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

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Old 08-30-2016, 06:11 AM   #89
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Re: NBA 2K17 stick skills will be tested, No more being stuck in Animations? [DimeMag

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Originally Posted by 23
I think his point was it was still bad defense being played by Barnes.

It's something that I notice on pick and rolls... it's something Live did nicely I'll give them that, show then go back to your man.. doesn't happen here so much.
Yea that one! "Show up" is something missing in 2K's game. You know some says basketball is a game of shadows on the mental side, you fake what you do most of the time on both sides defense and offense. So yea..
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Old 08-30-2016, 06:19 AM   #90
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Re: NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx

I thought previous 2K's did a better job of hedging/showing, but it also was usually a blocking foul never called. Created better balance.

It ties together with the poor passing system. One one hand, the passing animations are slow so they allow for too much defensive recovery, but on the other hand, you can pretty much pass to any player. Doesn't matter how well the roll man is covered, you can usually still slip it in there.


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Old 08-30-2016, 08:34 AM   #91
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Re: NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx

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Originally Posted by BluFu

And it sounds like signature sizeups are gone altogether? That's interesting. From the small clip of Warriors vs Knicks it looked like Durant was able to break down his man pretty naturally-looking without it being pre-canned. Really need a gameplay video explaining this though.

The signature size ups are there they just changed how they are controlled. I gave an example a couple pages back. Rob Jones explained that they are signature.

Kyrie sig size up forward is like a 8 dribble canned animation in 2K16. So instead of pressing forward once and RT to get 8 dribbles I think you will press once to start the size up but you have to chain the moves together after to get a full combo.

Steph's behind the back out of a size up is different than Crawford. It is going to take stick skills to get them to work is basically what he saying. No more one stick press to get a four dribble sizeup

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“Let’s say you start this little cool move and you want to break out at that moment in time,” Jones says. “The animation had launched and there were specific branch points where you could get out, but as a user, you wanna get out when you want to get out. This year, we took all of that — what we felt like — canned stuff and was (sic) like look: ‘as a user, you can still recreate it.’ The animations that make up that guy’s dribble package, are signature. But if you wanna create that situation that he specifically does, it’s on your stick skills.”
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Old 08-30-2016, 08:56 AM   #92
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Re: NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx

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Originally Posted by stillfeelme
The signature size ups are there they just changed how they are controlled. I gave an example a couple pages back. Rob Jones explained that they are signature.

Kyrie sig size up forward is like a 8 dribble canned animation in 2K16. So instead of pressing forward once and RT to get 8 dribbles I think you will press once to start the size up but you have to chain the moves together after to get a full combo.

Steph's behind the back out of a size up is different than Crawford. It is going to take stick skills to get them to work is basically what he saying. No more one stick press to get a four dribble sizeup
This is also how I interpret it. But dammit I'd love some ****in clarification.

Sounds terrific if you're right. Man I can see a tonne of labbing happening just to emulate real players dribble moves...... but again, all we can do is speculate on vague understanding at this stage.

Sounds like you've nailed it, but I want to be 100% on that.

Come on 2K! We're ready!!
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Old 08-30-2016, 09:48 AM   #93
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Re: NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx

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This is also how I interpret it. But dammit I'd love some ****in clarification.

Sounds terrific if you're right. Man I can see a tonne of labbing happening just to emulate real players dribble moves...... but again, all we can do is speculate on vague understanding at this stage.

Sounds like you've nailed it, but I want to be 100% on that.

Come on 2K! We're ready!!
After the Youtubers get up there I think they will start to talk about controls.

Rob Jones keeps talking about this but it is about time they show it in a dev blog. I am interested in how you control the layup directions going around someone or through someone. If I had to guess it goes like this:

  • Layup through contact: while driving towards rim right stick forward straight towards basket
  • Layup around contact left: while driving towards rim right stick diagonal back left
  • Layup around contact right: while driving towards rim right stick diagonal back right
  • Layup left hand: while driving towards rim right stick towards left
  • Layup right hand: while driving towards rim right stick towards right
Because they moved the euro to the button to open up the stick for more layups to be in your control.
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Old 08-30-2016, 09:53 AM   #94
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Re: NBA 2K17 stick skills will be tested, No more being stuck in Animations? [DimeMag

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Well from that article that is suggested above, we just don't know.

Sam Pham broke down one of the defensive sequences in the game from last year, where the guy wasn't very clear about the defense, and I tend to agree with Sam.

It really wasn't the Barnes rotation that was the issue. That was the correct basketball play, since the center still had his own man to guard in addition to the roll-man. The biggest problem with that play was Draymond Green.

First, he didn't actually hedge the screen, as Nash was able to just walk right between Green and Stoudemire. Second, after Stoudemire starts to roll, and after Nash is already past him, he goes for a steal on the air. This essentially takes Green completely out of the play and leads to a 3-on-2 situation, where Barnes needed to rotate to help. What should have happened is that when Barnes rotated to the paint to help with Draymond's man, Green should have switched onto Deng in the corner.

Help defense hasn't been the real problem with 2k's defense; it's the extra rotations that should occur after/at the same time as the help. That's why you generally don't see swing passes around the outside in the game, but still see a lot of open threes.
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Old 08-30-2016, 10:22 AM   #95
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Re: NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx

Yeah when you see a perimeter player drop down to help the helper, he still has to get help in return. In general the nearest perimeter player to him has to split the shooters, meaning stand in the exact middle of his man and the player he's helping toward. So at least it's a late contest.

I personally would have my team rotate from the opposite side, because that's a lot of ground to cover, but 2K doesn't have these extra rotations in at all, which is an issue, especially when it feels like your manual defenders are stuck in quicksand for a second.

Usually on most 2K iterations I can anticipate and make up for a lot of mistakes manually, but this is why I need more info before I pre order. At the current state 2K16 is in, I can't play correct help defense because I am glued to players for a second which is crucial.


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Old 08-30-2016, 10:28 AM   #96
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Re: NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx

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Originally Posted by BluFu
Biggest problem with the shooting stick for me is creating shots off the dribble (stepbacks, hop jumpers, spin jumpers etc.) So hopefully that's cleaned up..
This. I'm a button shooter because of this. This writeup sounds interesting, though. Hopefully there's some fluidity with the stick this year. Looks like I'm going to have to make some changes.
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