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NBA 2K13 Hands-On Preview From 2K Sports Team Up (vannwolfhawk)

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Old 08-21-2012, 02:44 AM   #177
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Is 2k gonna have ball to rim physics cause the ball always bounce a certain way ,too many balls going over the backboard in 2k12 hope its in 2k13
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Old 08-21-2012, 03:12 AM   #178
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Re: NBA 2K13 Hands-On Preview From 2K Sports Team Up (vannwolfhawk)

Quote:
Originally Posted by Kbjunior
Is 2k gonna have ball to rim physics cause the ball always bounce a certain way ,too many balls going over the backboard in 2k12 hope its in 2k13
They did some stuff to the net and I heard from others they noticed some different bounces off the rim. Didn't notice this myself though.
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Old 08-21-2012, 03:21 AM   #179
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Re: NBA 2K13 Hands-On Preview From 2K Sports Team Up (vannwolfhawk)

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Originally Posted by mango_prom
Sounds great!
One thing that I didn't like about past 2k games was that some tendencies didn't have much impact on how the AI plays.
Most people might not care but it bugged me that when I edit touches in 2k12, say Kobe to 50 and Gasol/Bynum to 100 I would expect the AI to run the offense mostly through them.
Instead, apparently playcalling seems to be hardcoded to a large extend. Also, many plays simply break down because of bad design and end in an iso situation anyway.
Do you know if 2k has improved playcalling and situational awareness of individual players?
For example high post plays were completely useless in 2k12 because once a player was in position waiting for the ball he was slowly pushed out of position by the defender almost everytime which led to the AI offense completely shutting down.
Did the AI appear to be improved in that regard?

On a different note, I feel like touches shouldn't be determined by an individual tendency but rather by assigning them for a team via coaching settings, which seems more realistic to me because roles of players can differ depending on the team they play on. It's not a fixed number in reality.
We didn't have play calling in my build but expect huge changes in plays, play books, AI running plays in freelance and thru plays. Also expect big changes in AI with running pnr and being aware of how the defense or user plays the CPU. They can read and react. Also they will be more apt to call plays that worked throughout the game more often than other plays that we're not as successful. Lastly, the plays now have a option b,c,d,and e for the CPU to read and move on to the next option rather than see a play die because a pass could not be made. Again, I did not get to test this but it was all talked about.
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Old 08-21-2012, 10:25 AM   #180
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Re: NBA 2K13 Hands-On Preview From 2K Sports Team Up (vannwolfhawk)

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Originally Posted by vannwolfhawk
We didn't have play calling in my build but expect huge changes in plays, play books, AI running plays in freelance and thru plays. Also expect big changes in AI with running pnr and being aware of how the defense or user plays the CPU. They can read and react. Also they will be more apt to call plays that worked throughout the game more often than other plays that we're not as successful. Lastly, the plays now have a option b,c,d,and e for the CPU to read and move on to the next option rather than see a play die because a pass could not be made. Again, I did not get to test this but it was all talked about.
As half my games are against the CPU in Association mode, AI improvements are definitely appreciated. Hopefully the CPU has as much life as they imply.
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Old 08-21-2012, 11:44 PM   #181
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Re: NBA 2K13 Hands-On Preview From 2K Sports Team Up (vannwolfhawk)

How did the crowd sound? Have they upgraded anything regarding crowd reaction sounds, chants etc?
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Old 08-23-2012, 08:55 PM   #182
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Re: NBA 2K13 Hands-On Preview From 2K Sports Team Up (vannwolfhawk)

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Originally Posted by vannwolfhawk
Awww man, I'm 50/50 on this truly! It was better on some sense than 12 for sure. It reminded me of 11 at times as well with when you were playing really good defense. One thing I didn't like is instead of me getting in a defensive stance the CPU did that automatically for me when I was a certain distance away. I didn't like that! I want all control of what my player does at all times! With that being said, because I was in a stance 5 feet from a player the offensive player could blow by me by using his turbo as I couldn't counter it with turbo in a defensive stance. Now, I learned a bit to adjust to this and play angles better but all anyone would have to do Is just pull up for a jumper and they would be money. I think players could cheese it as is by getting close enough to a player to have him get in a defensive stance and then turbo by him right after as there is to much distance. In real life a player will give you a step and a half and cut you off at the point of attack. I don't want to see skating in a defensive stance but I want to see players mobility and speed in it up'd a notch or 2.

Again, it needs to be tweaked in the area of on ball defense some more. If they balance it out and take out that auto defensive stance so I can turbo to stay with a guy who is doing the same and then drop into a stance to cut him off along with speeding up defense ughy I would be happy. In real life if a player gets beat he turns and sprints to get back in position and catch up. This did not happen in the half court set. I think 1 part of this as well is when a player gets shook its like he gets stuck for to long if that even makes sense? Lol! It's a feel thing for me that's hard to explain. It just didn't feel as responsive as offense or what I would like to see with defense in the build I played.

So, to answer your question no it was not fun for me. It has potential to be fun though with all the new defensive options. This is my 1 area of serious concern for me personally. I want it to be challenging too. I hated 12's defense! I had fun playing defense in 11. I want to have fun on defense again and at least feel like i have a chance playing on ball defense so i dont have to play off ball! Just take away those bumping animations of 11 and it was pretty good in some cases. But 13 blows it away with what you see when good defense is played and on drives where the offensive player has the defensive player beat. This area is a ginormous improvement and best there is in a basketball game. BUT Defense wins championships! I led my online league with fewest ppg allowed at 84.00 ppg I believe it was in 2k11 (12 min qtrs). Playing defense was fun then! I'm a huge defensive guy in real life too as I put big defensive focus and strategy into my teams team defense.

Anyways, sorry to ramble its just a area of concern for me and one I'm still up in the air about and it's a huge part of the game. If it stayed the way it was on our build I think reviews would be 50/50 as well upon release in this area.

Hope that helps answer the question?! Lol
Very nice write up! Hopefully they address this before release.

Did you notice the game feeling scripted at all? In 2k12 it seemed like the other team would hit contested shots, grab offensive rebounds, get put back dunks, and other frustrating things just to keep the game close or make a come back in the second half.
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Old 08-24-2012, 02:13 AM   #183
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Re: NBA 2K13 Hands-On Preview From 2K Sports Team Up (vannwolfhawk)

Haven't read too much of the thread but I wanted to know about the CPU's mid range game. Do the players pull up and use the mid range shots?

Last year on the base roster EVERYONE drove the lane no matter what and never used the mid range and instead decided to abuse the paint. So did you see any changes in that area?
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Old 08-24-2012, 02:46 AM   #184
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Re: NBA 2K13 Hands-On Preview From 2K Sports Team Up (vannwolfhawk)

Quote:
Originally Posted by vannwolfhawk
They did some stuff to the net and I heard from others they noticed some different bounces off the rim. Didn't notice this myself though.
I hope so, am I the only one who hated the toilet when the ball kept rolling around forever? That happens like once every 4 years, yet happens like every 5 games in 2k.
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