CPU AI: I swear every time I read one of these previews for a new NBA 2K game, the author is talking about how the CPU is so realistic and how each team plays like it does in real life. For the first time, I honestly feel like this year that statement is completely true. There are several examples I noticed:
Rockets v. Lakers - The AI consistently looks for Howard in the post, Lin in the pick and roll and Harden on Isos and pick and rolls. Shooters like Parsons hang out on the perimeter waiting for kick outs by Harden and Lin off picks. Houston also shoots a ton of threes like in real life. Cavs v. Wizards – Irving absolutely destroyed me with the pick and roll(40 points and a game winning layup) but he didn’t ball hog. CPU ran several post plays for Bennett and Bynum. Waiters also got a few touches but he struggled in the game. Grizzlies v. Thunder – CPU looks for Randolph and Gasol consistently in the post. Randolph plays like he does in real life. For example, he went to work in the post on two straight possessions. One ended with a baby hook in the lane. The second was him pivoting to face up Ibaka and sinking a 17ft jumper in his face.
When you get to play the game again could you try and run some pick'n'pop with mid range bigs (KG, Gasol, West, Bass etc) and see how far they tend to fade? See if they tend to go too far close or beyond the 3pt line.
I'am really hoping they fixed that. It really needs to be tighter. They shouldn't be taking like 8 sidesteps.
Ty.
Its tighter and they tend to stay under the 3 point line. It still depends on where you are positioned when you call the pick.
i just wanted to say that MSG not being updated is probably because their renovation isn't even done yet. it's still a week or two away from completion. i don't think that's something that 2k is going to actively try to fix in time for opening day. especially when woodson has had a mustache in game and not a goatee.
i just wanted to say that MSG not being updated is probably because their renovation isn't even done yet. it's still a week or two away from completion. i don't think that's something that 2k is going to actively try to fix in time for opening day. especially when woodson has had a mustache in game and not a goatee.
I cant agree with that. 2k14 still has the tunnel at mid court and that doenst even exist anymore. No one is expecting it to look like MSG looks now but it should at least have last year's updates in it.
From what I see in the gameplay videos the accuracy of some of theses flashy passes seems to be ridiculously high. No look above the shoulder into traffic type of pass should never get there. You've noticed it too while playing?
Have you also noticed a lot of flashy passes thrown without your input?
Did you get a chance to look at OA? I know no one is online but we'd like to know if the mode looks any different or if there have been any changes to the mode.
From what I see in the gameplay videos the accuracy of some of theses flashy passes seems to be ridiculously high. No look above the shoulder into traffic type of pass should never get there. You've noticed it too while playing?
Have you also noticed a lot of flashy passes thrown without your input?
Only on fast breaks and it doesnt appear to be excessive. I was playing with the 90-91 Warriors and both Hardaway and Mullin made pinpoint bounce passes on FBs. I dont mind it though because it doesnt happen all the time or even that frequently.
Did you get a chance to look at OA? I know no one is online but we'd like to know if the mode looks any different or if there have been any changes to the mode.
No and I wont be able too. No one is online and I dont plan to go through the online options. The good news is that plenty of people will have the game by Thurs/Fri so hopefully someone will be able to answer your online questions.
@aholbert32: thanks for seems to me a balanced review (and not marketing hype). I've got some questions:
1.) Playbooks and play execution:
- Did they break for some reason? For example due to auto cutting or bad spacing or just when high post receives a ball?
- What about hand-offs and curls around post players?
- Did player setting the screen sets the screen on time and on proper space?
- What is player movement around the screen? Did they stuck in the paint due to collision or they tend to sprint in straight line by screen?
- What about speed of executing? Does it take much time to set the play and then execute it?
- What about assigning plays to a player? Is it the same system as it is in 2k13?
2.) Defense:
- Any new defense type? Zone 2-2-1? How does zone play in 2k14?
- Have you noticed your teammate leaving his match-up alone for no reason?
- Any new options regarding defense settings (for example hedging, p'n'r defending, rotations?)
- How about doubling? Do your teammate became super slow and stupid (like in 2k13) or they tend to trap opponent? For example, you are attacking and controlling the ball-handler. CPU tries to double your ball-handler. Did you notice any auto animation or forced animation which give a user a feeling he is no longer in control of a player? Does your teammates tries to force ball-handler to pick up his dribble?
- How about reaching for steal? When you try to steal a ball, did you trigger auto animation of ball-handler?
- Is it possible to force ball-handler to pick up his dribble? In 2k13 it is impossible to force ball-handler to pick up his dribble (unless he is trying to hard to penetrate). This is important in the last minutes of a game when trailing and trying to execute full court press or trap.
3.) Offline Association (I know Online Association is right now unavailable):
- any changes regarding Fantasy Draft? For example better user interface when choosing players?
- setting difficulties? Is it possible to change difficulty after you started an association?
- how about playoffs and off-seasons? How is off-season look like?
- player progression?
- Is it possible to fire coaches and hire assistants? Is it possible to choose your coaching staff?
- What about draft and rookie tendencies?
- What about FA period and options when negotiate a contract with a player? Is it possible to amnesty a player?
Last year points in the paint were unrealistically high.Has this been fixed?
Still high but some of that depends on the team you are playing/using and your defense. For example against Houston, they shoot a ton of jumpshots and the only paint scoring they get is from Howard and drives off pick and rolls. If you defend them well their P in P numbers will be low.
The reverse of that is Charlotte. They run their offense through Mourning and LJ so there are more post plays and and thus more P in P.
Do shots inside feel/look more realistic? For example, I feel like big men in 2k13 were far too agile in the paint. The animations provided in contact shot situations made them look like athletic wing players. They jumped too high and the animations were too fast. 2K11 was very good about this.
@aholbert32: thanks for seems to me a balanced review (and not marketing hype). I've got some questions:
1.) Playbooks and play execution:
- Did they break for some reason? For example due to auto cutting or bad spacing or just when high post receives a ball?
- What about hand-offs and curls around post players?
- Did player setting the screen sets the screen on time and on proper space?
- What is player movement around the screen? Did they stuck in the paint due to collision or they tend to sprint in straight line by screen?
- What about speed of executing? Does it take much time to set the play and then execute it?
- What about assigning plays to a player? Is it the same system as it is in 2k13?
2.) Defense:
- Any new defense type? Zone 2-2-1? How does zone play in 2k14?
- Have you noticed your teammate leaving his match-up alone for no reason?
- Any new options regarding defense settings (for example hedging, p'n'r defending, rotations?)
- How about doubling? Do your teammate became super slow and stupid (like in 2k13) or they tend to trap opponent? For example, you are attacking and controlling the ball-handler. CPU tries to double your ball-handler. Did you notice any auto animation or forced animation which give a user a feeling he is no longer in control of a player? Does your teammates tries to force ball-handler to pick up his dribble?
- How about reaching for steal? When you try to steal a ball, did you trigger auto animation of ball-handler?
- Is it possible to force ball-handler to pick up his dribble? In 2k13 it is impossible to force ball-handler to pick up his dribble (unless he is trying to hard to penetrate). This is important in the last minutes of a game when trailing and trying to execute full court press or trap.
3.) Offline Association (I know Online Association is right now unavailable):
- any changes regarding Fantasy Draft? For example better user interface when choosing players?
- setting difficulties? Is it possible to change difficulty after you started an association?
- how about playoffs and off-seasons? How is off-season look like?
- player progression?
- Is it possible to fire coaches and hire assistants? Is it possible to choose your coaching staff?
- What about draft and rookie tendencies?
- What about FA period and options when negotiate a contract with a player? Is it possible to amnesty a player?
Thank you for your answers
- No issues with plays breaking down. That only happened when I screwed up and didnt run the play right.
- Assigning plays is the same as last year.
- Screens arent perfect but their are improved regarding how the offense runs the P&R and how P&Rs are defended.
Most of the defensive questions I answered in the article but I didnt see any new zone options. I havent seen ballhandlers picking up balls when trapped.
Do shots inside feel/look more realistic? For example, I feel like big men in 2k13 were far too agile in the paint. The animations provided in contact shot situations made them look like athletic wing players. They jumped too high and the animations were too fast. 2K11 was very good about this.
2k14 is MUCH better in this regard. The new paint animations and contact make big men move and feel more realistically.