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NBA 2K13 - All 31 Signature Skills Revealed

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Old 09-02-2012, 08:59 PM   #257
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Re: NBA 2K13 - All 31 Signature Skills Revealed

There are several skills that read '...up to X boost'

what constitutes the boost amount?

Ie (from Dimer) The pass will hit the receiver on point and will give him up to a 10% boost.

So what exactly constitutes a full 10% boost as opposed to a 5% or even a measly 1% boost?
I realize this question is unanswerable but i invite people to speculate with me.

Will it be ratings driven? A player with 85 passing gets 5% while 99 gets 10%? Doesn't seem to fit the intangible they're trying to capture.


On a personal note: People, please stop exaggerating.

In the 40 minutes that Jeremy Lin may play in a game, 39:30 to 39:45 will have jeremy lin rated at 75 steals. For a short 15 to 30 seconds (IF THAT!), Lin will have a 90(approx) rating in steals. During this time, Lin is not guaranteed to make any of his steal attempts.

In 2k12, I remember performing exactly 1 ankle breaker over 450+ hours of gameplay. It was by a CAP that had 99 Quickness, 99 Off ball handling, and 'Great' dribble ratings.
I also had on ball defense slider lowered to sub 45(maybe as low as 41).
I almost know this won't be an issue in my games, and (again just going off assumption) seeing as how most players aren't rated 99 and great in everything, plus the fact that the default on-ball D slider is 50, i almost know it won't be an issue in yours. That is, if 2k13's numbers under the hood match-up with 2k12's

The same could probably be said about the rest of the SSs. But we'll have to wait and see
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Last edited by 2k10Fonzarelli; 09-02-2012 at 09:19 PM.
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Old 09-02-2012, 09:06 PM   #258
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Quote:
Originally Posted by Thunder Storm
I kinda think 80 is STILL too high, most users call timeouts and refresh their players stamina bars like every 2 minutes.

It's a great start tho.
They expect you to play a simulation style of play. This addition adds realism to the game while maintaining a video game type feel...this really sounds like a cool innovation.
Great job 2K!
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Old 09-02-2012, 09:06 PM   #259
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Re: NBA 2K13 - All 31 Signature Skills Revealed

I think the % of a shot coming from "dimers" will be effected by the defense.

ex : If the player recieving the "dime" is wide open then they get the full %10 boost, if guarded by a weak defender then 5-9 % boost, if guarded by an elite defender then 1-4% boost.

Just a guess.
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Old 09-02-2012, 09:07 PM   #260
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Re: NBA 2K13 - All 31 Signature Skills Revealed

One plus I do see is I see the word "stamina" mentioned, so it might be safe to assume fatigue actually works/matters this year
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Old 09-02-2012, 09:08 PM   #261
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Re: NBA 2K13 - All 31 Signature Skills Revealed

I'm liking these Sig Skills, but I'm already questioning the player choices for some of them. Like D-Rose, for example. He has the Closer skill, which increases his free throw shooting (as well as other attributes) in the 4th. D-Rose's free throw shooting in the 4th is probably his biggest weakest, and always has been.

Then again, the "2K Insider" has always had a love affair with Derrick Rose, so I'm not surprised by the questionable Sig Skill choices for him.
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Old 09-02-2012, 09:09 PM   #262
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Re: NBA 2K13 - All Signature Skills Revealed

Quote:
Originally Posted by RyanFitzmagic
Wouldn't a shooter normally be deterred by a shot-blocker simply because the shot will be blocked, and not because some supernatural, Space-Jam talent decrease will occur as a result?
First - they've been making these games for 12 years now. For the most part. They are pretty reasonable in their implementation of these things. Give them the benefit of doubt. Assume they consider the reasonable checks and balances that wont make this the arcade/fantastic game you're arguing it will be.

Now, anybody in basketball who has their shot "swatted" will think twice (about a minute and a half) about why they should take a better shot. High enough offensive awareness and it will not be the end of world calamity you're making it out to be. Low or medium offensive awareness and it accurately reflects the confidence delimna that comes with getting your shot swatted.

This also inserts heart into the game because there's something to be said for the person who comes back and dunks on that defender or makes a clutch shot inspite a recent shot swat situation. Have fun with it man. It's just a game.

Abusers will find a way to cheat in every game. Real players in the NBA would cheese if there wasn't a crowd of people watching them (you and I know they very well still try). If your primary concern is abuse. Find people who appreciate the game and play it right. I've found that these people are often very good and are hardest to beat consistently anyway. Cheesers can be figured out (unless they play you once and dissappear. But that happens every night in the NBA too. Why the playoffs are the "same beast. Different animal".

Long story though - Enjoy the game man. What with patches and all. Too many avenues for correction even when they do mess up. Let them innovate and give them license to do so.

Also, I think these attributes are more complimentary than redundant. These are for those off brand moments that don't necessarily fit the tendencies script.

No they wont get every nuance you can imagine. Or every logical basketball flow you might process. They are capturing the most relevant ones and attempting to create grey areas via numbers and ratings. Give them props for their vision and wait to see how it is actually implemented before critiquing something you have limited information on.

Their product is generally pretty intuitive. If you agree; wait and see. If you don't; wait and see.

My thoughts.
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Old 09-02-2012, 09:11 PM   #263
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Re: NBA 2K13 - All 31 Signature Skills Revealed

I've seen some post "not" for the sig skills, and I too was on the "it's a gimmick side", but after reading the full details and seeing how the offensive and defensive sigs can counter each other, Imo it's not a gimmick.

Here's why, they are giving us tools to separate players in a way ratings just couldn't do, sig skills are bringing a element of strategy that wasn't in previous 2k's, and they bring a balance in terms of user skill levels. Also allowing the game to finally represent the multiple skills of a player in a specific area without raising a specific rating which is in general terms.

Example Kevin Love is a excellent outlet passer but he's about average in terms of other type of passes. See it's highlighting a specific area he does well, without raising the whole passing rating. The same will go for Lebron chase down blocks, instead of raising his overall block rating, which another poster said could make him "bill Russell like", along with his high vertical and other defensive ratings, raising his overall block rating can make him a unrealistic defender. As far as the Corner Specialist I also think this is a great addition, if you read the rules
  1. The shooter must be standing still.
  2. The shooter must be considered fairly open when he shoots the ball.
  3. The shooter must take his shot within a couple seconds of catching the pass.
The problem with hot spots are they didn't require a specific shot to be taken, because the player was just in that area, and how well the shot was contested didn't matter.This sig skill requires that you stand still, it requires you to be open. Two things that hot spots couldn't do and didn't specify, you just shot the ball, and it didn't matter if that player is better at catching and shooting or shooting off the dribble. Yes there were ratings for that but the hot spots in my opinion didn't care if it was off the dribble or not. So imo this will actually create a separation of catch and shooters and shooting off the dribble.

One thing we haven't talked about is the shot penalty which has been used in most of these sig skills definitions. I wish 2k can give us some details about shot penalty but I guess we'll have to assume like we always do. From my assumption it sounds like 2k has fixed the shot quality system, with these sig skills this will help generate your shot grade obviously. But the shot quality will differ from player to player because of sig skills. Another positive for sig skills. A circus shot with derrick rose will not penalize me because acrobat is one of d.roses sig's, but a circus shot with idk metta world peace, the game will penalizing me because he isn't a acrobat. Just like how great players can take bad shots, this will force us to use our role players in a realistic way, eliminating the role or bench player that would play like jordan in 2k12.

I think the problem we are having is half of us, see the potential and half of us think the sky will fall with these sig skills. We shouldn't assume that every time you guard d.rose with Iggy you'll get cross, and we can't assume every time we swing the ball to a corner specialist he'll make it.
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Last edited by jersez; 09-02-2012 at 09:54 PM.
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Old 09-02-2012, 09:13 PM   #264
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Re: NBA 2K13 - All 31 Signature Skills Revealed

OHHH YEAHH!!!!

Looks like I'll be a SF/SG combo specialising the following SS:
  • Corner Specialist
  • Lockdown Defender
  • Chase Down Artist
  • Defensive Anchor
  • Interceptor

I'm planning to make my player like Shane Battier (more athletic version) meets Paul George. Hopefully my A.I team-mates will do a better job this year and take on the offensive load :P
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