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NBA 2K16 News Post


NBA 2K16 patch #4 is available for PlayStation 4, weighing in at 2.4GB. The same patch is scheduled to be released for PC and Xbox One very soon. Once they release, we will update this post.

UPDATE: Patch #4 is available for PC and Xbox One now.

Check out the patch notes below and let us know what you are seeing!

GENERAL
  • Addressed a hang that can occur when editing/applying tattoos in Edit Player.
  • Resolved a bug where one or more users in a co-op game would lose control of their player at some point during the game.
  • Fixed a disconnect issue that some users were seeing during online games.
  • (PC) Fixed a corruption issue where some users were experiencing hangs, missing art assets, and infinite loads. Please ensure that your virus scanning software (e.g. Avast) whitelists your Steam folder/directory. This is required for new content to properly download and install.
  • Closed a loophole where the pause timer would stop counting down when sitting in the ‘Report Image’ flow.
  • Improved the user interface when applying contracts to players in MyTEAM by removing the display of how many contracts the player would have IF the current card was applied.
  • Fixed a case where the user accepting an online invite would sometimes skip the position selection screen in the way into matchmaking.
  • Headwear should now properly unequip when attempting to do so from within the MyPARK Apparel section of the store.
  • The player portrait will now update when a new user is signed in on the main menu via the account picker.
  • A number of other optimizations and enhancements have been made to improve the user experience.
GAMEPLAY
  • Teammate free throw celebration/interaction behaviors have been corrected.
  • Slightly tuned down the frequency of ball collisions.
  • Fixed an issue that led to a temporary loss of user control on possession changes while in the 2K Cam.
  • Tuned down the frequency of missed alley-oop and putback dunks when open.
  • Fixed an issue that allowed high rated post players to shoot post fadeaway 3's at a high percentage.
MyCAREER/MyPARK/MyCOURT
  • Fixed a rare issue where the game would hang when Doris Burke interviews your MyPLAYER at the end of the first half and/or at the end of the game.
  • The correct records and rep levels will now be shown for the players on the MyPARK loading screen.
  • Corrected the wall and floor art for the San Antonio Spurs theme in MyCOURT.
  • Fixed a case where some purchased shoes were not properly appearing on the shoe racks in MyCOURT.
MyGM/MyLEAGUE
  • Resolved a hang that could occur many, many years into MyGM when entering the offseason.
  • Generated players will now wear the correct color socks for away games.
  • Fixed an issue where generated players were getting their free throw animations randomized every offseason.
  • The Strengths/Weaknesses screen in Team Comparison should now be functioning properly once again.
NOTE: All patch fixes will work in your existing game mode saves (unless specifically noted otherwise).

Game: NBA 2K16Reader Score: 8/10 - Vote Now
Platform: PC / PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 45 - View All
NBA 2K16 Videos
Member Comments
# 461 The 24th Letter @ 12/28/15 06:25 PM
Quote:
Originally Posted by Nevertheles109
I disagree but to each his own.



If I experienced input lag (and I tried your theory) I would simply state it.

Exactly. Who would want to play like that?

If it was a global issue , there would be a **** storm....there isn't...and it isn't because people "don't mind it"

I'm not going to tell anyone they are or aren't experiencing...again, your experience is your experience....you can't force what your dealing with on everyone else though..

One thing i do know is some guys have claimed this has been happening since the day the game launched....I'm more inclined to believe those guys don't quite understand how the game functions or have already set it in their head they can't control anything...

To those actually having issues though, all I can do is hope there's a fix. I would've put the game out to pasture a long time ago if I couldn't control my player
 
# 462 bcruise @ 12/28/15 06:32 PM
Just wanted to add this to the above:

It is actually possible to stop that video above after the button goes off, but before the meter does, and see that flash of white still be there - I was able to do it myself after uploading. However I don't think it's fair to count that as input lag - It's an extremely tight window that I can only hit on anticipation of the button going off and not the reaction to it. That falls outside the scope of lag that can influence a game IMO.
 
# 463 ksuttonjr76 @ 12/28/15 06:41 PM
Quote:
Originally Posted by bcruise
I disagree that there's input lag - lack of responsiveness is a little closer, but it's not the whole story. Instead I believe that it's the animations that give off the impression of things being delayed. And I can use the pump fake example to show it, albeit in a different way, with the help of my PC version.

For the purposes of this test, the shot meter is a raw display of how the game is reading my controller input. If I just tap the shoot button on a pump fake it doesn't prove much because the player will just go through his gather motion animation and bring it down. BUT....if I hold it as long as possible without shooting, then the outcome becomes VERY dependent on my precise input (letting off the shoot button) and you can really see that you have more user control than you think. And, with a real-time display of my controller inputs on the screen, I can demonstrate that.



(muted for copyright - not a big deal, considering I don't need sound for this)

I mess around for a bit at the start to show there's no funny business going on with the inputs, and start actually trying to do this around :33. So....the key to seeing this is the meter. Watch it start to move and then cut off as I cancel the shot into a pump fake at the last possible moment - the first good one is at :36 and there's a string of several in a row at :56. And at the same time keep an eye on the controller input. It's pretty much spot on IMO - the split second the input stops and that button goes off, so does the meter. Later in that second stretch of successful ones, my timing got a little thrown off and the pump fake starts started looking delayed because I was pressing Square before the previous one ended. That's a great example of what people see and consider "input lag".

I actually find the "animations cause input lag" claim to be a very familiar one - The Show is constantly berated for that too. But I feel like this approach results in a much more realistic-looking game - if animations were directly tied to our exact controller inputs at a given time, the game would look like a herky-jerky mess. I'll never fault SCEA or 2k for taking that direction, but I do understand why it draws the ire of gamers who want split-second reactions.

JMO. I was bored so I though I'd toss in my two cents.

If anyone knows another way to judge split second reactions within the game that isn't tied to animations, let me know and I'll try it.
Perfect video. I always felt that the animations or momentum has to play out first before the game respects your next button/stick responses. When I play, I alway approach the game in a methodical manner, and I take my time about what I want to do in the game. People have to realize that NBA games can't be fast twitch like FPS games are. Basketball games would be utter chaos if they reacted to every button press made by the gamer. That's probably why zig-zag was so effective last year. Players were able to move back and forth at the same speed as their stick movements, while the defense didn't have the same advantage. Playing basketball is about read and react on both sides of the ball. Yes, you will have moments where you can pull off a crossover that leaves a player standing still, but overall...you should be able to react to what's going on the screen.
 
# 464 phlipmode @ 12/28/15 06:55 PM
Quote:
Originally Posted by bcruise
I disagree that there's input lag - lack of responsiveness is a little closer, but it's not the whole story. Instead I believe that it's the animations that give off the impression of things being delayed. And I can use the pump fake example to show it, albeit in a different way, with the help of my PC version.



For the purposes of this test, the shot meter is a raw display of how the game is reading my controller input. If I just tap the shoot button on a pump fake it doesn't prove much because the player will just go through his gather motion animation and bring it down. BUT....if I hold it as long as possible without shooting, then the outcome becomes VERY dependent on my precise input (letting off the shoot button) and you can really see that you have more user control than you think. And, with a real-time display of my controller inputs on the screen, I can demonstrate that.







(muted for copyright - not a big deal, considering I don't need sound for this)



I mess around for a bit at the start to show there's no funny business going on with the inputs, and start actually trying to do this around :33. So....the key to seeing this is the meter. Watch it start to move and then cut off as I cancel the shot into a pump fake at the last possible moment - the first good one is at :36 and there's a string of several in a row at :56. And at the same time keep an eye on the controller input. It's pretty much spot on IMO - the split second the input stops and that button goes off, so does the meter. Later in that second stretch of successful ones, my timing got a little thrown off and the pump fake starts started looking delayed because I was pressing Square before the previous one ended. That's a great example of what people see and consider "input lag".



I actually find the "animations cause input lag" claim to be a very familiar one - The Show is constantly berated for that too. But I feel like this approach results in a much more realistic-looking game - if animations were directly tied to our exact controller inputs at a given time, the game would look like a herky-jerky mess. I'll never fault SCEA or 2k for taking that direction, but I do understand why it draws the ire of gamers who want split-second reactions.



JMO. I was bored so I though I'd toss in my two cents.



If anyone knows another way to judge split second reactions within the game that isn't tied to animations, let me know and I'll try it.

The pump shot test is not a very good test in my opinion... Tho I must say its awesome that you took the time to put the video together ...

If there is a way for you to test this in live game action verses the CPU AI you may find truth our complaints ... Like one of the posters said a few quotes up.... The AI triggers the input lag aka lack of responsiveness or whatever you guys want to name it lol during actually live gameplay.

Do the same test if you want with an avg team vs a contender SS/ sim. 12 min qrt.. However you are on PC so not sure what you'll get .. Here's a link of a video I made a few weeks ago.. It highlights several problems with the game

.. http://youtu.be/_gGHVvLU2u0

1. You will notice the AI intentionally pulls you into the scores table to get an unfair advantage on fast break numbers. First I thought is was me, but after a while of testing its not me this is hardcoded into the game...

2. At 0:12 sec. You will see I have a possible fast break opportunity and as I make the outlet pass to Devin Harris .. Aka lead pass. He comes back to the ball as if I'm making a lead pass for him to come toward the passer Dirk... The result gives the CPU AI time to recover on defense.

3. At 0:37 sec. You will John wall running a simple double screen and roll play.. This is very easy to read however as I know the roll is coming I try to move Zaza Pachulla back into the paint to defend the roll.. At exactly 0:36 sec and you will see the AI ignores my commands on the left stick and makes Zaza jump toward Gortat. I don't get control of Zaza until after the layup is made.. You can see the block command I inputed trigger late after the layup is made.. This is a prime example of what me and others have been complaining about.. You guys can't really see it maybe because it's more of a feel than something visual you guys can see easily.

4. At 0:45 sec you will see very stupid defensive rotation programmed in that the user has to compensate for. You will see me switch to Parsons because I know the AI is about to pull him away from the guy he's guarding leaving an open uncontested 3pt. Since I negate this attempted cheat by the AI the devs have gone a step further and now the AI pulls Wesley Matthews a good defender off his guy so they can and will get the open shot lol.

5. At 0:51 sec you can see the magnetic pull into the scores table again .. More obviously you can see me trying to negate this by angling Parsons inwards... And still when the AI decided last to do so I go flying into the scores table thus giving them a 3 on 1 ... Fast break .. Well more of a 4 on 1 since my guys are slow as hell.

Then there are highlights you can skip as they are not relevant to the topic

6. At 2:25 sec.. You will see me run a play I call to get the ball to Dirk quickly when he's hot. I make the icon pass LT out of the double team to Zaza and the ball floats slowly like a lob pass allowing the defense to recover and contest the dunk. It's clearly not a lob pass input.




Sent from my iPhone using Tapatalk
 
# 465 The 24th Letter @ 12/28/15 07:00 PM
Are you still referencing input lag in those videos Phillip, or just noting some issues you have with the game? Doesn't really seem related..
 
# 466 sirio994 @ 12/28/15 07:08 PM
I agree on animations. But i would not call it imput lag. A real imput lag would affect shot timing/visualization of the shot meter and there are no complaints about it here on OS...
 
# 467 phlipmode @ 12/28/15 07:15 PM
Quote:
Originally Posted by The 24th Letter
Are you still referencing input lag in those videos Phillip, or just noting some issues you have with the game? Doesn't really seem related..

Item. 3 -Zaza I described as best I can of the lack of responsiveness/ input lag .. The other items are indeed other issues but didn't feel like chopping the video up again..

Check this one out
http://youtu.be/Mr9ywJoo16I

Here you will see it again when I'm bringing the ball up with DWill the AI defender jumps to my left side so I attempt to make them pay for that by driving right past the defender ... However the AI doesn't allow me to do so by putting DWill in to a slow crab dribble animation.. This happens to me 90% of the time I try to go by a AI defender.

Next you will see me use a screen with Devin Harris and I attempt to attack the paint buy bc the CPU didn't get through the screen the game ignores my input to drive to the paint and throws me into a step back animation allow my defender to recover...

To me these all relate to lack of responsiveness or input lag really not sure what to call it to be honest


Sent from my iPhone using Tapatalk
 
# 468 ksuttonjr76 @ 12/28/15 08:06 PM
Quote:
Originally Posted by phlipmode
The pump shot test is not a very good test in my opinion... Tho I must say its awesome that you took the time to put the video together ...

If there is a way for you to test this in live game action verses the CPU AI you may find truth our complaints ... Like one of the posters said a few quotes up.... The AI triggers the input lag aka lack of responsiveness or whatever you guys want to name it lol during actually live gameplay.

Do the same test if you want with an avg team vs a contender SS/ sim. 12 min qrt.. However you are on PC so not sure what you'll get .. Here's a link of a video I made a few weeks ago.. It highlights several problems with the game

.. http://youtu.be/_gGHVvLU2u0

1. You will notice the AI intentionally pulls you into the scores table to get an unfair advantage on fast break numbers. First I thought is was me, but after a while of testing its not me this is hardcoded into the game...

2. At 0:12 sec. You will see I have a possible fast break opportunity and as I make the outlet pass to Devin Harris .. Aka lead pass. He comes back to the ball as if I'm making a lead pass for him to come toward the passer Dirk... The result gives the CPU AI time to recover on defense.

3. At 0:37 sec. You will John wall running a simple double screen and roll play.. This is very easy to read however as I know the roll is coming I try to move Zaza Pachulla back into the paint to defend the roll.. At exactly 0:36 sec and you will see the AI ignores my commands on the left stick and makes Zaza jump toward Gortat. I don't get control of Zaza until after the layup is made.. You can see the block command I inputed trigger late after the layup is made.. This is a prime example of what me and others have been complaining about.. You guys can't really see it maybe because it's more of a feel than something visual you guys can see easily.

4. At 0:45 sec you will see very stupid defensive rotation programmed in that the user has to compensate for. You will see me switch to Parsons because I know the AI is about to pull him away from the guy he's guarding leaving an open uncontested 3pt. Since I negate this attempted cheat by the AI the devs have gone a step further and now the AI pulls Wesley Matthews a good defender off his guy so they can and will get the open shot lol.

5. At 0:51 sec you can see the magnetic pull into the scores table again .. More obviously you can see me trying to negate this by angling Parsons inwards... And still when the AI decided last to do so I go flying into the scores table thus giving them a 3 on 1 ... Fast break .. Well more of a 4 on 1 since my guys are slow as hell.

Then there are highlights you can skip as they are not relevant to the topic

6. At 2:25 sec.. You will see me run a play I call to get the ball to Dirk quickly when he's hot. I make the icon pass LT out of the double team to Zaza and the ball floats slowly like a lob pass allowing the defense to recover and contest the dunk. It's clearly not a lob pass input.




Sent from my iPhone using Tapatalk
Now, I see why people experience the game differently than me.


1) Why are you still controlling Deron Williams? I would have immediately icon switched to #3 to hinder or stop any fastbreak opportunities.

2) Devin Harris was looking in your direction for the ball, so there wasn't really a fastbreak opportunity per se. However, it ended up becoming fastbreak/scoring opportunity once Devin Harris got the ball. At the :14 mark, you should have been looking to dump off the ball for an aggressive attack on the rim.

3) I will agree that this happens at times and very common in pick and roll situations when you're controlling the big...annoying as hell. Personally, I don't think you would have been able to make a play on the ball anyways, because you was too far from the play. However, the real culprit is the defensive assistance keeping you glued to Gortat. Hence, that's the reason I wish they would make the LT a defensive stance button and not for defensive assistance.

4) In this situation....you was just screwed. You was trying to protect the pick and roll with the center by patrolling the paint and "disengaging" yourself from Gortat. Parsons "picked up" Gortat to defend the pick and roll. You tried to overcompensate, because you saw the soon to come uncontested 3. You switched to stop the 3PT attempt, and Matthews rotated to stop a potential rolling Gortat, but gave up an open 3. Depending on the ratings and adaptative AI, it decided that stopping Gortat rolling to the basket for an uncontested dunk was a "smarter" defensive play than guarding the 3PT shot. Basically, you lost on the gamble made by your AI teammate.

5) See comment #1. I would have icon switched to player #2 on that play.

6) It was just a bad pass selection by Dirk per se. Dirk was backing down, so the logically pass to make without facing up when the double team came would have been a lob pass with one hand. At this point, the argument would be if it should have been faster getting to Parsons, and that could very well be ratings based.
 
# 469 stillfeelme @ 12/28/15 08:08 PM
Quote:
Originally Posted by phlipmode
Item. 3 -Zaza I described as best I can of the lack of responsiveness/ input lag .. The other items are indeed other issues but didn't feel like chopping the video up again..

Check this one out
http://youtu.be/Mr9ywJoo16I

Here you will see it again when I'm bringing the ball up with DWill the AI defender jumps to my left side so I attempt to make them pay for that by driving right past the defender ... However the AI doesn't allow me to do so by putting DWill in to a slow crab dribble animation.. This happens to me 90% of the time I try to go by a AI defender.

Next you will see me use a screen with Devin Harris and I attempt to attack the paint buy bc the CPU didn't get through the screen the game ignores my input to drive to the paint and throws me into a step back animation allow my defender to recover...

To me these all relate to lack of responsiveness or input lag really not sure what to call it to be honest


Sent from my iPhone using Tapatalk
I definitely wouldn't call that input lag it is more like animations being triggered that you have no control of but I agree that is in the game. Some are there to effectively act as effective defense even when the CPU is out of position you do lose control but it is not input lag just animation control
 
# 470 JoFri @ 12/28/15 08:14 PM
Quote:
Originally Posted by phlipmode
Item. 3 -Zaza I described as best I can of the lack of responsiveness/ input lag .. The other items are indeed other issues but didn't feel like chopping the video up again..

Check this one out
http://youtu.be/Mr9ywJoo16I

Here you will see it again when I'm bringing the ball up with DWill the AI defender jumps to my left side so I attempt to make them pay for that by driving right past the defender ... However the AI doesn't allow me to do so by putting DWill in to a slow crab dribble animation.. This happens to me 90% of the time I try to go by a AI defender.

Next you will see me use a screen with Devin Harris and I attempt to attack the paint buy bc the CPU didn't get through the screen the game ignores my input to drive to the paint and throws me into a step back animation allow my defender to recover...

To me these all relate to lack of responsiveness or input lag really not sure what to call it to be honest


Sent from my iPhone using Tapatalk

tks for the video. allow me to comment on the deron williams clip ... i feel u need to pull off some moves before the contact happens. thats the space we usually talk about in order to pull off a crossover. simply turbo (not sure if u did it) will not get u anywhere.
this is the defense that 2k has marketed since prelaunch. either u can pass the ball or pull off some crossover moves to drive pass the defender.

saw yor highlights. pretty cool and the plays were just right.
 
# 471 ForeverVersatile @ 12/28/15 08:16 PM
Quote:
Originally Posted by sirio994
I agree on animations. But i would not call it imput lag. A real imput lag would affect shot timing/visualization of the shot meter and there are no complaints about it here on OS...

I have complained about it and so have others. The shot meter and timing are not in sync for me. This is how I know the games has been lagging or whatever you want to call it.




Sent from my iPhone using Tapatalk
 
# 472 ksuttonjr76 @ 12/28/15 08:22 PM
Quote:
Originally Posted by JoFri
tks for the video. allow me to comment on the deron williams clip ... i feel u need to pull off some moves before the contact happens. thats the space we usually talk about in order to pull off a crossover. simply turbo (not sure if u did it) will not get u anywhere.
this is the defense that 2k has marketed since prelaunch. either u can pass the ball or pull off some crossover moves to drive pass the defender.

saw yor highlights. pretty cool and the plays were just right.

Plus, you have take in consideration if Deron Williams have the proper acceleration rating to blow pass his defender.
 
# 473 The 24th Letter @ 12/28/15 08:42 PM
Thanks for the clip Phillip.

Assuming all you pressed there is he turbo button and the stick in that direction, then I agree....it was a "crowded dribble" animation that triggered improperly. I've also seen that animation triggered by extra controller input...(not saying that's what you're doing)

but your comments remind me of the video "Apex" posted which I wasn't a fan of...he was trying to do a momentum cross over- then going into a 'stutter' animation. He said this is a way for the game to stop you from getting past your man. What it really was is additional input on the right stick...I can duplicate it 10/10 times.

I think this is the case the a lot of the time when people mention input not working on dribble moves. Certain moves you have to let complete before chaining. You shouldn't be able to halt your behind the back move mid bounce to dribble between your legs.....not being able to do so isn't a 'lack of control', it's a way to stop things from completely going off he rails. That's not to say dribbling can't use improvement with consistently...but learning how and when to chain really can help.

Sorry kind do trailed off there but it was on my mind
 
# 474 NINJAK2 @ 12/28/15 08:52 PM
Quote:
Originally Posted by ksuttonjr76
Plus, you have take in consideration if Deron Williams have the proper acceleration rating to blow pass his defender.
I don't know about that ksutton. in that vid cj pretty much bit to the right and would not have caught up to him if not for the crab dribble that took place. It's like the game designated him as being crowded by a defender when no one was really close to him which seemed to cause that dribble..I love this game but it does seem to have these WTF moments that pop up and cause aggravation from time to time.
 
# 475 phlipmode @ 12/28/15 09:04 PM
Quote:
Originally Posted by ksuttonjr76
Now, I see why people experience the game differently than me.


1) Why are you still controlling Deron Williams? I would have immediately icon switched to #3 to hinder or stop any fastbreak opportunities.

2) Devin Harris was looking in your direction for the ball, so there wasn't really a fastbreak opportunity per se. However, it ended up becoming fastbreak/scoring opportunity once Devin Harris got the ball. At the :14 mark, you should have been looking to dump off the ball for an aggressive attack on the rim.

3) I will agree that this happens at times and very common in pick and roll situations when you're controlling the big...annoying as hell. Personally, I don't think you would have been able to make a play on the ball anyways, because you was too far from the play. However, the real culprit is the defensive assistance keeping you glued to Gortat. Hence, that's the reason I wish they would make the LT a defensive stance button and not for defensive assistance.

4) In this situation....you was just screwed. You was trying to protect the pick and roll with the center by patrolling the paint and "disengaging" yourself from Gortat. Parsons "picked up" Gortat to defend the pick and roll. You tried to overcompensate, because you saw the soon to come uncontested 3. You switched to stop the 3PT attempt, and Matthews rotated to stop a potential rolling Gortat, but gave up an open 3. Depending on the ratings and adaptative AI, it decided that stopping Gortat rolling to the basket for an uncontested dunk was a "smarter" defensive play than guarding the 3PT shot. Basically, you lost on the gamble made by your AI teammate.

5) See comment #1. I would have icon switched to player #2 on that play.

6) It was just a bad pass selection by Dirk per se. Dirk was backing down, so the logically pass to make without facing up when the double team came would have been a lob pass with one hand. At this point, the argument would be if it should have been faster getting to Parsons, and that could very well be ratings based.

K sutton thx for the response...

1. I was controlling DWill bc I was going to turn and body up John wall 3/4 the way to stop the fast break long pass layup the AI does.. Doesn't always work but 50/50. It harder for the AI to make the cheesy Tom Brady pass when they are in a body up animations.

2. We agree to disagree on that situation a guard should never jump 3-4 feet toward the passer lol. As for making the pass.. I try to get the CPU AI defender to commit to me before I make the pass to the go on the basket cut.... In my experience as the the AI is very good at deflecting that pass and ruining your fast break opportunity.

3. A bit about myself, I've always been great at anticipation on both sides of the ball it's one of the reason why I played D1 and overseas. So I'm asking you trust me when I say I saw the roll coming a long time before it happen and had my left stick pointing back toward the basket to defend or at least hit x button in passing lane for a steal attempt. Lol :-)

I do like your idea about LT def stance!!! Hhmm.

4. I love your assessment breakdown.. Your almost spot on.. In Man to man rotation hep defensive Dirk should have rotated over to stop Gortat and Wesley could have sagged down to take dirks man.. This would have been acceptable.. Instead I constantly just see bad or lazy programming.

5. Switching to Raymond Felton #2 ... Sure but that's beside the point ... Which is "The game is hard coded to move you into scores table lmao lol"

6. I can buy your logic on that problem is when I double the AI they make a perfect bullet pass to the open guy for a easy score 90% of the times ... Would be nice if it worked both ways.


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# 476 phlipmode @ 12/28/15 09:12 PM
Hey real talk what I love about this forum is everybody can discuss their views and opinions and get good feed back without a lot of trolling and I appreciate that as well as all the feedback guys. However I know there are plenty other things you'll may want to address and my issues with the game will not be corrected so I don't want you guys to spend to much time on the things I posted... I just put the vid up because the poster above on PC post his vid and I wanted it to be clear on what what I meant about lack of responsiveness etc..


Sent from my iPhone using Tapatalk
 
# 477 phlipmode @ 12/28/15 09:18 PM
I got a long pm from someone about a hr ago I want say his name but him and share the same experiences with the game... At the end of his message this is what he told me

"NBA 2k is like having Beyoncé as your wife ... And she messing around with everybody else but you. She look good and move good but she ain't acting right"


Sent from my iPhone using Tapatalk
 
# 478 NINJAK2 @ 12/28/15 09:39 PM
Philip- I haven't done it yet but I'm going to take 24th's advice and zero out all assists (defensive, Box-out) and make contest shot = manual. I essentially played the game with out of the box settings and all these things have a number setting on them out of the box. This may remedy the feeling of a lack of control on defense from time to time.
 
# 479 phlipmode @ 12/28/15 09:42 PM
Quote:
Originally Posted by NINJAK2
Philip- I haven't done it yet but I'm going to take 24th's advice and zero out all assists (defensive, Box-out) and make contest shot = manual. I essentially played the game with out of the box settings and all these things have a number setting on them out of the box. This may remedy the feeling of a lack of control on defense from time to time.

I did it last night and re installed the game .. No different for me .. But good luck lol


Sent from my iPhone using Tapatalk
 
# 480 ForeverVersatile @ 12/28/15 09:53 PM
Quote:
Originally Posted by NINJAK2
Philip- I haven't done it yet but I'm going to take 24th's advice and zero out all assists (defensive, Box-out) and make contest shot = manual. I essentially played the game with out of the box settings and all these things have a number setting on them out of the box. This may remedy the feeling of a lack of control on defense from time to time.

Doesn't change anything man. I've been turning all that stuff off since it was an option and you still get moved around with it on zero. Give it a shot though. Mike Wang said even at zero that there would still be unwanted movement. To me it doesn't seem fixed from the patch.

My whole team moved out of LeBron's way when trying to take control of them to defend a drive to the basket. Wish I had the video to show but I could no longer look at the game after that.


Sent from my iPhone using Tapatalk
 


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