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NBA 2K12 Patch 1.04 Available Now - Post Impressions Here (PS3, 360)

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Old 12-14-2011, 02:26 PM   #329
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, 360 - Post Impressions Here

Playing online definitely feels different. Everything is smoother. 3's are really toned down now. Passing is crisper. Ball handling is improved.
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Old 12-14-2011, 02:31 PM   #330
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, Post Impressions Here

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Originally Posted by Mos1ted
It could be the roster update that happened this morning, but after further evaluation and play, my feelings about this game have done a 180 yet again. Whatever enthusiasm I experienced last night is slowly vanishing. The patch, while helpful, still left a lot of areas that needed to be addressed. I'm talking from a gameplay perspective.

As it has been touched on repeatedly in this thread by myself and others, the lack of a speed burst on offense for the user really hurts the overall gameplay. Not only does this affect the fast break, but it also affects the half court game as well. The problem in the halfcourt is that the on-ball defense animations are simply inadequate when it comes to replicating real life defense. What should happen is when the ballhandler is ready to take an aggressive drive to the basket, the defender to angle his hips so that he can keep up laterally. What happens instead is that the defender glides over to the lane, bumping the ballhandler back and impeding his path. The real time collisions that were suppose to be included in the game are noticeably absent in this instance. If you're going to animate the game this way, this should be a foul either way every time.

The user's ballhandler has to take steps to get from Point A to Point B, but the defender gets to slide from Point A to Point B. The opposite happens when the user is on defense. Quick CPU ballhandlers can snake and weasel their way through traffic like it's nothing, but the human defenders struggle to stay in position because the ride the hip animation is completely absent.

To get back to my point about the speed burst, the lack of explosiveness from human ballhandlers makes it more difficult than it needs to be to attack certain mismatches. Everyone knows that height matters in the NBA, but there's a reason why smaller guys still get roster spots: Speed is an asset, too. However, speed guys can't really standout because of the issues I already mentioned. It's got to the point that you're better off just settling for three pointers and jumpshots on offense than actually trying to establish an inside-out game.

And while passing is no longer slow and floaty, it still remains a problematic part of the game, mostly in terms of pass type selection and accuracy. There simply needs to be more animation fluidity in the passing game. The catching animations really slows down execution at times. So while the pass may get there quicker than before, you still have to deal with a defense that is able to recover because of how slow the receiver catches the ball and regains composure.
Not wanting to sound like a total pessimist, I will say that sliders and ratings adjustments might alleviate these issues somewhat. I'm testing now using two custom teams: a team full of the fastest players in the game (all pg's) and a team full of the slowest players in the game (all C's). I am able to get some separation on the breaks now, so the speed problem seems to be related to the player ratings. Like someone mentioned in another thread, the speed rating differential needs to be wider across the board. I'll let you roster gurus tackle that
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Old 12-14-2011, 02:33 PM   #331
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, 360 - Post Impressions Here

Just played a game against the Magic. They attempted 25 3's, while the CPU was doing their "unstoppable momentum" thing: my PF missed an open layup, every CPU controlled player was able to beat my guy off dribble, and their offensive rebounding was spectacular. On one play, my Center had post position and was calling for the ball, my PG wasn't being tightly guarded, he passed the ball which was off target, bobbled by the Center... leading to a turnover. My PG was D. Rose, nice. I love momentum.
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Old 12-14-2011, 02:36 PM   #332
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, 360 - Post Impressions Here

Went home and played a game and to honest, couldn't tell any difference between the game pre or post patch.

Still plays the same.

Guys still cut to the basket for no reason when their spotted up on the 3 pt line.

The cpu still forces, spins and morphs his way to the hoop.

I must be missing something because passes still seem floaty too.

Still couldn't get around Big Baby with Westbrook or Durant on miss matches.

If this (4MB) update was indeed the patch then it's officially baseball season for me.

Just sayin...
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Old 12-14-2011, 02:37 PM   #333
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, 360 - Post Impressions Here

i'm confused...so the ps3 patch was 74 MB, but the xbox patch was only 3 MB? what's up with that?
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Old 12-14-2011, 02:37 PM   #334
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, 360 - Post Impressions Here

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Originally Posted by mylifeishid
Just played a game against the Magic. They attempted 25 3's, while the CPU was doing their "unstoppable momentum" thing: my PF missed an open layup, every CPU controlled player was able to beat my guy off dribble, and their offensive rebounding was spectacular. On one play, my Center had post position and was calling for the ball, my PG wasn't being tightly guarded, he passed the ball which was off target, bobbled by the Center... leading to a turnover. My PG was D. Rose, nice. I love momentum.
Turning clutch factor off and putting the clutch slider at 0 is the only way to alleviate that, and even then you'll see some funny stuff, but it's a lot more natural. It's been that way for years in 2K games.
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Old 12-14-2011, 02:41 PM   #335
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, 360 - Post Impressions Here

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Originally Posted by DirtyJerz32
Went home and played a game and to honest, couldn't tell any difference between the game pre or post patch. Still plays the same. Guys still cut to the basket for no reason when their spotted up on the 3 pt line.

The cpu still forces, spins and morphs his way to the hoop.

I must be missing something because passes still seem floaty too.

Still couldn't get around Big Baby with Westbrook or Durant on miss matches.

If this (4MB) update was indeed the patch then it's officially baseball season for me.

Just sayin...
Exactly what i've been saying. I'm actually jealous of the people who are saying that the game plays different. To me, and clearly some others, it's the same BS as before.
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Old 12-14-2011, 02:42 PM   #336
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Re: NBA 2K12 Patch 1.04 Available Now For PS3, 360 - Post Impressions Here

Chia51
Quote:
Post patch + default 2k roster + Pro/Sim = same old gameplay

CPU still spams the paint
CPU still up and unders
CPU still gets 'morph' blocks, un blocks (where you morph through the ball)
CPU C's still dribble like guards
CPU still dribbles around and then goes into the paint when inappropriate to do so
CPU still kicks the ball out when inappropriate
CPU still does the same old, lets not look past it, lets be realistic about it guys

I would post the video, but nba2k.com has not updated with it yet.
Since 2k has still not got the vid up... i took a vid of the vid.

farhannius
Quote:
Post Patch+Allstar/Default:

CPU doesn't spam the paint like they used to
CPU has done only about 3 up and under's after playing 3 full games
Not sure what you mean by morph blocks
CPU C's seem to be slower, or either that or PG's and SG's have far more explosiveness which makes them deadlier than C's dribbling and on the break
CPU sometimes does inappropriate things, but mainly goes for decent/good shots

These are my honest findings after playing 3 12min quarter games. I'm not analysing this through rose tinted glasses, it's just exactly how the games are playing. That 2k11 feeling is back, things make sense now. Driving to paint is actually do-able now, amazing. Are you sure you downloaded the patch? It was 3mb earlier today.


Yes, I have the patch.

Morph blocks are where the CPU 'morphs' over to get a block even though they are realistically out of position. User then gets the ball morph through there hand/arms.

Like I said, I will provide proof once the vid gets on the site.

Also, I would like to say that the first play of the game, Dwight gets the ball at the top of the key where he is the ball handler with a Hedo pick (WTF?) then they both crash into the paint, D12 handsoff to Hedo who under the rim kicks to Jameer Nelson.

Who then does a hesitation, then an in and out, where the ball goes through Dwight Howards chest/head w/o collision. The ball then goes to Hedo (whos been standing in the paint for 8 seconds w/o leaving) Hedo catches, goes up, does a contact animation w/o contacting anyone, foul is called, Shawn Marion comes flying over 'morph' (CPU) and blocks the ball at the top of the square. Hmmm....



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