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NBA 2K12 Video - Strategy Session 7: On Ball Defense (Da_Czar)

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Old 10-18-2011, 03:27 PM   #11
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Re: NBA 2K12 Video - Strategy Session 7: On Ball Defense (Da Czar)

Great video Czar.

The only problem I seem to have is triggering the contest while recovering. A few issues regarding this:

-The contest doesn't always occur. You can't recover (for example, in the video at 5:25) and get a "real" contest. Seems like you have to be right in front of the player.
-The contest occurs but if you move the RS >ever so slightly< you will "break" the contest and your player will just stand there.
-I commit an intentional foul

I'm trying to chalk these up to user error but I've experimented on wide variety of scenarios and the only thing consistent is the inconsistency.

I'll add this is MOSTLY online... which seems to require a different approach.

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Old 10-18-2011, 03:27 PM   #12
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Re: NBA 2K12 Video - Strategy Session 7: On Ball Defense (Da Czar)

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Old 10-18-2011, 03:32 PM   #13
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Re: NBA 2K12 Video - Strategy Session 7: On Ball Defense (Da Czar)

Great Vid Czar
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Old 10-18-2011, 03:34 PM   #14
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Re: NBA 2K12 Video - Strategy Session 7: On Ball Defense (Da Czar)

What camera angle is he using at the beginning of this vid exactly ? (zoom and tilt too) I'm talking about the one that's going up and down, not side to side.

I think it would be easier to play defense on this on compared to the one going left and right, because you kinda lose depth perception on that one.
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Old 10-18-2011, 04:23 PM   #15
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Re: NBA 2K12 Video - Strategy Session 7: On Ball Defense (Da Czar)

Quote:
Originally Posted by Pared
Great video Czar.

The only problem I seem to have is triggering the contest while recovering. A few issues regarding this:

-The contest doesn't always occur. You can't recover (for example, in the video at 5:25) and get a "real" contest. Seems like you have to be right in front of the player.
-The contest occurs but if you move the RS >ever so slightly< you will "break" the contest and your player will just stand there.
-I commit an intentional foul

I'm trying to chalk these up to user error but I've experimented on wide variety of scenarios and the only thing consistent is the inconsistency.

I'll add this is MOSTLY online... which seems to require a different approach.
I think your 100 percent on that Pared some of the contests on move don't seem to trigger all the time. What i think I have seen though it that even though I can't see visually an animation depending on my floor position the cpu's shot grade seemed to be as low as if the contest played visually. I wonder if it's taking effect but just not showing us ?

That is just a theory based on seeing some unusually low grades based on not seeing the contest but knowing I hit the button. I have seen the same thing when doing an aggressive contest close to the offense.

Regardless it needs to give us the visual cue that what we entered has taken effect. I have reported that to the defense guys and I hope it is something they can turn on in time for a patch. Have no idea if it is that simple.

As a defender we need that consistency
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Old 10-18-2011, 04:30 PM   #16
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Re: NBA 2K12 Video - Strategy Session 7: On Ball Defense (Da_Czar)

Hey Czar, just wondering what Difficulty Setting are you playing on?

Also, have you noticed the excessive bumping between the defender and the ball-handler? I can use Calderon to guard Rose perfectly since I can bump Rose with my body back out to the perimeter. In real-life it would probably be called a foul if that happened.

I would also like to see more of that snaking/sliding animation where the ball handler slips by the defender's body as he drive past him...
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Old 10-18-2011, 05:54 PM   #17
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Re: NBA 2K12 Video - Strategy Session 7: On Ball Defense (Da_Czar)

Thanks Czar, invaluable information in your vids as usual. I can't wait to show these vids to my boy so he can step his game up!
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Old 10-18-2011, 07:30 PM   #18
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Re: NBA 2K12 Video - Strategy Session 7: On Ball Defense (Da Czar)

I learn a lot from these videos. Czar, you should write the next 2K's manual (not the PDF, but the one that comes with the game), or at least have some "Czar Tips" in it.
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Old 10-18-2011, 07:50 PM   #19
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Re: NBA 2K12 Video - Strategy Session 7: On Ball Defense (Da Czar)

Quote:
Originally Posted by Pared
Great video Czar.

The only problem I seem to have is triggering the contest while recovering. A few issues regarding this:

-The contest doesn't always occur. You can't recover (for example, in the video at 5:25) and get a "real" contest. Seems like you have to be right in front of the player.
-The contest occurs but if you move the RS >ever so slightly< you will "break" the contest and your player will just stand there.
-I commit an intentional foul

I'm trying to chalk these up to user error but I've experimented on wide variety of scenarios and the only thing consistent is the inconsistency.

I'll add this is MOSTLY online... which seems to require a different approach.
I agree, thus it happens to me on both, offline and online.

To me, it seems that if you contest from an angle and not strictly straight in front of the shooter, the chances of affecting the shot are minimum to none. Even if the angle is slightly. With or without animation.

I also agree that there is some inconsistency to trigger the contest and the hands up animation, even to keep it ... and once in online, the experience gets more frustrating due to the noticeable lag.

Having said that, I need tons of practice.
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Old 10-18-2011, 07:59 PM   #20
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Re: NBA 2K12 Video - Strategy Session 7: On Ball Defense (Da Czar)

Quote:
Originally Posted by Da_Czar
Regardless it needs to give us the visual cue that what we entered has taken effect. I have reported that to the defense guys and I hope it is something they can turn on in time for a patch. Have no idea if it is that simple.

As a defender we need that consistency
Speaking of inconsistent visual cues on contests, do you know why sometimes players will refuse to commit to a block even after we've pressed Y? I know sometimes it's because it's a late contest, but it doesn't feel right that we can't get a hand up to block/contest just because we're a hair late. If I'm turboing towards a perimeter shooter and mash Y, I better see some sort of flying block attempt regardless of timing or other factors. I don't see the advantage of the AI deciding not to commit when the shot is clearly going up.

Is it just simulating players knowing they're not going to make it in time and saving a little energy? Is it a two-man animation you get sucked into when you're late? Does it animate that way so your player doesn't look ridiculous jumping at a shot that's already past his head? If any of these is the case, I think the tolerance for lateness should be increased so it doesn't feel like the AI is overriding our input for no good reason.
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