide in the post #2:
GT: Jatt Nanga
MyLeague Sliders: RIO

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