MrBallaBoy21, you might of missed Beluba post on that subject:
Quote:
Originally Posted by Beluba
fatleg, it's not that we consider playing offball D an invalid playing style. the decision to tune user-controlled onball defenders differently than AI-controlled defenders was a result of a longstanding balancing issue. The fact is, most humans can't react to shooters the same way our AI defenders can. That's amplified online. We simply wanted to give users who prefer to play onball defense an aid to level the playing field with the AI. You'll just have to trust me for now... but I spent a lot of time tuning the shot penalties so as not to sway the balance in the other direction. IMO, 2K12 strikes a good balance for both camps (offball and onball D users.)
But just for the record... I do think it's more manly to play onball D.
It sound like it wont be a really big difference but it seems like its giving the user who plays on ball defense a bit more help because its more challenging playing on-ball.
shot blocking will be interesting. in the full quarter video there was some very suspect animations and ball physics tracing back to all previous years. what i want to see, is dynamic player movement that will adjust to tracking the ball in the air. and also hard bounces instead of that annoying floating ball and the animation where you swipe the ball straight down from the players hands onto their head.
I don't play 100% off ball D, but I also don't immediately switch to the player that gets the ball because it puts me at a disadvantage. I like to see what they're going to do with the ball before I switch so I don't get beat off the dribble or get Jd on because I couldn't react to a quick jumpshot.
I think what Beluba explained to us is that this advantage won't do much other than offset the reflex disadvantage that a human has compared to the CPU. That means a human will receive more leniency when contesting a shot than a CPU controlled defender, and we won't exactly need to smother a shooter and develop inhuman twitch reflexes to get a "perfect contest" rating.
MrBallaBoy21, you might of missed Beluba post on that subject:
It sound like it wont be a really big difference but it seems like its giving the user who plays on ball defense a bit more help because its more challenging playing on-ball.
While you're still here, I know it's probably too late for 2k12, but for 2k13 could you think of implementing the option of being able to stop And 1 plays with a close defender?
Say D-Rose drives to the hoop and gets bumped on the way by Rondo. While Rose is adjusting his shot in mid-air (the whistle having already been blown) someone like Garnett for instance would be able to rotate and swat away the ball, thereby negating the chance for an And 1 instead of the animation playing out and everyone is standing still?
MrBallaBoy21, you might of missed Beluba post on that subject:
It sound like it wont be a really big difference but it seems like its giving the user who plays on ball defense a bit more help because its more challenging playing on-ball.
The difference is what I don't agree with. Even if it's a small one I just don't like it.
I think what Beluba explained to us is that this advantage won't do much other than offset the reflex disadvantage that a human has compared to the CPU. That means a human will receive more leniency when contesting a shot than a CPU controlled defender, and we won't exactly need to smother a shooter and develop inhuman twitch reflexes to get a "perfect contest" rating.
So the CPU is gonna get some lag on their contests? If so will ratings effect it so great defenders won't get the latency?
A lot of players felt the same way with Dirk last year in the playoffs
Especially on the right side where Dirk shoots like 50% from mid range even when he is contested. Still in real life its contextually easier to contest without fouling.
I love all the adjustments made to defense this year, but I was wondering why taking charges wasn't mentioned in the insight? The inability to take charges, whether on-ball or off-ball, really hurt a defensive strategy used by many NBA players (Bogut, Nash and Ginobili). It also made the "take charge" tendency useless since the CPU would never attempt them. Has it been improved for 2K12? Will the CPU actually go for charges?
So the CPU is gonna get some lag on their contests? If so will ratings effect it so great defenders won't get the latency?
No, CPU will not have any disadvantage, a slight advantage will be given to the user to account for the difference between human reaction time and that of the CPU defenders.
No, CPU will not have any disadvantage, a slight advantage will be given to the user to account for the difference between human reaction time and that of the CPU defenders.
This. I believe they're just making stick skills and twitch reflexes less important, really, so people won't be turned off from playing on-ball defense. People always say that stick skills shouldn't beat solid strategy in a basketball sim, and 2K is attempting to accomplish just that.
No, CPU will not have any disadvantage, a slight advantage will be given to the user to account for the difference between human reaction time and that of the CPU defenders.
I love all the adjustments made to defense this year, but I was wondering why taking charges wasn't mentioned in the insight? The inability to take charges, whether on-ball or off-ball, really hurt a defensive strategy used by many NBA players (Bogut, Nash and Ginobili). It also made the "take charge" tendency useless since the CPU would never attempt them. Has it been improved for 2K12? Will the CPU actually go for charges?
yeah, any word on this, Beluba?
I am wondering about charges as well...charges were pretty bad in 2k11 (cpu didn't use them enough or properly, and they didn't work when you attempted them). i assume since they weren't mentioned in the insight, they weren't really addressed.
i'm also wondering about fouls/collisions on jump shots...they were almost non existent in 2k11...will we actually see defenders fouling jump shooters this year?
Won't you want to adjust the settings for every game anyway? What I mean is you would want hedge harder on a pick and roll involving D. Rose than say someone like Derek Fisher.
Sorry I'm not too good at elaborating. When I said save the settings, I meant things like rotating for help defense. This is a good example of what I'm talking about.
Notice how Joel Anthony comes over so quickly to help D. Wade after Thad Young beat him to the paint and then JJ came and took Joel's man. I know that by doing this a man is left open (Evan Turner wide open at the bottom of the screen), but if this is how the Miami Heat plays defense in real life, I would love to be able to do this in 2K12.
Um yea its not like off ball players just stand around and watch what is going on. They still have to stay with their defenders and play d.
That is true but it is much more engaging to play D on ball where your main focus is to deny penetration. The added boost just balances everything out, the A.I reacts much faster, when playing online it is immediately obvious if your playing an a player who only plays offball.