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The College Hoops 2K8 esoteric information thread (learn and discuss the arcane)

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Old 10-02-2008, 03:30 PM   #1
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The College Hoops 2K8 esoteric information thread (learn and discuss the arcane)

If you want to post something you've found, make sure it's not already in the manual, the tutorial, or the in game tip menus.

YOUR GUIDE TO BETTER SLIDERS

Here is the result of multiple seasons simmed at 20 minute half length. Check the team stats at the end of each game to make sure they are within these following ranges. If they are off, adjust the corresponding slider shown in parenthesis as needed.

Points = 56-90 (GAMEPLAY- minutes per half)
FG Attempts = 48-62 (GAMEPLAY- minutes per half)
FG % = 37-48 (SLIDERS: SHOOT- Inside, Mid, 3pt, Dunk, Layup)
3pt Attempts = 10-26 (SLIDERS: SHOOT TENDENCY- 3pt)
3pt % = 26-42 (SLIDERS: SHOOT- 3pt)
FT Attempts = 19-35 (RULES- fouls, and in particular shooting fouls)
FT % = 55-78 (GAMEPLAY- FT difficulty, or Real Player FT ON)
Assists = 8-18 (SLIDERS: ATTRIBUTES- Offensive Awareness)
Turnovers = 9-21 (SLIDERS: ATTRIBUTES- Offensive Awareness, Defensive Awareness, Ball Handling)
Fouls = 15-26 (RULES- fouls)
Rebounds = 26-36 (SLIDERS: ATTRIBUTES- Offensive Rebounds, Defensive Rebounds)
Offensive Rebounds = 7-11 (SLIDERS: ATTRIBUTES- Offensive Rebounds)
Steals = 4-10 (SLIDERS: GAMEPLAY- Steal Success, SLIDERS: ATTRIBUTES- Steal)
Blocks = 1-6 (SLIDERS: ATTRIBUTES- Block)

Note: You can get pretty good numbers on the default slider settings. I suggest finding the right difficulty level first, and then adjusting sliders for fine tuning.

FINDING THE RIGHT DIFFICULTY LEVEL


Here is a brief rundown of the three highest difficulty settings:

MOP- To play on this level you must have a very good feel for the controls, and that means knowing most of the animations and how to trigger them. You also must game plan pretty heavily and do things like: get to know your team's strengths, create a playbook suited for your team, know when to call timeouts, change strategy to fit the situation, and finally... You must be able to accept defeat by a better team.

ALL AMERICAN- This level allows you to play with less game planning. You can probably get away with leaving your coaching settings (crash boards/transition defense, etc.) the same throughout the season, and you probably can get away with little to no scouting of the other team. You still need a good feel for the controls and the animations, and it also helps to know your team's scorers.

ALL CONFERENCE- With this level I think the only real necessary thing is having at least a pretty firm grasp of the controls. You can play very loose and try different things without it hurting you too much. You also really don't need to do much strategy at all, though it'd certainly benefit you to do so in big games.
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Old 10-02-2008, 10:00 PM   #2
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Re: The College Hoops 2K8 esoteric information thread (learn and discuss the arcane)

DRAWING CHARGES

Yes, you can draw charges in this game. I used to think it wasn't so, but have found a way.

First off, it helps to have the CHARGING FOUL slider maxed out at 100. Second, drawing a charge works pretty much like it would in real life. If the opposing player has a clear path to the hoop and commits himself towards taking it to the hole, step in front and hold the circle button (PS3) making sure there is enough space between you and the offensive player.

It works best when there is a lot of open space along with a layup or dunk attempt, like in transition or on clear outs. It also seems to work best when the offensive player is driving from the wing, or at an angle to the hoop. If you get there in time and set up right you'll see the player drive into you and knock you backwards. If you get there a step too late you'll probably see a blocking foul called instead.

It generally doesn't work if a player is simply trying to drive around you. In other words it doesn't work if a player is trying to get by you in the half court set or when breaking the press. There has to be an attempt to take it strong to the glass by the offensive player.
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Old 10-03-2008, 08:48 PM   #3
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Re: The College Hoops 2K8 esoteric information thread (learn and discuss the arcane)

THE WAY TO GET BETTER POST PLAY FROM THE CPU AI

Did you ever notice when you play a CPU controlled team whose star player is a big man, this particular player ends up only taking 5 or 6 shots?

The way to fix this is to pause the game before tip off, go to COACHING: DOUBLE TEAM/PRESSURE, and then switch all the double team settings from AUTO to NEVER. The change isn't that dramatic, but it will help facilitate CPU post players and their willingness to shoot.

If a CPU post player starts to dominate during the game and you want to double team him, the best way is to do so manually by pressing L1 (PS3) while guarding him. If you play coach mode, switch the double team setting to IN THE PAINT.
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Old 10-04-2008, 11:39 PM   #4
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Re: The College Hoops 2K8 esoteric information thread (learn and discuss the arcane)

I'm digging this thread!

If I had anything to offer . . .
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Old 10-05-2008, 12:02 AM   #5
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Re: The College Hoops 2K8 esoteric information thread (learn and discuss the arcane)

CUSTOM PLAYBOOKS EXPLAINED

(I realize some of this is obvious to veterans of the game, and some reiterates what's in the tip menus, etc... But I think it could use some clarification)

If you decide to create a custom playbook you can do so by going to CREATION ZONE: PLAYBOOKS. From there you'll see the playbooks and sets listed across the top which you can scroll through, and two panels beneath. The panel on the far left shows every play in each playbook. The panel in the center shows what play is assigned to what button during the in game play calling menu.

The key thing to remember here is that when you change anything in the center panel, you must save your profile to save these! The center panel is actually tied to you PROFILE and NOT the Custom Playbook save file.

It's actually nice because you can assign plays for the in game play calling menu for EVERY default playbook (FLEX, MOTION, etc.) and then save your profile, and have all your favorite plays from each playbook ready to go for game time.

**********

Now, if you decide you want to mix and match and create a CUSTOM PLAYBOOK from different playbooks, then scroll to the CUSTOM 1 playbook and select ADD PLAY. You'll then be able to choose a play from EVERY available playbook and set. If you've created plays in PLAY DESIGNER those plays will already be listed. When you're done you can save your custom playbook, and it'll ask which book you want to save. If you created one in the CUSTOM 1 slot, then select BOOK 1, and BOOK2 for CUSTOM 2.

In other words, there are two loading slots in the game: CUSTOM 1 and CUSTOM 2, but only one playbook in each save file. You can load the same playbook into both the CUSTOM 1 and the CUSTOM 2 slot, and you can have multiple CUSTOM PLAYBOOKS saved for loading into each slot one at a time.

And again... If you assign plays from a CUSTOM PLAYBOOK (the left panel) to the in game play calling menu (the center panel), remember to save your profile!

**********

Considering there are two slots for playbooks, a good way to go about using them for games versus the computer is to use the CUSTOM 2 playbook for plays you want the CPU AI to run. Some of the plays seem to work better than others, and some seem on the cheap side. Eliminating the less desirable ones that the CPU AI runs can make for a better experience.

You can add a total of 20 plays to each custom playbook. How you set them up and to what extent you use them can make a big difference in the way the game plays.

Custom playbooks do not automatically load, so as soon as the game boots up load each of them manually as needed into each slot. To use them in a game press the OPTIONS button at the team select screen, and select the playbook to be used for the HOME and AWAY team.
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Old 10-05-2008, 07:27 PM   #6
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Re: The College Hoops 2K8 esoteric information thread (learn and discuss the arcane)

THE SUNDAY GAME RECRUITING GLITCH

What is it?

It's a glitch that hinders your ability to recruit players. It happens if you have a game scheduled on the Sunday of that week, and will not allow you to visit or scout a prospect.

In the early recruiting period this can be crucial, as you only have 6 weeks before that signing period starts.

The way to work around it is to turn ON the ability to customize your schedule when you start a legacy. At the end of each season save your legacy on the very last day, sim ahead to the start of the next season and check the schedule to make note of the games on Sunday, go back and reload your legacy, and then reschedule the Sunday games as needed.
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Old 10-05-2008, 08:11 PM   #7
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Re: The College Hoops 2K8 esoteric information thread (learn and discuss the arcane)

Quote:
It's actually nice because you can assign plays for the in game play calling menu for EVERY default playbook (FLEX, MOTION, etc.)
I did not know that. Sexy.
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Old 10-08-2008, 06:34 AM   #8
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Re: The College Hoops 2K8 esoteric information thread (learn and discuss the arcane)

Exquisite Corpse (the animations)

Controlling your players in College Hoops 2K8 can be a bit of a mixed bag. You can go stretches of five or six minutes of beautiful basketball that will leave you in awe, only to have the next few plays get you trapped in animations that make you want to swap the disc out and start playing something else.

Learning the subtleties of the controls can make a world of difference. Spend time with the game and you'll learn the controls are actually quite intuitive, and though I don't think you'll ever completely rid yourself of those awkward looking plays that don't even really look like they belong on a basketball court, it is possible to get a better grip on things and raise your game.

I'm going to break this section down into smaller sections, each one covering a specific aspect of the controls.

1.
The Left Analog Stick

The animations tied to the left analog stick obviously vary depending on the situation. The important thing to note is that they also vary depending how far you move the stick.

For example, when dribbling it's actually possible to dribble back and forth between hands while standing in pretty much the same place. This is done by moving the analog stick ever so slightly to the opposite side of the ball hand, and then back, etc.

In a game where timing and spacing are so important, learning the nuances of the left analog controls in relation to how far you move the stick is paramount.

2. The Right Analog Shot Stick

As shown in the tutorial, the right analog shot stick actually controls the type of shot attempted. Time spent practicing these different moves can make you a consistent threat in the post, and have you taking it to the glass laying it up over taller players.

What the tutorial doesn't tell you is that you can also control the power and finesse of the shot. For example, if you drive the lane and pull away from the basket on the right analog stick and then quickly release it, you'll see your player release a floater. However, if you were to hold the right analog stick towards the hoop while driving, you'll see the player take it strong even risking a charging call.

So the type of animation you see depending on how quickly you release the stick, or how long you hold it down, is just as intuitive as the direction. You can choose to surprise the defense with a quick release, or you can try to over power them with a more forceful move.

3. Performing Iso Moves

At immediate glance performing iso moves can seem a bit ridiculous. Getting them to work right might initially appear as though they are left entirely up to chance. Yes, tap a couple of buttons and hope you see a spin move that magically takes you past the defender and into the lane.

On the default settings they are set up intuitively for the most part, and over time they actually become second nature and an integral part of the game.

Probably the greatest thing required for a successful iso move is the proper amount of space. Trying to go around your back after a hesitation crossover move, while squeezing through two defenders on a fast break, simply isn't going to work most of the time. However, alone on the wing in a one on one situation, or in the open floor on a fast break, are opportune times to try and break an ankle or two.

4. Lock On D

There really isn't much explanation given for the Lock On D controls. The important thing to note is that while performing Lock On D the animations are a bit different. If you move the right analog stick left, right, or away from the ball handler while in Lock On D, you will shift your defender to block the passing lanes.

Using Lock On D can seem a bit erratic. If you're attempting to keep the offensive player from driving, you actually don't have to move the left analog stick much at all to stay in front of him.

5. Moves you might not be aware of (PS3 default button configuration)

Drop Step Spin Post Move- While posting up and dribbling, hold R2 and the left analog stick to the ball side. If performed right you'll spin around the defender towards the hoop.

Hesitation Dribble-
Moving any direction while dribbling, tap R2. The ball handler will do a short hesitation hop.

Hesitation Crossover- Moving any direction while dribbling, tap R2 and hold the left analog stick towards the off ball hand. You'll see a hesitation dribble, and then a cross over move.

Stationary Dribble- While dribbling in place, tap L2. You'll see the ball handler dribble the ball through his legs, behind his back, etc. This move may seem worthless, but it helps keep the defender from stripping the ball from you.

Offensive Rebound Tip-in, Tip Dunk- Hold R2 when going for a rebound. There is no better feeling in this game than getting a tip dunk.

Lead Icon Passing- When using icon passing, hold the left analog stick in any direction. This passing method is essential because it can lead players to the hoop for an easy layup or dunk, or into open space for a jumper.

The Lob Pass and The Lead Pass- These can be performed without using Maximum Passing. The lob pass, L2 + X, is good for feeding the post and also seems to work better on alley-oops than the Maximum Passing method shown in the tutorial. The lead pass can be performed with a double tap of the X button, even though the tutorial lists it wrong.

The No Look Pass-
Hold R2 when passing with the X button. You'll see a flashy attempt at a pass, usually a no look, but also sometimes around the back of the head. I think the player's pass rating has to be pretty high, because you don't always see the animation triggered. It does not work with icon passing.

Icon Passing/Switch to the man closest to the basket- When using Icon Passing or Icon Defensive Switch, the R2 button will pass/switch to the man closest to the basket.

The Hop Step- Another move the tutorial lists wrong. There are actually two different moves here, the normal hop step and the quick spin. The normal hop step is performed with a tap of the square button while dribbling. The quick spin is also performed while dribbling, with a tap of the square button while holding R2.

Both of these moves are about getting into better scoring positions, and on both of them you will pick up your dribble. They are good for when driving to the hoop, but the normal hop step can also be used as a quick hop step away from the hoop to get separation on the jumper.
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Last edited by spit_bubble; 10-28-2008 at 05:40 PM. Reason: typos be damned, correction, additions
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