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NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx)

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Old 08-29-2016, 08:03 PM   #49
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Re: NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx

Still lacking the split the defense off of the pick and roll animations! How could they not have put this key signature in the game yet.
https://youtu.be/P8hIwADbymQ
https://youtu.be/DxrweKfFFIs

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Last edited by skillz773; 08-29-2016 at 10:02 PM. Reason: Video add
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Old 08-29-2016, 08:22 PM   #50
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Re: NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx

sounds good yall. 'ball on a string' is something I never felt when playing 2k. It looks like they're taking a step to more freedom with ball handling. That's what I like to see!
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Old 08-29-2016, 08:28 PM   #51
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Re: NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx

Quote:
Originally Posted by ForeverVersatile
Some of the size ups were meant to give you space for a jumper not necessarily explode past the defender.


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What I meant by that is I couldn't turbo to blow by or chain the move into a another or branched into a different move. There is a little delay or hiccup to chain certain moves. That basically limited what you could combo together to create separate or blow by.

I am not talking about every elite dribbler though.
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Old 08-29-2016, 08:42 PM   #52
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Re: NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx

Quote:
Originally Posted by scottyp180
The size ups were frustrating in 2k16. There were times I felt like I had the defender leaning or favoring one side and when I would try to break out I would go no where. You were almost better off letting the signature size up animation play out and see if that alone would cross the defender.

Hopefully 2k17 will actually allow you to explode off a size up or dribble. IRL you can have the greatest ball control, dribbling skills in the world but if you don't have quickness and explosiveness with your feet it means nothing.
This is exactly what I mean. I need to have the ability to explode out of the size up.

I will give you an example I can't quick spin out of a escape left or right with Jamal Crawford. He can quick spin out of hesi though real fast. The little delay slows him up. So you can't chain that move together fast. He will do the spin but with a delay
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Old 08-29-2016, 08:46 PM   #53
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Re: NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx

Didn't a lot of users complain about the speed boost for size ups and 2K removed it?

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Old 08-29-2016, 09:14 PM   #54
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Re: NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx

As someone said, I use square to shoot jumpers, and right analog for layups and dunks.

This is right up the ol' alley. Cannot wait. This game could be the major gameplay leap forward I've been waiting for this gen.
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Old 08-29-2016, 09:26 PM   #55
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Re: NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx

I am excited what the guys at Team Up have to say..
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Old 08-29-2016, 09:26 PM   #56
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Re: NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx

Since I can't kineticly be in the players body: I think we should have visual aid akin to Madden FG and Punting system that shows your Aim.

I just don't see the simulation benefit in re-centering your shot during the attempt. Right now if I want to perform a moving shot: I will use the right stick and aim it but now it seems I'll need to add a twist and re-aim it.

It seems a bit generic too if you're not actually aiming it towards your target but simply pulling forward or backward - is the left to right aim part of the process? Again, with no visual tutor / aid, how much value can be gained from this shot mechanic?

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