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NBA 2K12 News Post


The NBA 2K12 patch 1.04 is now available on the PS3 and 360. Please post your impressions here.

For details on NBA 2K12 patch 1.04, click here.

Game: NBA 2K12Reader Score: 8/10 - Vote Now
Platform: iOS / PC / PS3 / Xbox 360Votes for game: 102 - View All
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Member Comments
# 261 Mos1ted @ 12/14/11 11:16 AM
Quote:
Originally Posted by edaddy
I know you said that there were more fouls but have you seen more fhard oul and contact animations going to the hole..also is the defender riding the hip animation back?..Would love to see that..
I only played one game online, but from what I remember, there wasn't any added physicality or anything. It sure would have been nice, though. A cheeser can still take the Miami Heat and run around with Lebron James all day with little consequence. While there aren't many contact animations in the hole, it is harder to finish when driving in heavy traffic. The strategy I used defensively against the cheeser I played was to pack the paint and force him into tough shots. This left me vulnerable to jumpers, but the cheeser was too stupid to take advantage. He had a 20 point lead on me at the half. I employed the strategy I just mentioned in the second half, and came back in the fourth. He quit was I was up by like 7 or so with a minute and some change left.

Also, the on-ball defense animations are the same. It's disappointing actually. I wish there was some way for them to add the hip riding animation.
 
# 262 DarthRambo @ 12/14/11 11:22 AM
Playing on Pro/default...I'm the Pacers playing @ Charlotte:

Only played out 1 qtr so far but Kemba is quick!!! I had to stop trying to manually guard him cuz he blew past me everytime lol. Game plays 1000% better guys, the passing speed increase does wonders. Seeing new animations for layups now, not getting blocked on an offensive rebound putbak anymore either!

Just saw Tyrus Thomas posterize Jeff Foster!!! Jeff Foster fell on his back even and Tyrus stared down at him as he stepped over him. That was AWESOME LOL!

Definitely going to need some slider tweaks for fouls I think. I'm not getting any calls for me, but the cpu is getting a realistic amount of them for them. Maybe it's cuz I'm on the road?? Any on default the FG% may be too high, but we'll see after the game what they are. The game is finally worth playing guys though, seriously!
 
# 263 mylifeishid @ 12/14/11 11:44 AM
The passing is better but this game is still frustrating. I played on Pro-Sim with no slider adjustments. The CPU still cheeses to score, fouls are lopsided toward the CPU, the Raptors are still capable of playing like the Heat, and the unstoppable runs are still there. Time to adjust some sliders. Oh what fun!
 
# 264 DarthRambo @ 12/14/11 11:45 AM
Indiana Pacers at Charlotte Bobcats
Dec 14, 20111ST2ND3RD4THSCORE
Indiana (me)21210042
Charlotte (cpu)26170043
Indiana Pacers
TEAM TOTALS20/42 (47%)2/7 (28%)0/022 (4 off)1030742
Charlotte Bobcats
TEAM TOTALS17/38 (44%)1/6 (16%)8/9 (88%)19 (3 off)773543
 
# 265 DarthRambo @ 12/14/11 11:49 AM
Above....just played one half, game was great! Shooting percentages overall were good except the 3pt% Definitely have to turn up foul sliders as I shot NONE! The score would've been much higher if I did and I wouldn't have 42 shot attempts in the first half either.

Need to turn up offensive rebounding just a tad as well, and up the 3pt shot success (could just be my lack of skill though lol). All in all, the game was fun...

and this was 12min qtrs Pro/default everything btw
 
# 266 Serra11 @ 12/14/11 11:50 AM
Quote:
Originally Posted by Mos1ted
Score
Cavs - 25 Suns - 24

The Cavs have 18 points in the paint. The Suns have 14.
I didn't know the Cavs re-signed Brad Dougherty.
Seems he has maintained his touch.
 
# 267 DarthRambo @ 12/14/11 11:50 AM
Quote:
Originally Posted by mylifeishid
The passing is better but this game is still frustrating. I played on Pro-Sim with no slider adjustments. The CPU still cheeses to score, fouls are lopsided toward the CPU, the Raptors are still capable of playing like the Heat, and the unstoppable runs are still there. Time to adjust some sliders. Oh what fun!

I would start at Pro/default and go from there, just my opinion. Read my last post to get an idea of what I think needs to be adjusted early on so far.
 
# 268 mylifeishid @ 12/14/11 11:58 AM
Quote:
Originally Posted by IrishSalsa
I would start at Pro/default and go from there, just my opinion. Read my last post to get an idea of what I think needs to be adjusted early on so far.
I'm gonna try that. Just curious, what made you start on default and not sim? On default, aren't the shooting sliders too high?
 
# 269 blues rocker @ 12/14/11 11:59 AM
Quote:
Originally Posted by mylifeishid
The passing is better but this game is still frustrating. I played on Pro-Sim with no slider adjustments. The CPU still cheeses to score, fouls are lopsided toward the CPU, the Raptors are still capable of playing like the Heat, and the unstoppable runs are still there. Time to adjust some sliders. Oh what fun!
you sure you got the patch? i played the CPU on hall of fame/sim after the patch, and even on those settings the game felt pretty fair.
 
# 270 DarthRambo @ 12/14/11 12:02 PM
Quote:
Originally Posted by mylifeishid
I'm gonna try that. Just curious, what made you start on default and not sim? On default, aren't the shooting sliders too high?

Not for me...50 for everything seems find to me and I started on default after the patch just because I want to get a feel for how it is "out of the box" now again first. I raised 3pt success to 53 for both the cpu and user, and raised foul sliders...playing as Mavs at home against the Kings now. I'll post my thoughts in a bit after I play a bit of this one with some game stats.
 
# 271 wallofhate @ 12/14/11 12:10 PM
Did any xbox ppl get the update its 11am on the eastern time zone. It just prompted me for something but I didnt read it I just hit the button
 
# 272 Dice @ 12/14/11 12:28 PM
Can anybody confirm that you can call plays for individual plays for players in coach mode and not just quick plays. Thanks.
 
# 273 tordevil @ 12/14/11 12:34 PM
Wow, they didn't fix the scoreboard issue where the road teams logo and colours are often being shown for an entire game.

Wish I could get my money back for this game. I will definitely not buy next years addition.
 
# 274 aezub @ 12/14/11 12:45 PM
Quote:
Originally Posted by jeenafme
My god this guy is licking all over 2K. Just numbers? Do you even watch basketball? It's a sport game and you say just numbers? lmao Just because you don't play association/season mode and for some reason, don't give a **** about the inaccurate stats, you bash the people for pointing it out? i respect the improved gameplays but the numbers are as much important especially in the sport game. Get off 2K's sack so they can be mentioned and be fixed in the next patch. Your riding of 2K is incompetent and disgusting.

Totally agree. Anybody knows if 2k could fix this without the wait for another patch? And in your experience, how long until the next patch? thanks
 
# 275 mylifeishid @ 12/14/11 12:49 PM
Has anybody else noticed that there are some replays that you can't skip? Every now and then a replay will start, I'll press a button to skip it, but I'm stuck watching it until it's over.
 
# 276 ffaacc03 @ 12/14/11 12:58 PM
Would like to know if they address the ingame plays selection little screen ? ... like if they added some kind of tabs to separate plays by playtypes, or changed the order of the plays to go by playtypes or added colors to differentiate them, etc.

While there might be things touched that were not advertised, there seem to be some glaring things (mostly bugs/glitches, not necessarily inclussion of features, thus those addings would be inmensively appreciated) that werent addressed. Hopefully there is a subsequent patch for early next year. Anyways, for the things they did advertise and going by the feedback here, they succeed.
 
# 277 theenemy @ 12/14/11 01:06 PM
my impressions after playing 4 hours post patch last night. I played on pro allstar and hall of fame with combinations of default/simulation sliders.

This goes for anything above PRO/Default:
There is still something wrong with the momentum switch in the code - Once it is switched on (either you miss a couple of shots, or the CPU makes a couple) there is (almost) nothing the user can do to stop the CPU by trying to play sim basketball.

The CPU just take it inside morph through my players and score, feels like I am not there.
I saved multiple snapshots / replays CPU going through me and my hands to score.
that's the defense.

On offense,
I play with the shot timing feedback and quality feedback on - just to see if I am taking bad shots. When the CPU is on that momentum run - I miss open A+ to B- quality shots from my player's hot zone. not one not two, 5-6 times in a row. But does it really happen every single game? There is no break, I guess I still could not figure out how to turn that switch off. Because once it is on, it's a joke. It almost feels like - no matter what you do, you wont change the outcome that's based on something other than the basketball being played on the court.

[things that I do to keep the momentum neutral:
-I am taking timeouts (even tried couple full timeouts b2b to cool the cpu down)
-Making defensive adjustments (both in defensive settings and coach profiles - yes I watched Da_Czar's videos etc etc)
- I know my team's hot zones - I run plays %95 of the time and I know my plays.
- etc]

I am not saying that momentum should not exist, it's a game of runs I know. I am saying the momentum should not give a %100 boost to the team that has it and a %100 blow to the team on the other side of the momentum. It used to work as it supposed to. CH2k8.

So what's different after the patch:
-players lose handle of the ball more - much better
-passing is somehow better
-when blocking works it works much better
-definitely more control / more response from LS.
-when the cpu takes the ball inside (as I mentioned above) if you are able to bring more than 2 players to surround the CPU player, they will dish it out (instead of going through all the players as in pre patch) - so I guess now they can only morph their way to the basket when there are 2 players or less defending in the paint. btw, when they dish it out and if they have the momentum switch on - they will make the open jumper.
- I am sure there are other stuff improved that I forgot to mention

overall,
it feels like someone at 2k tweaked the sliders and some roster attributes and set the defaults at those values.

I feel like there is very little core code changes (speed issue is still there, momentum thing, no double teams, and tons of other core basketball issues that people keep repeating here..)

so you might say - why not stick with pro/default or use custom sliders. online association! The only cheesers in the online association are the cpu controlled teams.

If I let my impressions about the patch aside, the default, after 1.04 patch NBA2k12 is a good base to work on to create the ultimate offline sim basketball experience (custom sliders, tweaked roster sets, etc etc) if you can overlook the "stats" bug in associations.
 
# 278 Mos1ted @ 12/14/11 01:32 PM
It could be the roster update that happened this morning, but after further evaluation and play, my feelings about this game have done a 180 yet again. Whatever enthusiasm I experienced last night is slowly vanishing. The patch, while helpful, still left a lot of areas that needed to be addressed. I'm talking from a gameplay perspective.

As it has been touched on repeatedly in this thread by myself and others, the lack of a speed burst on offense for the user really hurts the overall gameplay. Not only does this affect the fast break, but it also affects the half court game as well. The problem in the halfcourt is that the on-ball defense animations are simply inadequate when it comes to replicating real life defense. What should happen is when the ballhandler is ready to take an aggressive drive to the basket, the defender to angle his hips so that he can keep up laterally. What happens instead is that the defender glides over to the lane, bumping the ballhandler back and impeding his path. The real time collisions that were suppose to be included in the game are noticeably absent in this instance. If you're going to animate the game this way, this should be a foul either way every time.

The user's ballhandler has to take steps to get from Point A to Point B, but the defender gets to slide from Point A to Point B. The opposite happens when the user is on defense. Quick CPU ballhandlers can snake and weasel their way through traffic like it's nothing, but the human defenders struggle to stay in position because the ride the hip animation is completely absent.

To get back to my point about the speed burst, the lack of explosiveness from human ballhandlers makes it more difficult than it needs to be to attack certain mismatches. Everyone knows that height matters in the NBA, but there's a reason why smaller guys still get roster spots: Speed is an asset, too. However, speed guys can't really standout because of the issues I already mentioned. It's got to the point that you're better off just settling for three pointers and jumpshots on offense than actually trying to establish an inside-out game.

And while passing is no longer slow and floaty, it still remains a problematic part of the game, mostly in terms of pass type selection and accuracy. There simply needs to be more animation fluidity in the passing game. The catching animations really slows down execution at times. So while the pass may get there quicker than before, you still have to deal with a defense that is able to recover because of how slow the receiver catches the ball and regains composure.
 
# 279 Rockie_Fresh88 @ 12/14/11 01:57 PM
Quote:
Originally Posted by theenemy
my impressions after playing 4 hours post patch last night. I played on pro allstar and hall of fame with combinations of default/simulation sliders.

This goes for anything above PRO/Default:
There is still something wrong with the momentum switch in the code - Once it is switched on (either you miss a couple of shots, or the CPU makes a couple) there is (almost) nothing the user can do to stop the CPU by trying to play sim basketball.

The CPU just take it inside morph through my players and score, feels like I am not there.
I saved multiple snapshots / replays CPU going through me and my hands to score.
that's the defense.

On offense,
I play with the shot timing feedback and quality feedback on - just to see if I am taking bad shots. When the CPU is on that momentum run - I miss open A+ to B- quality shots from my player's hot zone. not one not two, 5-6 times in a row. But does it really happen every single game? There is no break, I guess I still could not figure out how to turn that switch off. Because once it is on, it's a joke. It almost feels like - no matter what you do, you wont change the outcome that's based on something other than the basketball being played on the court.

[things that I do to keep the momentum neutral:
-I am taking timeouts (even tried couple full timeouts b2b to cool the cpu down)
-Making defensive adjustments (both in defensive settings and coach profiles - yes I watched Da_Czar's videos etc etc)
- I know my team's hot zones - I run plays %95 of the time and I know my plays.
- etc]

I am not saying that momentum should not exist, it's a game of runs I know. I am saying the momentum should not give a %100 boost to the team that has it and a %100 blow to the team on the other side of the momentum. It used to work as it supposed to. CH2k8.

So what's different after the patch:
-players lose handle of the ball more - much better
-passing is somehow better
-when blocking works it works much better
-definitely more control / more response from LS.
-when the cpu takes the ball inside (as I mentioned above) if you are able to bring more than 2 players to surround the CPU player, they will dish it out (instead of going through all the players as in pre patch) - so I guess now they can only morph their way to the basket when there are 2 players or less defending in the paint. btw, when they dish it out and if they have the momentum switch on - they will make the open jumper.
- I am sure there are other stuff improved that I forgot to mention

overall,
it feels like someone at 2k tweaked the sliders and some roster attributes and set the defaults at those values.

I feel like there is very little core code changes (speed issue is still there, momentum thing, no double teams, and tons of other core basketball issues that people keep repeating here..)

so you might say - why not stick with pro/default or use custom sliders. online association! The only cheesers in the online association are the cpu controlled teams.

If I let my impressions about the patch aside, the default, after 1.04 patch NBA2k12 is a good base to work on to create the ultimate offline sim basketball experience (custom sliders, tweaked roster sets, etc etc) if you can overlook the "stats" bug in associations.
I agree with everything you said except about momentum. Yea CPU still goes on its runs while the user misses but It has been tuned a LOT. It doesn't feel near as cheesy. I actually see the cpu closing me out in games. Trust me pre-patch i had not chance on Superstar/Hall of Fame. Allstar is where its at though.

another note if 2k patches the speed of the user and tone cpu recovery speed then this game will be just amazing.
 
# 280 Elbowz @ 12/14/11 02:38 PM
Sorry if this has been mentioned; I read up until page 24-25 without any mention of it.....but....the My Player all-star game glitch is still in, where if you actually PLAY any minutes, you'll be sent to the bench the following game(s) with your real team.

It's a mother******' crime that my 85-rated all star PG has to sit behind Chris Duhon in the rotation. Luckily I have a 2nd save where I didn't play at all in the game, so I'm not TOO salty about their oversight. But still, 2K, fix This please
 


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