I may be wrong, but if you've EVER played an entire season, or at least a good amount of the games yourself, you'd notice that trades happen less if you simulate an entire season, versus being active playing user games.
Again, I may be wrong, but from my experiences in Madden I've always noticed this.
I think this is very true.
I'm playing through as association where I played maybe 45 of the 82 game schedule and there were tons of CPU trades. I was even offered CPU trades a good dozen times over the course of the season.
My biggest gripe, and only question is... Can you control your players and play some man to man defense without sliding all over the place as if you were on ice ?
Yep. Defense feels much better. It just feels like 2k11 now..
defenders tip fewer inside passes now...sometimes it's just because they can't get to it, which is good...other times the ball just whizzes right by them like in 2k11...it's a decent balance though...it's harder to pass inside than it was in 2k11, but much easier than it was pre-patch...some will say it allows too many lead passes to cutters, but i'd rather have it a bit too easy than way too hard.
Thanks blues. Hopefully I get to judge for myself today. I'm like 0-25 against the Magic in the Ewing challenge. Today is the day....
Well I'm on 360 but since they said the 3 MB download is the patch, I'm definitely noticing some differences in one quick ranked game:
PROS:
-PASSING! Passing is back, very few laggy delayed passes and passing overall is more crisp. Also passing into the post is better.
-Finally guys can't just use the X button ad nauseum and call it 'defense'. Reach in fouls seem to happen more frequently.
-Movement seems to be a bit smoother overall, though I did have some delays trying to explode from the triple threat.
-Shot off dribble seems to be harder and shots overall seem a bit more context based. Hopefully now I won't have to deal with guys just running around swishing shots off dribble.
CONS:
-Still see the canimation dunks. I was playing a guy who was using the Mavs and had old man VC pull off two of these.
-One of the downsides to passing being easier is that you do see the lead passes to the paint being more effective. I'm ok with this tradeoff if it means passing overall is better, but some might be upset with that.
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.
Not wanting to sound like a total pessimist, I will say that sliders and ratings adjustments might alleviate these issues somewhat. I'm testing now using two custom teams: a team full of the fastest players in the game (all pg's) and a team full of the slowest players in the game (all C's). I am able to get some separation on the breaks now, so the speed problem seems to be related to the player ratings. Like someone mentioned in another thread, the speed rating differential needs to be wider across the board. I'll let you roster gurus tackle that
Just played a game against the Magic. They attempted 25 3's, while the CPU was doing their "unstoppable momentum" thing: my PF missed an open layup, every CPU controlled player was able to beat my guy off dribble, and their offensive rebounding was spectacular. On one play, my Center had post position and was calling for the ball, my PG wasn't being tightly guarded, he passed the ball which was off target, bobbled by the Center... leading to a turnover. My PG was D. Rose, nice. I love momentum.
Just played a game against the Magic. They attempted 25 3's, while the CPU was doing their "unstoppable momentum" thing: my PF missed an open layup, every CPU controlled player was able to beat my guy off dribble, and their offensive rebounding was spectacular. On one play, my Center had post position and was calling for the ball, my PG wasn't being tightly guarded, he passed the ball which was off target, bobbled by the Center... leading to a turnover. My PG was D. Rose, nice. I love momentum.
Turning clutch factor off and putting the clutch slider at 0 is the only way to alleviate that, and even then you'll see some funny stuff, but it's a lot more natural. It's been that way for years in 2K games.
Went home and played a game and to honest, couldn't tell any difference between the game pre or post patch. Still plays the same. Guys still cut to the basket for no reason when their spotted up on the 3 pt line.
The cpu still forces, spins and morphs his way to the hoop.
I must be missing something because passes still seem floaty too.
Still couldn't get around Big Baby with Westbrook or Durant on miss matches.
If this (4MB) update was indeed the patch then it's officially baseball season for me.
Just sayin...
Exactly what i've been saying. I'm actually jealous of the people who are saying that the game plays different. To me, and clearly some others, it's the same BS as before.
Exactly what i've been saying. I'm actually jealous of the people who are saying that the game plays different. To me, and clearly some others, it's the same BS as before.
Yeah, I don't get it. I really wish I could say the same because I love bball.
Turning clutch factor off and putting the clutch slider at 0 is the only way to alleviate that, and even then you'll see some funny stuff, but it's a lot more natural. It's been that way for years in 2K games.
That's what's so annoying about it, I got clutch off and the slider at 0. I only play offline association though, maybe my team is tired late in the season, maybe there's a little bit of scripting to tell a story, idk, I'm just trying to rationalize. I need to play some single exhibition games to see if this is consistent.
People online is still spamming the steal button. There is still not enough of a risk for them the stop. The offensive player has way to really counter unless they havent used their dribble. Then you can protect the ball, but other then that you are at the mercy of what I call the 50-40-10 rule. This means that every time you press the steal button there is 50% chance you will knock the ball loose, 40% chance nothing will happen or the defender will send the ball handler in a unwanted contact/ bumping animation, and 10% chance a foul will be called.
I really hope this is addressed in the next patch. That makes the game so frustrating when playing online but for the most part the patch has made online enjoyable.
1. Howard doing cross over is just well... STOP IT! (Mike Ditka voice)
2. Nelson was open should've shot the ball. Instead he was to force his way to hoop.
3. Turk doing unnecessary pump fake.
4. Dirk clipping threw him and no foul.
5. Marion being WAY out of position and somehow blocking the shot.