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Old 10-20-2009, 10:44 PM   #1
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A few tips that might help

Some of this I've posted in other threads but I keep seeing people post questions that I think this info would help answer. I am hoping others will join in and this will turn into a sticky Tips thread:

1. I think that what we are ignoring is that the developer's interpretation of what happens on a "run" isn't being accounted for. What I mean is it appears to me that there is a boost of some sort for which ever team is on the run (user or cpu) because I often hit shots I normally can't when I am on a run. The developer's seem to have programed a run as one team getting hot and becoming "better" or unstoppable and the other team going cold and can't hit anything. Don't forget also there is a hidden tempo meter that goes up with certain triggers, which probably aren't exclusive to just hitting a few shots in a row. It could be something like getting a key stop that starts a run or many other things. With that said it's not very difficult to stop a CPU run. You just have to do something "key" that lowers there tempo meter, like getting the ball to your proven scorers in a high percentage area (not 20ft jumpers even with Ray Allen). I'm talking dunks, layups, short jumpers with your stars because you know even there success rating is lower when the other team is on a run.

2. Also this is key, I've said it a bunch here on this forum, what most of us are calling contested shots aren't contested according to the games strict logic. I have an experiment for you: the next time you consider yourself contesting a shot but the opposing player hits anyway stop the game and look at replay; notice the position of your player the moment you hit the contest shot button. If you were directly in front of him then you were in the wrong place, LOL! Try sliding to the side where the shooter's shooting hand is and making sure your two feet are bracketing (on each side) his shooting hand. Also don't use "Y" or triangle in anyway to challenge the shot just push up on right analog stick. On fade away threes do this too it's important that you lining up with his release point not where he took off. This works on dunks and layups too. It's not important that you close out as much as you be in the right position. Your margin of error is the distance between your defenders two feet so as long as the ball is released and travels over this little gap while you push up on the right stick you are contesting the shot. When I see the shooter (human/cpu doesn't matter) starting his shot I line my self up properly then push up on the stick. It works best if you gap the shooter some so that by the time the ball reaches you overhead you've already pushed up on the stick. Funny thing is I often get blocks in post doing this. Now see how many "contested shots" go in for me it's near zero. Remember distance from the shooter is not critical but alignment is!

2.a. Now on the problem of switching and they shooting before you can react: that normally happens during "run time" try switching to 1-3-1 zone and not playing on ball D. I usually play the defender that on the line of 3 defenders that's closest to the 3 point line on the side of the court that the ball is on. I slump back to cover the man in the corner on that side as well as the quick dump down low now when the shooter shoots I let my AI teammates challenge the ones up top. If the ball is passed to a player on my side I am in position to challenge and no need to switch so I just do my challenge routine. If ball is dumped down low I move my man down there to help with double team but I don't switch to my center. This game is great with double team logic in my opinion, at least most of the time. Last if it's cross court I switch to the wing defender on that side and since it takes the pass a while to get there I can usually get in position to challenge effectively.

3. No one player can stop any one other player but by utilizing your help and properly challenging shooters you can slow anyone down. Your AI teammates won't play D for you but they are very good at help D, so try taking away your check's strong side and making him drive into the help D.

4. In general your AI teammates aren't as smart as you are so do the things you wish they would do and let them do the simple stuff. I just played ATL (a team I now hate after buying Live 10, LOL) and all they wanted to do was attack off the dribble at first. Even running them into the help D wasn't working. I tried using the "B" to call doubles but that always uncovered the wrong man so I chose to manually double by picking the player whose check was out of scoring position. For instance I'd catch them on an ISO with Horford standing out near the 3 point line, I'd take my center and double the ball handler letting my AI teammate be the primary on-ball defender and I provided support while shadding on Horford's side and keeping an eye out for him to dive to the basket when he did I switch to someone else that was out of scoring position. I also doubled anytime anyone was in or near the paint using this technique. The CPU was having a hard time scoring the contact layups they normally get and started picking up charges. I came back from 18 down to win by two after switching to this and there was no comeback AI or scripted run. ATL seemed baffled at how to get around this tactic and never got back into rhythm.

Sorry for the long post but I am hoping to help those struggling with the game. I'm not much help on offense all I can say is run plays and take good shots.
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Old 10-21-2009, 01:45 AM   #2
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Re: A few tips that might help

Quote:
Originally Posted by loadleft
Some of this I've posted in other threads but I keep seeing people post questions that I think this info would help answer. I am hoping others will join in and this will turn into a sticky Tips thread:

1. I think that what we are ignoring is that the developer's interpretation of what happens on a "run" isn't being accounted for. What I mean is it appears to me that there is a boost of some sort for which ever team is on the run (user or cpu) because I often hit shots I normally can't when I am on a run. The developer's seem to have programed a run as one team getting hot and becoming "better" or unstoppable and the other team going cold and can't hit anything. Don't forget also there is a hidden tempo meter that goes up with certain triggers, which probably aren't exclusive to just hitting a few shots in a row. It could be something like getting a key stop that starts a run or many other things. With that said it's not very difficult to stop a CPU run. You just have to do something "key" that lowers there tempo meter, like getting the ball to your proven scorers in a high percentage area (not 20ft jumpers even with Ray Allen). I'm talking dunks, layups, short jumpers with your stars because you know even there success rating is lower when the other team is on a run.

2. Also this is key, I've said it a bunch here on this forum, what most of us are calling contested shots aren't contested according to the games strict logic. I have an experiment for you: the next time you consider yourself contesting a shot but the opposing player hits anyway stop the game and look at replay; notice the position of your player the moment you hit the contest shot button. If you were directly in front of him then you were in the wrong place, LOL! Try sliding to the side where the shooter's shooting hand is and making sure your two feet are bracketing (on each side) his shooting hand. Also don't use "Y" or triangle in anyway to challenge the shot just push up on right analog stick. On fade away threes do this too it's important that you lining up with his release point not where he took off. This works on dunks and layups too. It's not important that you close out as much as you be in the right position. Your margin of error is the distance between your defenders two feet so as long as the ball is released and travels over this little gap while you push up on the right stick you are contesting the shot. When I see the shooter (human/cpu doesn't matter) starting his shot I line my self up properly then push up on the stick. It works best if you gap the shooter some so that by the time the ball reaches you overhead you've already pushed up on the stick. Funny thing is I often get blocks in post doing this. Now see how many "contested shots" go in for me it's near zero. Remember distance from the shooter is not critical but alignment is!

2.a. Now on the problem of switching and they shooting before you can react: that normally happens during "run time" try switching to 1-3-1 zone and not playing on ball D. I usually play the defender that on the line of 3 defenders that's closest to the 3 point line on the side of the court that the ball is on. I slump back to cover the man in the corner on that side as well as the quick dump down low now when the shooter shoots I let my AI teammates challenge the ones up top. If the ball is passed to a player on my side I am in position to challenge and no need to switch so I just do my challenge routine. If ball is dumped down low I move my man down there to help with double team but I don't switch to my center. This game is great with double team logic in my opinion, at least most of the time. Last if it's cross court I switch to the wing defender on that side and since it takes the pass a while to get there I can usually get in position to challenge effectively.

3. No one player can stop any one other player but by utilizing your help and properly challenging shooters you can slow anyone down. Your AI teammates won't play D for you but they are very good at help D, so try taking away your check's strong side and making him drive into the help D.

4. In general your AI teammates aren't as smart as you are so do the things you wish they would do and let them do the simple stuff. I just played ATL (a team I now hate after buying Live 10, LOL) and all they wanted to do was attack off the dribble at first. Even running them into the help D wasn't working. I tried using the "B" to call doubles but that always uncovered the wrong man so I chose to manually double by picking the player whose check was out of scoring position. For instance I'd catch them on an ISO with Horford standing out near the 3 point line, I'd take my center and double the ball handler letting my AI teammate be the primary on-ball defender and I provided support while shadding on Horford's side and keeping an eye out for him to dive to the basket when he did I switch to someone else that was out of scoring position. I also doubled anytime anyone was in or near the paint using this technique. The CPU was having a hard time scoring the contact layups they normally get and started picking up charges. I came back from 18 down to win by two after switching to this and there was no comeback AI or scripted run. ATL seemed baffled at how to get around this tactic and never got back into rhythm.

Sorry for the long post but I am hoping to help those struggling with the game. I'm not much help on offense all I can say is run plays and take good shots.
Thinking about what you said in (#1) in particular...I believe you are correct in the sense there is a "boost" when on a run. An example I'll share is today, I played as the Wizards and my competition took the Clippers...Game started out even, then out of nowhere he stopped hitting shots completely and I started to knock down everything I put up. My streak stopped and then (for the first time I've seen in an online game) he heated up, hit everything and I missed every shot I took and turned the ball over like a madman to boot. To top it off, I went on another run and he went totally cold and I ended up blowing the game out.

I was hitting shots with guys I normally struggle knocking down jumpers with, usually because I don't have the shot release timing down, but the point is, everything felt boosted when I was on the run and when he went on a run, it's like my team forgot how to play basketball and vice versa. It really obvious to me that that's what's happening with these runs. I have no hesitation in believing that when one team goes on a run, its pre determined that the other team will suffer and then eventually the run ends for one reason or another and things go back to "normal".
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Old 10-21-2009, 03:08 AM   #3
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Re: A few tips that might help

Defense Tip

Quote:
Originally Posted by Beluba
Seems like several of you are having trouble playing defense... so I'm gonna throw this out there.

A couple of guys have mentioned it already, but you really can't play defense in Live 10 like you have in past basketball games. When you're guarding a good ballhandler, you CAN'T crowd him. Learn to gap him and play the angles. Don't reach and just focus on staying in his driving lane. If you have a slower defender, bring help. If you have to, hold RB and let the AI help you get in optimal position. But when the ball handler goes, let go of RB and manually D him up because if he tries to cross you up while you're using Defensive Assist, he probably will. But either way, gapping your check and cutting off the angles are VERY important to being successful with onball defense this year.
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Old 10-21-2009, 10:46 AM   #4
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Re: A few tips that might help

Quote:
Originally Posted by joel0078
Thinking about what you said in (#1) in particular...I believe you are correct in the sense there is a "boost" when on a run. An example I'll share is today, I played as the Wizards and my competition took the Clippers...Game started out even, then out of nowhere he stopped hitting shots completely and I started to knock down everything I put up. My streak stopped and then (for the first time I've seen in an online game) he heated up, hit everything and I missed every shot I took and turned the ball over like a madman to boot. To top it off, I went on another run and he went totally cold and I ended up blowing the game out.

I was hitting shots with guys I normally struggle knocking down jumpers with, usually because I don't have the shot release timing down, but the point is, everything felt boosted when I was on the run and when he went on a run, it's like my team forgot how to play basketball and vice versa. It really obvious to me that that's what's happening with these runs. I have no hesitation in believing that when one team goes on a run, its pre determined that the other team will suffer and then eventually the run ends for one reason or another and things go back to "normal".
I want to be careful by not saying it's predetermined with all the "scripted" talk going around. I just think that the way this game is programmed is that if a team gets hot then things get a little easier for that team and the converse for the other team. I think that your goal should be to get in that "rhythm" that allows for this. You often here real life players speak about getting into a rhythm and I think that's why it's in the game. I also think that your opponent (CPU/human) will strive for that rhythm and you have to be diligent about not allowing them to. When you see others mentioned that it is predetermined that there will be a run at a certain point I think that what they've done is unwittingly allowed their opponent to string together several momentum boosting events or allowed them to start the quarter/half hot which is exactly what their opponent is trying to do. I've played plenty of games where my my opponent never got that run, but it's tough. Not meaning to get into the scripted debate here just wanted to point out that in my opinion we should recognize that's what your opponent is striving for and that you have to strive against your opponent getting in that rhythm.
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Old 10-21-2009, 11:14 AM   #5
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Re: A few tips that might help

Another simple tip: try the baseline camera instead of the default sideline one. I used to get tons of contested lay-ups (where there's contact and you miss it 90% of the time) with the sideline camera but now I barely get any because it's way easier to sidestep defenders.
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Old 10-21-2009, 03:42 PM   #6
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Re: A few tips that might help

^ Agreed, because the way I really tell if I am aligned properly to challenge shots is watching to see if the foot on the shooting hand side of the shooter is between my defenders two feet no matter how far away I am (within reason). This is much easier to do with Baseline High or Press cameras.
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Old 10-21-2009, 05:56 PM   #7
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Re: A few tips that might help

Quote:
Originally Posted by loadleft
I want to be careful by not saying it's predetermined with all the "scripted" talk going around. I just think that the way this game is programmed is that if a team gets hot then things get a little easier for that team and the converse for the other team. I think that your goal should be to get in that "rhythm" that allows for this. You often here real life players speak about getting into a rhythm and I think that's why it's in the game. I also think that your opponent (CPU/human) will strive for that rhythm and you have to be diligent about not allowing them to. When you see others mentioned that it is predetermined that there will be a run at a certain point I think that what they've done is unwittingly allowed their opponent to string together several momentum boosting events or allowed them to start the quarter/half hot which is exactly what their opponent is trying to do. I've played plenty of games where my my opponent never got that run, but it's tough. Not meaning to get into the scripted debate here just wanted to point out that in my opinion we should recognize that's what your opponent is striving for and that you have to strive against your opponent getting in that rhythm.
I'll agree with that.

Last edited by joel0078; 10-21-2009 at 08:10 PM.
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Old 10-21-2009, 08:37 PM   #8
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Re: A few tips that might help

I don't see why everybody is complaining about the runs in the game, they appear realistically and there is only one way to minimize it. To stop runs, you need to do what you would do in real life. I've found that the combination of calling timeouts, using most of the shot clock and getting easy scoring opportunities simply breaks the run
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