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2K14 On Ball Defense at 0

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Old 10-09-2013, 11:27 PM   #1
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2K14 On Ball Defense at 0

note: i consider my playstyle to be sim type and i don't play multiplayer

something that i have been doing for the past few 2K games(and will be doing again this year) is putting on ball defense at 0. i feel that this gives the game a much better flow.

OBD at 50 just seems to stifle a player's movement too much. in a real game, most guards can get by their man and into the paint when they want. the reason they don't is that it's just not a smart move when there are defenders manning the middle.

i believe the logic behind the excessive bumping on the perimeter with the default OBD is that 2k wanted to prevent people from making lay ups all the time. the problem is that it's not realistic to physically prevent players from driving. (i'm aware of and use triple threat launches/dribble escapes to get by defenders and still think the bumping is too much)

what should happen is that the player be allowed to drive and instead be punished at the rim for driving straight into defenders by making him miss the shot, which will discourage thoughtless drives naturally and not artificially. 2K14, much more so then previous versions, gives decent contact even with OBD at 0.

i encourage people to at least try out on ball defense at 0 or even 25 with whatever slider set you prefer.

other personal preference settings i use: game speed 75(movement seems more realistic), shooting fouls at 25(better pace with less calls that also result in more misses at the rim)
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Old 10-09-2013, 11:39 PM   #2
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Re: 2K14 On Ball Defense at 0

Had never tried OBD at = 0. I will try it and let you know.

The game speed is different this year. Players have burst of speed to get to spots(both CPU and Human). Some say the speed is too inconsistent. Maybe.

What do you set the Help Defense at?
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Old 10-10-2013, 02:08 AM   #3
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Re: 2K14 On Ball Defense at 0

Sicamore, you are spot on. This topic comes up every year. Yes, guards can get by their opponent at will at ANY TIME. The reason the AI adds bumping is simply to make the game harder and force you into running plays to free up your shooter. I don't know if 0 is the solution, but its on the right path.
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Old 10-17-2013, 07:52 PM   #4
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Re: 2K14 On Ball Defense at 0

I kind of experimented with this a little bit today. I didn't go down to 0 but I did take OBD down to about 35, and I turned help defense way up, along with shot contact and contesting shots.

My issue with the game is that, while I do want more realistic shooting percentages, I feel like the slider sets that try to achieve these realistic numbers make shot selection feel arbitrary and not important. I work so hard using very sound basketball strategies to get good looks, and I'm either missing open looks or missing lay-ups at the rim. Meanwhile the CPU is hitting contested shots left and right.

My thought was trying to get the defense moving more and rotating more, without having to do 80 perfect isomotion moves to beat someone off of the dribble. I'd like to see multiple help and recover situations per possession, and the defense constantly scrambling to contest every shot possible.

My first test was not perfect but felt like a better game of basketball to me. NYK (me) vs WAS. Shooting percentages started fairly high with lots of scoring but leveled off in the 2nd quarter down into the 40's, with both teams shooting 20-25% from three. Shots at the basket were harder to come by, while 3's were more available if you were willing to settle for them. However, occasionally over-rotation would lead to an open backdoor cut. Washington also pushed the ball much more in transition than I have seen from any other team so far. Not sure if that was coach profile related or slider related. More testing is needed, especially with slower teams that look to the post more, but it didn't feel too bad overall.
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Old 10-18-2013, 02:57 PM   #5
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Re: 2K14 On Ball Defense at 0

Quote:
Originally Posted by Sicamore
note: i consider my playstyle to be sim type and i don't play multiplayer

something that i have been doing for the past few 2K games(and will be doing again this year) is putting on ball defense at 0. i feel that this gives the game a much better flow.

OBD at 50 just seems to stifle a player's movement too much. in a real game, most guards can get by their man and into the paint when they want. the reason they don't is that it's just not a smart move when there are defenders manning the middle.

i believe the logic behind the excessive bumping on the perimeter with the default OBD is that 2k wanted to prevent people from making lay ups all the time. the problem is that it's not realistic to physically prevent players from driving. (i'm aware of and use triple threat launches/dribble escapes to get by defenders and still think the bumping is too much)

what should happen is that the player be allowed to drive and instead be punished at the rim for driving straight into defenders by making him miss the shot, which will discourage thoughtless drives naturally and not artificially. 2K14, much more so then previous versions, gives decent contact even with OBD at 0.

i encourage people to at least try out on ball defense at 0 or even 25 with whatever slider set you prefer.

other personal preference settings i use: game speed 75(movement seems more realistic), shooting fouls at 25(better pace with less calls that also result in more misses at the rim)
Your on to something here. I'm a try this out. I'm a put the help defense slider up & tone down the fouls. My only concern is the lack of charging calls. Every time I drive to the basket it's either a blocking foul or shooting foul, with the charge foul slider at 100. Driving to the hole recklessly should be punished with a charge called.
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Old 10-18-2013, 04:54 PM   #6
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Re: 2K14 On Ball Defense at 0

Hmm . . . This topic seems familiar. On ball D at 0 is something I have not tried for several reasons. In previous versions of 2k the collision mechanics get exposed leading to very unrealistic contact.

What I chose to do instead was elevate ball handling and quickness but I have since found that players being "too quick" is bad for play calling

So on ball d at 0? Are players falling down more? Is contact realistic? Will perimeter A.I. defenders still body up on their man?

Last edited by bigtreydawg; 10-18-2013 at 04:57 PM.
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Old 10-20-2013, 03:20 AM   #7
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Re: 2K14 On Ball Defense at 0

[edited since new testing] Ya I've done this as well, so far I keep the On Ball D at about 15 because there are times in real life when dribblers cannot get by their defender, although usually they blow by them. Also, raise the Help Defense to like 75. This creates more realistic gameplay. The defense collapses making the ball handler need to find the open man. Also had to lower Close Shot Tendency or else the ball handler tries to fire it up over 2 or 3 defenders. Currently have it at 15.

Last edited by savantopus; 11-01-2013 at 06:05 PM.
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Old 10-20-2013, 11:07 AM   #8
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Re: 2K14 On Ball Defense at 0

I don't about you guys but moving OBD dosent make less contact for me. I play on allstar on pc. I'm seeing that if I turn def awareness down to 32. There is far less bumping on the perimeter.

Funny thing is that OBD almost has nothing to do with it. I made a slider set a few years back that was all about making the game less physical on perimeter. I've been using 32def awareness and 40 OBD and getting a good mix of some guys getting bumped a lil and most getting by.

I'll keep testing and bring back more results if anyone is interested.
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