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NBA 2K16 Pro-Am's Gameplay Problems Need to Be Patched

The NBA 2K series' longstanding issues with floor spacing and player movement have become more exposed by this year's 10-player Pro-Am mode. In this mode, your 99-rated, 40-badge MyPlayers can sprint across the court quickly enough to double team a big man on the block, then swerve back out to the three-point line just in time to contest a kick-out jump shot.

It's probably too late in NBA 2K16's life cycle to universally shrink all the player models and increase the physical size of the court, so as a band-aid for the remainder of this year, I propose two fixes:

1. Lower the global speed and acceleration sliders.

2. Instead of allowing 99-overall, 40-badge superstars into Road to the Finals, give users several predetermined, sixth-man caliber player builds to choose from, then make users select a small number of badges like they were Call of Duty perks. I detailed how this system would work in a previous Pro-Am article.

Pro-Am has more gameplay problems, however, than the court simply being too cramped. To demonstrate how prevalent this mode's shenanigans have become, here are a few clips I cut together, not from a month of playing, not from a week of playing, not from a full night of playing, but from a single match against a highly ranked opponent who knew how to exploit every major flaw in NBA 2K16's gameplay:
 


With those issues in mind, here are some other tweaks I'd suggest for a future patch or tuner update:

-Turn the fatigue rate up so that turbo addicts and paint pounders will eventually tire out, even if a team exhausts all of their timeouts. Sprinting around in circles on offense until someone finally gets open should not be a viable strategy in the half-court. The game should be rewarding patient, purposeful offensive movement instead of benefiting teams who act like decapitated chickens.

-Raise defensive awareness so that the majority of loose balls stop going to the offense.

-Reduce on-ball steal success to deter strip spammers and reward defenders who play without reaching.

-Increase off-ball steal success and defenders' global pass perception to discourage contested lead passes into the paint.

-Keep global pass accuracy where it's at now, but significantly reduce the accuracy bonus that's being awarded by the gold Breakstarter badge. Only players with a base 90-plus accuracy rating should even bother attempting full-court passes if they don't want the ball to go bouncing out of bounds. Elite passers should still misfire a decent amount of times, and the recipients of these long outlet pass should rarely be able to catch them in stride. Instead of making "Willie Mays" over-the-shoulder catches the norm, regularly trigger the "bobble" or "lunging" catch animations on these 90-foot, full-court heaves. The offense is already at a disadvantage on fast breaks by having to spin around 180 degrees before sprinting back -- plus having to worry about getting stuck in a lengthy after-shot animation -- so long outlet passes need to be tweaked to prevent cherry picking from being the most commonly abused scoring tactic in Road to the Finals.

-Change the Corner Specialist badge back to how it was in NBA 2K14, where it only activated on stationary assisted shots, instead of how it is now where it will trigger during pull-up jumpers. The shooting accuracy boost on the gold Corner Specialist badge should also be lessened. Right now, a corner three-pointer is almost as easy to make as a mid-range jumper if you have the gold Corner Specialist badge. I'd also like to see wide-open wing and top of the key three-pointers falling at a higher percentage than they are now. I'm reluctant to take open threes from anywhere except the corner in Pro-Am because that's the only spot you can reliably make them from, even with a level 20 outside scorer.

-Make no foul call and play one of the "incidental contact" animations whenever users attempt to take off-ball charges inside the paint in Pro Am. The key is just too cluttered in NBA 2K16 (due to the aforementioned court spacing issues) to have to worry about avoiding charges while moving around without the ball.

-Make the left trigger "intense defense" stance just as likely to produce a charging call on an out-of-control perimeter player as the B button "take charge" command currently is. As it stands now, it does not seem like the "intense defense" stance can create a charging call, no matter how well-positioned the defender is or how reckless the ball-handler is being.

-Also increase the likelihood of the ball coming loose when the offensive player is spamming size-up dribbles or iso moves into the body of the defender. Many size-up dribbles make the basketball completely immune to contact, preventing the defender from engaging the ball handler until the size-up animation has finished. When you combine that invulnerability period with NBA 2K's unusually slow defensive movement -- plus the explosive speed burst that small players can get at the end of certain dribble animations -- it makes it very difficult to stay in front of size-up/iso spammers, even if the defender anticipates the exact sequence of moves the dribbler is trying to perform.

-Decrease the power of the gold Acrobat badge. Contested shots that are altered in mid-air should have a much lower success rate than they currently do.

-Jump passes should result in more bobbled receptions and off-target throws. It's too easy at the moment to complete jumping passes at a high percentage since there's so little hit to the accuracy of these passes, especially if you have the gold Flashy Passer badge.
 

If no gameplay changes are made between now and the beginning of the Road to the Finals eSports tournament, Visual Concepts' marketers will have a hard time promoting the brand of "basketball" that's being played by their top teams. Thus far, many teams have been relying on ugly, nonsensical tactics that make their Twitch.TV broadcasts look nothing like the sport people watch on cable TV.


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Member Comments
# 81 HustlinOwl @ 02/17/16 02:11 PM
diving back in after two months and leaderboards are still a mess lmao
 
# 82 MaskedPhenom @ 02/26/16 07:08 PM
Quote:
Originally Posted by A6_Foul_Out
New Development in Off-Ball Charges: If you are precise enough with the timing, you can draw them on computer players.







Bonus Clip: Double Charge
A team I played a few days ago was exploiting that to the max, I think it even worked a few times on the user big I was running with too.
 
# 83 City_foxx @ 02/28/16 01:11 AM
Id like to report that an efficient sim style can be quite effective at least on the offensive end https://www.youtube.com/watch?v=lOpDp3tx4PY here a link of our team ACTUALLY RUNNING plays. Any 1 else do this or are we alone out here
 
# 84 City_foxx @ 02/28/16 04:42 AM
So cheese to win? Errr let me rephrase cheese to get 1111 score? No thanks id rather hone my skills and IQ and lobby that the game changes so that it matters. What happened to o's #arcade nation running rapant. Its unfortunate the way rttf is set up. If you notice our opponets had low scoring to its because of our tempo and efficientcy. Break starter dont mean **** when your taking it out the net.
 
# 85 Dyslexicphish @ 02/28/16 02:22 PM
Well I think the game has definite balancing issues. I mean how do you properly and realistically represent basketball with real players AND fantasy players without the breaking the game engine in either instance.

I just don't think the game is ready to be considered a legitimate esport yet. The game engine still has glaring issues. Also, in every other major esports game every user is working with the same character or resource that is available to everyone else. This makes the user's skill and knowledge the determining factor in who wins. You don't have to play hours or pay money to make Ryu's shoryuken do max damage. Same goes with ssmb or dota 2. To even compete in 2k you need a maxed out or near maxed out player. Then it comes down to whether or not you want a 7+ft center or a super fast pg.
 
# 86 Breakstarter @ 02/28/16 02:58 PM
Quote:
Originally Posted by Beechoo
There are quite a few very short (shorter than 6 feet) and very tall PG's (6'7)...but point guard is by far the most popular position. Centers are almost always bigger than 7 feet...it would be a disadvantage to make one shorter than that, since height tends to dictate rebounding skill more than the rebounding attribute itself. The tallest person almost always gets the rebound.
Lol.....keep thinking that....stats say differently...7'3 vs a 6'10/6'11, my money is on the shorter guy every time. The shorter you are the higher your verticle leap is. That is all..
 
# 87 Caelumfang @ 02/28/16 03:35 PM
Quote:
Originally Posted by A6_Foul_Out
New Development in Off-Ball Charges: If you are precise enough with the timing, you can draw them on computer players.







Bonus Clip: Double Charge
Now with this meant to be mostly a user vs user environment, don't you think this is kind of exploiting the (severely dumbed down through a patch) CPU and taking the game out of your opponents' hands?

But hey, whatever, do y'all.
 
# 88 Caelumfang @ 02/28/16 04:00 PM
Quote:
Originally Posted by A6_Foul_Out
It's absolutely ridiculous that pro-am can be played with computers. As you said "a user v. user environment" Every game should be 5v5, without fault.

You can either force 5v5, or give us an option to only matchmake with 5v5.

Computers are the worst aspect of my 2k existence. You deserve whatever you get for bringing out the Deion Sanders, Calvin Johnson of CPU's.
I've said from the beginning that Pro-Am should've been forced to be 5v5, but nothing can be done if someone gets lagged out.

And as far as the CPU goes, everyone knows they were dumbed down severely early in the year. The only good thing they're good for is jumping pass lanes, but they have absolutely zero situational awareness. But hey, like I said, do y'all. Just don't get mad if other teams begin to do that to you, is all.
 
# 89 City_foxx @ 02/28/16 08:09 PM
Somebody loves lead passing into the paint off turbo cut. Smh as a sim play i have no problem at all with a cpu out there. They tend to go under screens so we get alot of easy jumpers off of them.
 
# 90 Rockie_Fresh88 @ 02/28/16 08:33 PM
Quote:
Originally Posted by Breakstarter
Lol.....keep thinking that....stats say differently...7'3 vs a 6'10/6'11, my money is on the shorter guy every time. The shorter you are the higher your verticle leap is. That is all..
I have a 6'11 guy with maxed rebounding and athleticism . Don't bet on me vs no 7'3 guy lol .
 
# 91 City_foxx @ 02/28/16 08:36 PM
I can out reb 7'3 c's with my 6'7 pf as long as i can dedcate my self to boxing out (not haveing to make alot of defense rotations)
 
# 92 Rockie_Fresh88 @ 02/29/16 12:33 AM
Quote:
Originally Posted by City_foxx
I can out reb 7'3 c's with my 6'7 pf as long as i can dedcate my self to boxing out (not haveing to make alot of defense rotations)
Can you out rebound against "yourself" as a 7'3 center with your 6'7 pf?
 
# 93 Caelumfang @ 02/29/16 12:38 AM
Quote:
Originally Posted by City_foxx
I can out reb 7'3 c's with my 6'7 pf as long as i can dedcate my self to boxing out (not haveing to make alot of defense rotations)
Man, you must be going against some crap Cs.
 
# 94 City_foxx @ 02/29/16 07:02 PM
Or BOXING OUT try it some time.
 
# 95 City_foxx @ 02/29/16 07:05 PM
Probaly im much quicker so its easyer to keep rebounding position. If i was playing against my self the winner of the reb battle would be the guy on the team with the highest fg% since offenseive rebs would be a moot point.
 
# 96 Real2k16Tips @ 03/02/16 02:52 PM
Quote:
Originally Posted by snyder2nyce
They need to reduce strip on layups and buff the SF SG PF because they're obsolete. All the top ranked teams we've played so far had 3 PG 5'10 -6'2 and two 7'+ Cs. As a 6-9 SF going against 6'2 PG i get stripped on everything.
Those positions are far from obsolete...and dominate when used properly...Id love to see 3 5,10 Pgs lol theyll get locked up all game.
 
# 97 KingofGyps @ 03/03/16 01:12 PM
I'd like to see you try and out rebound my 7'3 inside C..

Everyone knows what boxing out is.. And unless it's timed flawlessly it's an easy thing to get around - and right as you make the pass you tell your wings to pop. Boards all day. Just had a 28-25 pro am game.


Sent from my iPhone using Tapatalk
 
# 98 Rockie_Fresh88 @ 03/11/16 10:05 AM
Quote:
Originally Posted by abuC
I have a 6'7" PF, you can really clean up on the glass as long as your frontcourt mate is 7'3". I've played maybe 100 games with him and have gone against plenty of 99 rated 7'3" big men and I can hold my own on the boards.
What if your front court mate isn't 7'3?
 
# 99 Rockie_Fresh88 @ 03/11/16 03:49 PM
Not walk on I'm talking about against the top 100 teams in teamup
I have a 6'7 SF that rebounds well . Doesn't mean I'll use him against the top 10 teams


I can get 10 rebounds in walk on with my guard
 
# 100 ATLBrayden @ 03/11/16 03:59 PM
Quote:
Originally Posted by Rockie_Fresh88
Not walk on I'm talking about against the top 100 teams in teamup
I have a 6'7 SF that rebounds well . Doesn't mean I'll use him against the top 10 teams


I can get 10 rebounds in walk on with my guard
Yeah walk-on is easy pickings.
I see tons of guys around here saying all you need to do is know how to box out, etc., but what happens when you go against a 7'3 guy who's just as good as you?

"Just gotta know how to get position," yeah that's easy, but when you're going against someone who's taller than you and has skill equal to or greater than yours then you're gonna have a bad time.

Anyone can perform well against someone of lesser skill.. They're not as good at the game as you lol.

Sent from my LG-LS970 using Tapatalk
 


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