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Originally Posted by BL8001 |
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Animation routines under the basket that take you far away from the rim. It seems like you can only jump up, if you lean the L stick towards the threat sometimes your jump will carry you almost 10 feet in an animation routine of a leap and a stumble because you lept too far. I should see that once every 140 games not 3 to 4 times per game, and only my controlled players.
Although writing that, there is symbiosis, sometimes if you leap jump your ai companion will mimic you and jump away from the rim with you, that is a particularly ugly looking animation.
Meanwhile, watching replays and grabbing screenshots it's painfully obvious the cpu defense is programmed to crash the rim more correctly. They don't prevent my layups and dunks but they sure do contest them, almost to a ridiculous level the other direction. Should all 5 cpu players be around my player who is dunking? With 4 of them leaping with me?
The 2nd big factor is my defense and how the cpu behaves. The cpu is way too dependent on finding the path of least resistance, under the rim/in the paint.
When I can lock down the cpu on the perimeter and prevent ball penetration the cpu resorts to off ball screens that free up players running into wide open lanes in the paint. I can player switch over and defend.
But why can't the cpu press the triangle button and do a step back and shoot a 12 J. How about a hesi and then bounce over for a 10 foot shot?
It's just so much easier in this game to protect everything the cpu O does from a 6 foot arc around the basket outward.
Inside that 6, maybe it's 10, foot arc the controls and animations for the users players are way too loose and your actions carry you away, not towards the rim.
The cpu knows this, so they just stand at the top of the key and bounce the ball until something opens up in the paint.
I am winning the majority of the time but the one note cpu offense is boring.
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What difficulty level? Are you playing zones? Man to man? Do you play close D? Without seeing or knowing your play style I can't comment fully on that, and your pic at the rim doesn't show what happened before, and can also be seen and compared nightly to captures from the real NBA, probably 10-12 times a game(nba.com). A small video would better illustrate the issue for us all.
The CPU's ability to take the path of least resistance is not limited or slanted towards the lane play as you suggest. The lanes are wide open because your D is stretched to the perimeter, providing ample drive spaceing. Against the right player or team, try stepping back off a legit shooter and see what the CPU does. He will shoot if the shooter skills/tendency are High enough, and its the best scoring option, even the bad shooters. If you are playing LUT, there is a high likely hood of confronting good shooters in challenges, which dictates your strong perimeter play.
If your defensive style is up in your face pressing, the CPU has no other recourse than to drive the lane or pass out, as a jump shot is not feasible or smart with a defender that close in game or IRL, unless you are going for the floater, trying to get fouled, or have Lebron/Curry with the ball. Likewise, if your offensive style is driving to the paint relentlessly, the CPU will adapt and send more defenders and double teams until they stop you, if they can, as irl.
The AI and controls adapt really well this year to precise user inputs. This can be countered by copying what the CPU does, running the play. I have also commented that after properly executing a play(hitting all the points), there seems to be a boost to makes, this includes quick plays like cutters, PnR, and PnP, and is not a user only observation.
As far as your interior movement(momentum) taking you away from the rim. (i'm personally not having this issue anymore), the only advice I can give is subtle stick or "dead stick" + right stick movements to create space, especially in the post, before the shot attempt, and learning to branch all of the possible the follow-up moves toward the rim, as a bump with the right force and direction WILL take you away from the rim, and alter the branching moves, as it should with true physics. You were likely slightly moving that way because your movement was in that direction BEFORE the shot went up, either through a hard bump or of your own movement, or with RT improperly added(mis timed or held) during post up. The animation you describe is ugly because IRL if you are bumped hard enough during the shot it will look similar if not exact, to the ugly animation, and I agree its at times too ugly for immersion, but the physics are legit, and my ugly post fade away shots (and some AI ones) end up being blocked on some of those occasions, something you and others are apparently not seeing (there are plenty in my archived videos) satisfactorily enough in post play.
I say it often, but, on offense, I treat some of the post moves I execute, like (Mortal Kombat) finishing moves, ...meaning, I visualize the move and the necessary buttons, then execute the combo if possible (bad D willing)regardless of the defender, but also maintain the ability to pass out of the combo move at just about any time to the next open guy.
(ex. Half circle right stick [branch 1] left stick towards basket + tap Y + RT [branch 2] + tap shoot [branch 3]+ hold shoot),
The example post move (what does it do?) take specific timing and precision to execute, with each player. With bad timing, it will look awkward just like an uncoordinated move does irl. Controlled and efficient use of the RT will succeed in opening up even more animations for you, when used with the right moves.....and yes I also agree there could be a few more post animations.
Once the player momentum is going toward the basket it is difficult for the defense to stop the drive, unless you have a monster in the paint to bump/block/contest/alter the PHYSICAL outcome with their own physicality. It appears they are using a derivative of basic physics force formulas,
net force, and
applied force. I have every confidence that the numbers are playing out correctly (Newton's correctly laws applied) and that we aren't used to seeing it like this as accurately represented physically (and no not all animations accurately/adequately match outcomes, but the outcomes themselves are correct) outside of space games, flight sims, racing games, or shooters. I've also stated in the past that playing each of their games in their virtual physical world helps with playing the next, the subtle controls becoming more intuitive, as the physics are mostly consistent across the games using them.
Even the "magic hook shot" can be altered with the right amount of bumping force in the right direction. Sometimes it does takes that many user defenders to stop a player, especially when bad D and spacing are present. That is why I stress off ball management in this game a lot, because some defenders are just bad on their own. When the CPU is waiting at the top for a guy to pop open, guard that other guy, or obstruct the "cutter", it definitely changes the CPU's decision point as you "wait it out". Sometimes I hold the ball 20 seconds just to make one pass to complete the play and shoot.
If you take time to watch a
CPU vs. CPU game(because it doesn't have bad human inputs), gameplay looks much better than a User vs. CPU or User vs. User, I'm talking smoother animations, seamless transitions, connecting animations, proper spacing, etc., but why? That's because they (CPU vs. CPU) are programmed to play authentic Basketball, to run the plays, to exploit the mismatches, they play the game correctly most of the time (spacing, timing, angles) and certainly more than any current user is, no matter the difficulty. You rarely see the CPU turboing all over the court, changing directions awkwardly, and displaying awkward animations. This will lead you to surmise, with all else being equal, it must be user inputs causing bad "stuff", as I often say here.
Your "Inside that 6, maybe it's 10'" comment appears to be team/player specific in my experience, and is in reaction to the spacing you give or don't the CPU, and certainly in error if you play against the CPU Warriors, or any other dual threat team that can play around the rim, and shoot deep. They will light you up for just "standing there" or stepping back to cheat on the interior D, frustratingly so. I don't expect Wroten to attack me mid-range like Westbrook, because even if he is open, he doesn't shoot it well.
There ARE players in the game with step-back and mid range tendencies (Westbrook, Dirk, Curry, Leonard, etc.) and those are the ones most likely to act in the manner you desire play in and play out. Every individual player
can try the moves in Live but not every player can do them at a successful rate, and its STILL a match-up dependent outcome, after that.
Lastly, for those that haven't tried, try changing playing views or playing with the sliders (those not playing LUT or play now) and giving your team a slight advantage/disadvantage as needed in the deficient areas you mentioned. The sliders provided this year are more than adequate for smoothing the edges on the court. The view change will definitely change the way you play the game in every view, in every mode, as you will see and play the court differently in every view, and you will see things in some views you won't see in others, and again that's mostly due to user input, to which some will disagree.
This game is not perfect, but fun and Arcade are the words that keep coming up. I'll state that if your approach, style, and discipline is sim, you'll get the sim you seek out of this game. If its arcade, you'll get that too. its a duality this game seems to pull off according to who you ask, which is its own proof.
Personally, I strive for a sim approach, (emulate what I see on tv) and to eliminate my arcade moments which mostly come from my frustration from failing to execute properly and then performing a cheese (relentless lane driving, chucking 3's) move. I've personally been trying to cut this down, and doing much better, so it appears as normal and controlled a pace as CPU vs. CPU appears.