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Originally Posted by loadleft |
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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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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".