Just to clarify. For the pro stick aiming it's ALWAYS pull straight down or straight up, not at different angles based on where you are. I actually prototyped a camera-relative version where you need to push the stick toward the hoop for perfect aim and it was boo boo.
this is good news, but can you confirm "absolute" now works in Team Up mode too? the past few years your user settings like play art "full", shot stick "absolute" etc were not loaded and used in the Team Up mode and it instead always used the default "lite" play art and "camera relative" controls which can be aggravating. if it still uses default settings and you can not change them this year either, Team Up mode will be unplayable for those of us that shoot with the shot stick.
did they mention anything about Injuries this year? they were non existent while Playing games ( not simming) last year in MYGm
i know this will probably get lost because everyone is focused on those online modes lol
I hope injuries have returned. Body's falling all around the league while the user team only gets a day to day injury in which they can still play with. Injuries are definitely needed. It can change so much throughout the season & especially the playoffs. 2015 Cavs & 2016 Clippers would agree.
Just to clarify. For the pro stick aiming it's ALWAYS pull straight down or straight up, not at different angles based on where you are. I actually prototyped a camera-relative version where you need to push the stick toward the hoop for perfect aim and it was boo boo.
Do you plan on doing a deep dive on the new meter?
I explain it in my blog which should be hitting next week. But here's the gist:
You fill the meter all the way up this year instead of stopping half way for perfect timing
When you shoot a perimeter J with the Pro Stick, there will be a small white vertical notch and an arrow underneath the meter when you release a shot. This is the aim feedback. The white notch is perfect aim and the arrow shows if you're left, right, or on target. The arrow will turn green if you have perfect aim. Only shots outside of the paint need to be aimed. You can also turn on shot feedback and we print out the exact amount you're off in degrees.
The meter will grow or shrink depending on the shooter's range. Think of it like the old cell phone bars.
There's a thin circle surrounding the entire player indicator on offense. The color of the ring represents the shooter's hot and cold spots. Red for hot, blue for cold.
And Jfox is right, green releases will no longer miss.
I explain it in my blog which should be hitting next week. But here's the gist:
You fill the meter all the way up this year instead of stopping half way for perfect timing
When you shoot a perimeter J with the Pro Stick, there will be a small white vertical notch and an arrow underneath the meter when you release a shot. This is the aim feedback. The white notch is perfect aim and the arrow shows if you're left, right, or on target. The arrow will turn green if you have perfect aim. Only shots outside of the paint need to be aimed. You can also turn on shot feedback and we print out the exact amount you're off in degrees.
The meter will grow or shrink depending on the shooter's range. Think of it like the old cell phone bars.
There's a thin circle surrounding the entire player indicator on offense. The color of the ring represents the shooter's hot and cold spots. Red for hot, blue for cold.
And Jfox is right, green releases will no longer miss.
Thanks Mike for the quick reply and a small tidbit.
I'm not sure on how I feel about green releases not missing. I get that more than likely all of the factors (where on court, hot/cold spots, ratings, defenders, etc) are taken into consideration to determine shot outcome, but not missing green releases... I'll need some time to sit with it and of course play the game.
Exhibit A as to why the wonderful game that everyone bought in September is going to be a patched into a pile of **** in a couple months.
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Yeah man i totally agree (incoming rant alert lol). In my opinion casual players (nothing against them) Aren't allowing 2K to advance in the ways it need's to. Maybe complicated is a good thing. I've been working on my game in real life for 15 years plus (playing my whole life basically). Basketball is a pretty complex sport. 2K is suppose to be a sim. This is a well needed change and was only a matter of time before a change like this happened.
Stephen curry shoots 40 percent with a defender 2-4 feet, 28% with a defender 0-2 feet, 50% with a defender 4-6 feet, and 46% with a defender 6 feet and out. In order for 2K to replicate that kind of shooting. They have to set a skill gap so that just anyone can't benefit for a player that shoots that well without having to be skilled enough to use him effectively.
stats pulled from http://stats.nba.com/player/#!/20193...ST_RANGE&dir=1
Button mapped shooting just isn't going to cut it. it's just way too simplified. When they have to map shooting to a single button, control get's diminished for sake of balancing percentages. I've never been able to go nuts with klay Thompson for 37 points in one quarter the way he did against Sacramento. And the reason is now become very obvious with the reveal of the new shooting controls for 2k17.
I explain it in my blog which should be hitting next week. But here's the gist:
You fill the meter all the way up this year instead of stopping half way for perfect timing
When you shoot a perimeter J with the Pro Stick, there will be a small white vertical notch and an arrow underneath the meter when you release a shot. This is the aim feedback. The white notch is perfect aim and the arrow shows if you're left, right, or on target. The arrow will turn green if you have perfect aim. Only shots outside of the paint need to be aimed. You can also turn on shot feedback and we print out the exact amount you're off in degrees.
The meter will grow or shrink depending on the shooter's range. Think of it like the old cell phone bars.
There's a thin circle surrounding the entire player indicator on offense. The color of the ring represents the shooter's hot and cold spots. Red for hot, blue for cold.
And Jfox is right, green releases will no longer miss.
Hey Mike, can you still turn off all theses visual informations once you got the hang of it ? Can you still play well without them ?
I explain it in my blog which should be hitting next week. But here's the gist:
You fill the meter all the way up this year instead of stopping half way for perfect timing
When you shoot a perimeter J with the Pro Stick, there will be a small white vertical notch and an arrow underneath the meter when you release a shot. This is the aim feedback. The white notch is perfect aim and the arrow shows if you're left, right, or on target. The arrow will turn green if you have perfect aim. Only shots outside of the paint need to be aimed. You can also turn on shot feedback and we print out the exact amount you're off in degrees.
The meter will grow or shrink depending on the shooter's range. Think of it like the old cell phone bars.
There's a thin circle surrounding the entire player indicator on offense. The color of the ring represents the shooter's hot and cold spots. Red for hot, blue for cold.
And Jfox is right, green releases will no longer miss.
Thanks for that info. This will be great and i look forward to the changes. Since, all green releases are makes they have probably fixed the shot releases, so they are all created equal. That is a gamechanger for the better. Additionally, i am assuming that the smaller meters will give you fewer green releases. Very excited about the new shooting this year. Thanks again.
I explain it in my blog which should be hitting next week. But here's the gist:
You fill the meter all the way up this year instead of stopping half way for perfect timing
When you shoot a perimeter J with the Pro Stick, there will be a small white vertical notch and an arrow underneath the meter when you release a shot. This is the aim feedback. The white notch is perfect aim and the arrow shows if you're left, right, or on target. The arrow will turn green if you have perfect aim. Only shots outside of the paint need to be aimed. You can also turn on shot feedback and we print out the exact amount you're off in degrees.
The meter will grow or shrink depending on the shooter's range. Think of it like the old cell phone bars.
There's a thin circle surrounding the entire player indicator on offense. The color of the ring represents the shooter's hot and cold spots. Red for hot, blue for cold.
And Jfox is right, green releases will no longer miss.
I've always been a shot stick shooter so I'm looking forward to learning this.
I explain it in my blog which should be hitting next week. But here's the gist:
You fill the meter all the way up this year instead of stopping half way for perfect timing
When you shoot a perimeter J with the Pro Stick, there will be a small white vertical notch and an arrow underneath the meter when you release a shot. This is the aim feedback. The white notch is perfect aim and the arrow shows if you're left, right, or on target. The arrow will turn green if you have perfect aim. Only shots outside of the paint need to be aimed. You can also turn on shot feedback and we print out the exact amount you're off in degrees.
The meter will grow or shrink depending on the shooter's range. Think of it like the old cell phone bars.
There's a thin circle surrounding the entire player indicator on offense. The color of the ring represents the shooter's hot and cold spots. Red for hot, blue for cold.
And Jfox is right, green releases will no longer miss.
On twitter DmanUnt2014 is saying "The devs said green releases are not 100%". This is why i like info straight from the source.
Just to clarify. For the pro stick aiming it's ALWAYS pull straight down or straight up, not at different angles based on where you are. I actually prototyped a camera-relative version where you need to push the stick toward the hoop for perfect aim and it was boo boo.
I'm a little disappointed in that. I was hoping that you actually had to aim relative to where you were on the court. Just aiming straight up and down sounds like what EA did with NBA Elite 11.
I do like that all green releases will go in again, as long as getting a green release isn't 100% under the user's control. But taking a shot and just knowing it's going in as soon as you let it go is one of the best feelings in real basketball, so having that in the game should be awesome.
Yeah man i totally agree (incoming rant alert lol). In my opinion casual players (nothing against them) Aren't allowing 2K to advance in the ways it need's to. Maybe complicated is a good thing. I've been working on my game in real life for 15 years plus (playing my whole life basically). Basketball is a pretty complex sport. 2K is suppose to be a sim. This is a well needed change and was only a matter of time before a change like this happened..
I am sorry, but I respectfully disagree with those kind of statements. Perhaps I'm in the minority here, but hear me out. Basketball is a complex sport because it requires from the player to always make the correct decision among a myriad of possibilities. To know when to cut to the basket, for example, or to know when to rotate on defence, to know when to pass and when to shoot, to know when to run on the fast break and when to take time off the clock, to know when to foul etc. That's what makes basketball a complex sport, not the complexity of the individual movements that a player needs to perform.
The same logic applies to 2K basketball. I'd rather play with a "casual" as you called them, who knows all the above and shoots with the button, than a master of the stick who spends all his time practicing his skills, but lacks the basketball iq required, because he wants to break ankles all the time. I honestly fail to see how having a mechanical muscle memory of how to move the stick (because this is what it is) makes one a better player. Just my two cents.
To be fair, I don't have a problem with that this year given how many other factors are going into the shot itself. If I release AND aim the shot perfectly to get a green release, then the shot the should go in.
Now, if the general customer base is able to "master" it very easily (i.e. it's not as hard as we originally thought), then I could see Belbua still making the necessary adjustments.