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NBA 2K21 Gameplay Blog - Pro Stick Changes, Shooting, Motion Styles & More - NBA 2K21 Demo Arrives on 8-24

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NBA 2K21

NBA 2K21 Gameplay Blog - Pro Stick Changes, Shooting, Motion Styles & More - NBA 2K21 Demo Arrives on 8-24

It’s a bit later than their usual news cycle, but 2K is slowly providing NBA 2K21 current-gen gameplay details in their latest blog from Mike Wang, gameplay director, otherwise known as Beluba.

Some of the biggest gameplay changes this year include:

  • Major changes to the Pro Stick to allow for new dribbling mechanics
  • Shot meter changes from a timing bar to a targeting system
  • New shot types, new signature defensive motion styles, stronger presence from bigs in the paint and more
  • Thanks to current-gen cover athlete Damian Lillard, players will now be able to make oversized point guards (6’8)

The NBA 2K21 demo for current-gen consoles will be released on August 24 for Xbox One, PlayStation 4, and Nintendo Switch. Details on the demo will come at a later date.

With that said, here’s the blog.

Current-Gen Gameplay – Courtside Report

What’s up, 2K community! Well, it has been a rollercoaster year on many fronts, and we know it hasn’t been easy for everyone being cooped up at home with most everything in your life going virtual. Hopefully this short blog will give you something to look forward to in the virtual world as you get ready for a new year of 2K hoops with NBA 2K21! It has been a busy year for us at Visual Concepts as we’ve been working hard to bring you the best hoops experience on both the current and next gen consoles. I can’t tell you how excited the team is to reveal all the new tech and amazing advances we’re bringing to 2K basketball with the power of the next gen systems; but for today, let’s take a look at some of the gameplay improvements coming your way for the current-gen version of NBA 2K21 launching on September 4 for PS4, Xbox One, Switch, Stadia, and PC. Best of all, you’ll have the opportunity to check out how the game plays for yourself when we release the NBA 2K21 demo on August 24 for PlayStation 4, Xbox One and Nintendo Switch!

nba-2k21-dl

Dame Time

I had the opportunity to jump on a Zoom call with cover athlete, Damian Lillard, a few months back. He is a huge 2K gamer and had a ton of great feedback and ideas for 2K21. But his biggest request? Being able to make an oversized PG in MyCAREER. So, for all you Penny Hardaway wannabes, you have Dame to thank for that as we have upped the max height for PG to 6’8”. Dame continued to share his likes and dislikes of gameplay, which we then added to the running wishlist that we already had from the community. After compiling all the feedback, we came away with a great list of items that we knew the community wanted to see improved (e.g. long passes downcourt sailing out of bounds) and came up with skill-based solutions that would be more fun and fair for everyone.

We’ve always prided ourselves as being the most authentic basketball simulation on the market, and that will never change. But one of the challenges that we face is striking the right balance between simulating real life and making a game that’s fun and enjoyable for a wide range of fans. That’s where the debate on Skill Gap vs. Accessibility comes into play. The target we shoot for is to create a game that’s easy to pick up and play for new users while also providing enough of a skill gap for veteran users to really showcase their talent. One way we set out to accomplish this was through building out a robust set of sliders and carefully mapping the appropriate settings to all the various modes in our game. So whether it’s your first time playing against the CPU in Quick Play, messing around with your buddies in the Park, or battling in a high stakes Ante Up or competitive Pro-Am match, there’s a wide range of gameplay experiences and definitely something for everyone in NBA 2K21.

So to sum up this section, I don’t really have a fancy back of the box marketing name for the work that went into gameplay balance and “fun-ifying” the on-court experience, but I’m pretty confident that longtime fans of 2K basketball will notice the improvements and appreciate what the team was able to accomplish.

The Pro Stick

The Pro Stick has been a staple of 2K basketball for years now, and for the most part, has largely gone unchanged since its inception. For NBA 2K21, we saw this as a big opportunity to freshen up the game on the offensive end. In past games, you could hold the Pro Stick in any direction to take a jump shot. That was limiting us from utilizing the right stick as a fully featured dribble stick. So this year, we’re making a pretty significant change to how the Pro Stick works. In a nutshell:

  • Hold RS down = jump shot
  • Hold RS left or right = escape dribble moves
  • Hold RS up = signature size-ups
  • Tap the RS = quick 1-to-1 dribble moves
  • Tap the RS with Sprint held = quick momentum dribble moves

With this change, we’ve been able to greatly expand the dribble move arsenal and give you access to more moves in a more intuitive control scheme. After a game or two, it will feel second nature and will have you breaking ankles in no time! Along with the remap, the moves themselves have been overhauled to be much more responsive and chain-able. Street moves have been moved to a tap of the left trigger as well, so you won’t be firing them off by accident when you’re breaking down defenders in the Park. And for the NBA size-ups, we’ve added several new signatures like Harden’s around the leg dribble, a new version of Kobe’s dance, and Durant’s signature hesi cross. Another NBA legend, Nate Robinson, came in for motion capture this year and gave us some really unique moves that I’ll leave for you to find as well. You can also perform size-up dribbles on the move by holding the Pro Stick Up and using the left stick to move your player in any direction. Altogether, you can choose from a list of 14 Park and 36 unique NBA Size-ups. And when you factor in all the 1-to-1 size-up packages and new customizable escape dribbles, there’s really no limit to the types of combos you can pull off in NBA 2K21.

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Shooting

Dribble moves weren’t the only thing that benefited from the Pro Stick upgrade. Jump shooting and finishing at the rim were points of emphasis as well. We really wanted to make scoring the basketball a skill both from the perimeter and at the rim, so we brainstormed and prototyped a number of various shooting mechanics for this year’s game. What we settled on was an idea conceptually similar to something we tried in NBA 2K17… Shot Stick Aiming. Aiming didn’t really work that well in NBA 2K17 because it was a bit buried, didn’t have much skill built into it, and didn’t give the user any feedback. We took those learnings and used them to create a better solution this time around. For NBA 2K21, when you shoot with the Pro Stick, the shot meter changes from a timing bar to a targeting system. So instead of trying to stop the shot meter when you reach the perfect release window, you adjust the Pro Stick in real time to hit the ideal center aim point. The target window resizes dynamically based on player ability, shooting range, and how well the shot is contested and can also shift to the left or right based on the shot’s degree of difficulty. If you miss the target too far to the left or right, your shot will miss in that direction. And as I mentioned above with the new slider sets, even the slightest degree might be the difference between a make and an airball on Hall of Fame, while it’s quite a bit more forgiving on the easier difficulties. You also won’t be penalized for using the entire shooting motion to find the sweet spot. In other words, you don’t have to time your release when you’re shooting with the Pro Stick. But if you want to take it to the next level and know your release, you can lock in your timing and aim by either centering the Pro Stick or by tapping one of the triggers when you reach the apex of the shot. The lock in will be indicated by a brief flash on the shot meter. If you can time AND aim well, you will give yourself the best chances at making the shot.

nba-2k21-shooting

The aiming concept also applies to finishing layups, replicating the idea of having “good touch” around the rim. As you’re driving you can still hold the Pro Stick in any direction to start a layup, but this year, you’ll want to quickly swing the stick to move the aiming tick to the center of the target. Aiming layups well can help overcome shot contests and help you finish through contact. Personally, it has been hard for me to go back to the Shot Button after getting used to Pro Stick shooting. And because shooting with the stick offers a bit more complexity than just holding and releasing a button, it also carries a greater risk/reward. If you can master shooting with the Pro Stick, you’ll have a higher ceiling for getting greens and making tough shots, so I’m pretty sure it’s going to be the shot method of choice for many competitive 2K players. But since I know some will ask… yes, there is an option to disable Shot Aiming if you really want to go back to last year’s controls.

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On the shooting animation side, you can expect a plethora of new shot types, including Harden’s unique 1-foot running fadeaway. And a quick note for all the Park players… we’ve added over 40 new Park Jump Shot Landings for you to show off with when you hit from outside.

On the defensive end, you can expect a much stronger presence from bigs in the paint. Block targeting has been improved so it will be easier to send weak shots back and we’ve loaded up more coverage for contact in the paint to slow down overpowered moves like last year’s hop step layup.

nba-2k21-tyga

Motion Styles

Last year we introduced signature dribble styles, which gave Magic Johnson his unique upcourt waddle, Steve Nash’s finger licks, and much more. This upgrade has now made its way onto the defensive end with signature defensive motion styles. Here’s the list of players you can model your player’s movement after: Russell Westbrook, Giannis Antetokounmpo, LeBron James, Kawhi Leonard, Pat Beverley, Andre Iguodala, and Draymond Green. In addition to this, movement has undergone several refinements, both with the ball and without, to provide a more consistent and responsive feel on the sticks.

Badges

Seemed like everybody was a big fan of how we redesigned the badge system last year with the ability to swap badges in and out as you upgrade. That’s returning for NBA 2K21. Throughout the life of NBA 2K20, we collected telemetry data that gave us a detailed breakdown of what badges people were equipping for certain build types, and which ones weren’t being used as much. This was very useful in helping us redesign and tune the badges for NBA 2K21. I think you’ll find that more badges will have merit and fight for a spot in your badge loadout, giving you more effective tools to take over games in a more varied fashion. And here’s some good news that I know the community will appreciate. We removed Quick Draw and put release speed back into the Jump Shot Creator. So that’s one thing you won’t have to waste your precious badge points on.

Closing Thoughts

As always, I want to give a huge shout out to all the gameplay engineers and producers, as well as the talented team at VC South, who worked (and are still working) tirelessly to deliver the best basketball game to date. The current gen versions of NBA 2K21 are a great step forward for virtual hoops, and stay tuned in the coming months for all the goodies we have in store for you on the next gen platforms. The future is very bright for 2K fans, and you won’t want to miss what we’re cooking up for you! But until then, thanks so much to all of you for your ongoing support and feedback year in and year out. NBA 2K has always been a collaboration between the most passionate fans and dedicated developers in the industry, and we couldn’t do what we do without you! Stay safe and healthy, and we’ll see you in the virtual streets!

Mike Wang (@Beluba), NBA 2K Gameplay Director

80 Comments

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Discussion
  1. Definitely a demo I'm going to have to try out before I decide whether or not to purchase. Even then I'll probably wait at least a week or so to check out gameplay videos. We'll see, some interesting gameplay changes though. 
    Not unexpected but it looks like current gen 2K21 is the year of refinement. That's not a bad thing at all as 2K20 is pretty good. I'll definitely use the demo though to feel out the new mechanics.
    Shot stick aiming sounds crazy complicated to me especially for layups.
    Beluba,
    I think you are saying with the new aiming shot stick you can still aim the shot essentially on the way down to get the target right but can you still "green" with late timing?
    Or is it "perfect" timed shot stick plus perfect "aim" equals a chance of "green". You didnt really say that so I take it something else may be happening under the hood where perfect aim and timing might not be a "green"
    2K has to stop changing the controls every year, this is getting insane. I do love the fact that they're trying to make shooting and finishing more skillful tho. Hopefully it works. Thank you Mike Wang.
    August 24th for a demo is pointless tho. Why release a demo 2 weeks before the game come out? Are you really looking for feedback at that point?
    I just wanna hear MyLeague differences between current gen and next gen so I can decide which I should get. If there’s minimal changes I’ll stick with current
    "If you miss the target too far to the left or right, your shot will miss in that direction. And as I mentioned above with the new slider sets, even the slightest degree might be the difference between a make and an airball on Hall of Fame, while it’s quite a bit more forgiving on the easier difficulties."
    This gives me major pause and instant concern. Does this mean that no shot will A) go in using the stick unless it is properly centered, B) that the difference between a shot being drained and completely missing the basket (which is a fairly rare NBA occurrence in the first place) is a literal centimeter, or C) that this mechanic will be out-and-out broken and make it too easy to guarantee a make (which also is not "true to life." At any rate, this change in particular is very concerning.
    So whether it’s your first time playing against the CPU in Quick Play, messing around with your buddies in the Park, or battling in a high stakes Ante Up or competitive Pro-Am match, there’s a wide range of gameplay experiences and definitely something for everyone in NBA 2K18, NBA 2K19, NBA 2K20 and NBA 2K21. I'm Just Saying.
     
    We all are going to buy the game regardless and I dont understand why...nevermind.
     
    I can't wait to check the new shooting mechanic and standing layups.
    optimistic that the changes to the right stick will actually improved the latency in dribble moves/shooting animations
    gone are the days where videos were coupled with the blogs, cause this is clearly an instance where a video would alleviate much ambiguity and confusions with the new shot stick aiming for both shooting and layups
    unfortunately it's always a bit worrying when a gameplay blog mentions of majority offensive changes and on the defensive side it just come off as "TRUST ME BRO ITS GOOD"..I just hope defense is parallel with the offensive upgrades to keep the game balance and not too overpowering
    kolanji
    optimistic that the changes to the right stick will actually improved the latency in dribble moves/shooting animations

    so you mean because you aim 1° too far to the left, your player will perform a fancy dribbling instead of just going up for the shot?
    chitown1-23
    I just wanna hear MyLeague differences between current gen and next gen so I can decide which I should get. If there’s minimal changes I’ll stick with current

    i remember My GM was barebones in NBA 2k14 on PS4 version in 2013. i am concerning about my league won't improve much better in 2k21 because they haven't release blog for my gm/league yet
    mb625
    "If you miss the target too far to the left or right, your shot will miss in that direction. And as I mentioned above with the new slider sets, even the slightest degree might be the difference between a make and an airball on Hall of Fame, while it’s quite a bit more forgiving on the easier difficulties."
    This gives me major pause and instant concern. Does this mean that no shot will A) go in using the stick unless it is properly centered, B) that the difference between a shot being drained and completely missing the basket (which is a fairly rare NBA occurrence in the first place) is a literal centimeter, or C) that this mechanic will be out-and-out broken and make it too easy to guarantee a make (which also is not "true to life." At any rate, this change in particular is very concerning.

    After reading again and seeing what Mike Wang posted on Twitter I guess I am not too concerned.
    1. Using the pro stick gives the biggest "bonus" from Wang's twitter.
    2. Also directly from his twitter "When you shoot with the pro stick, the meter only shows the ideal aiming point which you use the stick to target. You don’t see timing so you have to know your release as if the shot meter was off. So he sort of answered my question.
    3. The downside is for people that want to turn HUDS off you will not be able to do it if you want to take advantage of the bonus
    It is added difficulty that can be turned off but if you master it you have an advantage over users that don't use it. This is about as close you can get with stick skills
    stillfeelme
    After reading again and seeing what Mike Wang posted on Twitter I guess I am not too concerned.
    1. Using the pro stick gives the biggest "bonus" from Wang's twitter.
    2. Also directly from his twitter "When you shoot with the pro stick, the meter only shows the ideal aiming point which you use the stick to target. You don’t see timing so you have to know your release as if the shot meter was off. So he sort of answered my question.
    3. The downside is for people that want to turn HUDS off you will not be able to do it if you want to take advantage of the bonus
    It is added difficulty that can be turned off but if you master it you have an advantage over users that don't use it. This is about as close you can get with stock skills
    That does sound better, if way overly complicated lol
    Sent from my Pixel 3 using Tapatalk
    I think everyone outside of the youtube next demigod build community thought badges were already way out of control, so to combat that you, wait for it, made more badges more powerful lmao.
    Aint nobody going to use some convoluted shot stick when pressing a button for a specific amount of time is resulting in good players making over 80 percent of their shots, unless you think they can now make 90. Better be decreasing those make percentages way down.
    Dribbling sounds cool, the current system is getting really old and the most op moves are rarely realistic. I hope the change not only gives up more creativity but also a system that results in moves used by the best irl ball handlers being the most effective in the game as well.
    I am glad they are finally addressing cheese moves in the paint and hopefully will stop handicapping the defense but at the same time they need to drastically decrease the effect of that dang intimidator badge on lightly and partially contested layups.
    cjacks17
    NBA 2K21 Leaks & Intel
    @2KIntel
    Mike Wang confirms that you can turn RS shooting completely off #NBA2K21
    W

    What does that mean "you can turn RS shoothing completely off"?
    jk31
    What does that mean "you can turn RS shoothing completely off"?
    I think it just means you can turn stick shooting off and shoot with square and use the stick for dribbling moves, which is honestly how I've always preferred to play.
    jk31
    so you mean because you aim 1° too far to the left, your player will perform a fancy dribbling instead of just going up for the shot?

    no not at all that statement was directed towards just latency of inputs..nothing to do with the degree of angles wither shooting
    keep in mind as is the latency in controller responsiveness with shooting and dribbling is because direction on the right stick has two inputs for every direction
    1. dribble
    2. that same direction is shooting
    so a delay is introduced to identify if you are trying to trigger a dribble move or shooting move by how long the press is(short press or flick is dribble and long press is shooting) this causes delays and latency from the controller
    so now am alluding to is the fact that now not every direction on the shot stick can trigger a shooting animation, only down..so gone are the need to add input delays to any input which is now up left and right for just dribble moves
    kolanji

    so now am alluding to the fact that now not every direction on the shot stick can trigger a shooting animation only down..so gone are the need to add input delays to any input which is now up left and right for just dribble moves

    I never thought about that being the reason behind the input delays but it makes sense...I guess.
    I can count on one hand how many times I've accidently shot dribbling since the introduction of the shot stick....even in 2K16, which is still the game I feel had the most responsive RS functionality this gen. If we get back there, I'll definitely be happy.
    YungGun
    2K has to stop changing the controls every year, this is getting insane. I do love the fact that they're trying to make shooting and finishing more skillful tho. Hopefully it works. Thank you Mike Wang.

    Sigh....I fully support finding good, intuitive controls and sticking with them unless there's a really efficient or MORE INTUITIVE alternative. Obviously we'll have to see these new controls but right now I just hope they're necessary.
    Hopefully, we'll get these same *options* when it comes to play-calling where the changes were unnecessary and BAD. And the play-call BUG is fixed.
    I have to wait until I play the demo. I remember when they did shot aiming before, and it was way too hard to use. Plus, how does the changes impact choosing which hand you use for layups and dunks?
    ksuttonjr76
    I have to wait until I play the demo. I remember when they did shot aiming before, and it was way too hard to use. Plus, how does the changes impact choosing which hand you use for layups and dunks?

    from what I understand is this:
    u still choose a direction to initiate shoot animation(left,right ..etc) then you have to rotate towards an aimed dynamic location can be altered by defensive pressure
    so in other words think street fighter moves like doing a fireball with Ryu where the input is like starting in one direction and then moving towards another in a rotational motion
    so this remains true for all shots including from the post except for dunks
    kolanji
    from what I understand is this:
    u still choose a direction to initiate shoot animation(left,right ..etc) then you have to rotate towards an aimed dynamic location can be altered by defensive pressure
    so in other words think street fight moves like doing a fireball with Ryu where the input is like starting in one direction and then moving towards another in a rotational motion
    so this remains true for all shots including from the post except for dunks
    but if you hold left/right you do thes escape dribbles from what i understand?!
    YungGun
    Green splash under CPU feet is gone, but you can enable it through jumpshot feedback. Nice...
    https://twitter.com/Beluba/status/1293972593418985472?s=19
    Sent from my SM-N960U using Tapatalk

    I'll never understand 2K's decision to have us live with those CPU greens. I'm glad its gone for us offliners. I think the silver lining with 2K21 current gen is that I'll be able to focus more on MyCareer and playing with classic teams and players. I'll even give the pro stick configuration a whirl. I usually jump into my MyLeague and start testing stuff and searching for the most "realistic" gameplay. This year I think I'll explore the whole game more knowing that next gen is the full vision for this year.
    ksuttonjr76
    That just sounds complicated, but there street fighter analogy gave me an example of what to expect.

    I welcome the challenge, it also can get harder. If you are using the pro stick you are a pro so a skill gap.
    "The target window resizes dynamically based on player ability, shooting range, and how well the shot is contested and can also shift to the left or right based on the shot’s degree of difficulty."
    stillfeelme
    I welcome the challenge, it also can get harder. If you are using the pro stick you are a pro so a skill gap.
    "The target window resizes dynamically based on player ability, shooting range, and how well the shot is contested and can also shift to the left or right based on the shot’s degree of difficulty."

    https://youtu.be/RUiputzICCs
    LorenzoDC
    All I see is shiny new objects for cheesers to play with. Nothing in here even waves at trying to build sim basketball.
    I wish I was surprised.

    Dude, come on. I don't like it any more than you, but video game companies would lose money if they didn't cater to the biggest part of their fanbase, and the sim community is NOT the biggest part of pretty much any sports game's fanbase. Not even close.
    My one hope for this year would've been that finally passing was properly overhauled, with more passing options, but since the RS is now used for other stuff, that hope is probably out the window. The blog does mention full court passes going out of bounds as a problem they addressed, but that's probably the fullest extent of changes to passing and giving us more options. Definitely won't be holding my breath for this release.
    2K is obsessed with change for the sake of change so glad that colour feedback can be switched off at least. But all these extras and unnecessary complicated triggers for a simple *** lay-up sounds gimmicky and unnecessary, they should focus on changing more fundamental stuff like sliding all over the place, fast breaks, small guys actually being faster down the court and team AI. Wish I was Dame, I could've maybe forced them to change or at least add some new options and consider some specific classic teams.
    OTMax
    My one hope for this year would've been that finally passing was properly overhauled, with more passing options, but since the RS is now used for other stuff, that hope is probably out the window. The blog does mention full court passes going out of bounds as a problem they addressed, but that's probably the fullest extent of changes to passing and giving us more options. Definitely won't be holding my breath for this release.
    2K is obsessed with change for the sake of change so glad that colour feedback can be switched off at least. But all these extras and unnecessary complicated triggers for a simple *** lay-up sounds gimmicky and unnecessary, they should focus on changing more fundamental stuff like sliding all over the place, fast breaks, small guys actually being faster down the court and team AI. Wish I was Dame, I could've maybe forced them to change or at least add some new options and consider some specific classic teams.
    Icon passing is single-handedly the best option available. People just don't use it. Also, I'm pretty sure that you can use RS or LS for passing now.
    ksuttonjr76
    Icon passing is single-handedly the best option available. People just don't use it. Also, I'm pretty sure that you can use RS or LS for passing now.

    Not when there's many different types of passes: overhead, bounce, straight, wrap around etc. Also on fast breaks there's still not an option to pass it to the guy ahead of the pack / leaking out. This causes the dumb animation where they pass it to a random guy close to them with two hands extended.
    OTMax
    My one hope for this year would've been that finally passing was properly overhauled, with more passing options.

    I'm with you here. More/Deeper passing options are necessary.
    OTMax
    2K is obsessed with change for the sake of change so glad that colour feedback can be switched off at least. But all these extras and unnecessary complicated triggers for a simple *** lay-up sounds gimmicky and unnecessary, they should focus on changing more fundamental stuff

    I'm not a fan of change for its own sake, either...i'll pass final judgement when i'm on the sticks but IMO the shot stick was functional, we def had other stuff with priority.
    P.S. I didn't see anything about long passes tho, where was that?
    MAD love for Kobe, but it continues to bother me that they gave him a sig dribble and called it his. The 'Kobe dance'
    Ermmm...correct me if I'm wrong BUT........
    daveberg
    MAD love for Kobe, but it continues to bother me that they gave him a sig dribble and called it his. The 'Kobe dance'
    Ermmm...correct me if I'm wrong BUT........
    It SOUNDS like you have your long awaited 2K16 size ups back from the way Mike described it...
    The 24th Letter
    It SOUNDS like you have your long awaited 2K16 size ups back from the way Mike described it...

    That would be the icing on the cake, on top of what 2K20 gave us. Fingers crossed man!
    I suck on the sticks though, with the new shot aiming mechanics, I'm gonna suffer with these bumbling reflexes of mine :y1:
    OTMax
    Not when there's many different types of passes: overhead, bounce, straight, wrap around etc. Also on fast breaks there's still not an option to pass it to the guy ahead of the pack / leaking out. This causes the dumb animation where they pass it to a random guy close to them with two hands extended.

    There is an option.
    Its called icon passing.
    Press the icon of the guy leading the pack and the ball will go there.
    Its alot more accurate then most passes.
    Sent from my iPhone using Operation Sports
    ksuttonjr76
    Icon passing is single-handedly the best option available. People just don't use it. Also, I'm pretty sure that you can use RS or LS for passing now.

    Too bad they couldn't tie in the other passing types into Icon Passing. An example could be once Icon passing is up, pressing the button would be a normal pass, double tapping the button could be a lob pass, holding down the button could be a bounce pass.
    It would give more control to the icon passing.
    DJ
    Every year, 2K comes up with a way to simultaneously refine and overly complicate its controls.

    No offense but it's called options and trying to give more control and creativity to the end user. He stated in all of the changes you can revert back to 2K20's controls if you so desire. Me personally, I love options and appreciate 2K never being satisfied and always giving the effort to improve or refine. It's what makes 2K who they are today.
    jeb4056
    Too bad they couldn't tie in the other passing types into Icon Passing. An example could be once Icon passing is up, pressing the button would be a normal pass, double tapping the button could be a lob pass, holding down the button could be a bounce pass.
    It would give more control to the icon passing.

    You can currently do that. If you turn on "Total Control Passing," pressing the icon is a normal pass, double-tapping the icon is a bounce pass, and holding the icon is a lob pass. I throw a ton of bounce passes because they don't seem to get stolen nearly as much as normal passes do. Also, even in real life, there was nothing quite like throwing a perfect bounce pass lol
    Pokes404
    You can currently do that. If you turn on "Total Control Passing," pressing the icon is a normal pass, double-tapping the icon is a bounce pass, and holding the icon is a lob pass. I throw a ton of bounce passes because they don't seem to get stolen nearly as much as normal passes do. Also, even in real life, there was nothing quite like throwing a perfect bounce pass lol

    wait what?!?!?! That is great, if it actually works! Why does noone besides you know about this?!
    edit: holy ****, this is actually working! Why does I have to learn that from some random internet guy (no offense to you!) and not from the game itself?!
    OTMax
    Not when there's many different types of passes: overhead, bounce, straight, wrap around etc. Also on fast breaks there's still not an option to pass it to the guy ahead of the pack / leaking out. This causes the dumb animation where they pass it to a random guy close to them with two hands extended.

    R1+L1 to pass it to the furthest man down court
    Rb+Lb for Xbox
    Sent from my iPhone using Operation Sports
    Pokes404
    You can currently do that. If you turn on "Total Control Passing," pressing the icon is a normal pass, double-tapping the icon is a bounce pass, and holding the icon is a lob pass. I throw a ton of bounce passes because they don't seem to get stolen nearly as much as normal passes do. Also, even in real life, there was nothing quite like throwing a perfect bounce pass lol

    Thanks for the info! Never knew about this
    jeb4056
    Thanks for the info! Never knew about this

    jk31
    wait what?!?!?! That is great, if it actually works! Why does noone besides you know about this?!
    edit: holy ****, this is actually working! Why does I have to learn that from some random internet guy (no offense to you!) and not from the game itself?!

    Hahaha No problem! Yeah, I found that 6-7 months ago just randomly looking through all of the settings. It's the only way to go, in my opinion.
    The only down side I've experienced is seeing an alley-oop opportunity, forgetting I still have the icons up, and accidentally throwing a bounce pass to my PF instead.
    Vido9388
    The CPU need to stick better defense, it was way to easy to cross them and blow by them on nba 2k20

    It depends on match ups. Were you able to consistently do that against top defenders like Kawhi/Paul George/Marcus Smart/Jrue Holiday?
    The on-ball d rating should matter and I don't think it's okay to see bad/mediocre defenders be able to bump on the perimeter every time (like 2K17+2K19) because that simply isn't how it is in the real life games. Blow-bys *are* common even though some people strongly dislike the idea of them, and they aren't an inherent issue unless inside scoring success rate is too high.
    I get the complaint from an online perspective, but not from an offline sim perspective. I felt 2K20 provided a nice balance in terms of a realistic range of bad and great defenders.
    Edit: I'll also add that the stronger you make CPU on-ball defense across the board, the more you encourage people to spam pick n roll literally every single time to get any separation.
    michaelhawj
    i remember My GM was barebones in NBA 2k14 on PS4 version in 2013. i am concerning about my league won't improve much better in 2k21 because they haven't release blog for my gm/league yet

    I dont have much faith in NBA2k21 for those of us My League guys, who want a actual NBA simulation. You are right back when NBA2k14 came out on the new PS4, My League was pretty barebones and a major disappointment, or for those of us who want a NBA simulation. So I really dont see anything changing this time around on the move to the new gen of consoles.
    Its going to take a lot of improvements, and most of all fixes to the issues that have always plagued NBA2k, and have kept it from being a true simulation of the NBA. If they cant finally fix the issues, that are older than many of these kids who play the game now days, then I aint wasting any more money on this game.
    The lack of charging fouls, and non shooting fouls in general, and shooting fouls on 3pt attempts being basically non-existent, has ruined it for me, as it has for any hardcore basketball fan. Im also fed up with the lack of non steal turnovers, although Im sure this is much more difficult for the devs to program this issue perfectly. These are the gameplay issues, that have to be fixed for me to consider buying NBA2k21, and really to ever buy another NBA2k game until these gameplay issues are fixed.
    I know the only reason they refuse to fix these issues, is due to the online whiners, because clearly the devs cant figure out how or wont separate offline versus the CPU gameplay from the online gameplay.
    The other major issue for those of us who want a true simulation NBA game in My League is the junk sim engine in NBA2k. You should not have to spend 100's of hours of editing players, and coaches profiles, and slider adjusting to try and fix the sim engine in My League. The devs added sliders that were suppose to fix the sim engine, but it didnt, and even with the best roster editors, and all the hours they put into editing everything to try and fix the sim engine, some stats are still broken, due to either the sim sliders not having enough impact, and probably certain things that are just hardcoded in, and no amount of editing and adjustments will fix the sim engine.
    I dont see any of these things being fixed in NBA2k21, and quit honestly with where 2k has taken this game, My League, and making a actual NBA simulation in My League and MyGM is not on the list of to do things that the devs have to focus their work on. This game has become a human versus human, video game, and not a simulation of the NBA. Its basically false advertising calling it a NBA simulation experience, because thats no what they are trying to do with this game now days. Its strictly a fantasy streetball game, with the NBA name and gear in the game.
    So I dont see this changing in NBA2k21 or in future yrs either with this game. I get it, its not us true basketball fans, that they are making them the most money, its casual fans, who want to play dress up Barbie with their My Player, and play against their buddies and other people online, who have no interest in a game that calls fouls, and has turnovers, nor is these casual fans going into My League expecting accurate stats in any way or form, nor do they care how smart the CPU will play, because they dont play the CPU.
    I wish I was wrong, but its clear as day, that those who make NBA2k, and quite frankly those who make sports games in general are not looking to make a sports simulation, anymore. Its about the casual sports fans, and kids who want to play dress up with their virtual characters.
    OK, Im done ranting now, LOL. Maybe I will be pleasantly surprised with NBA2k21, and sports in general on these new consoles coming out, but I aint betting the farm on it.
    jk31
    wait what?!?!?! That is great, if it actually works! Why does noone besides you know about this?!
    edit: holy ****, this is actually working! Why does I have to learn that from some random internet guy (no offense to you!) and not from the game itself?!

    jeb4056
    Thanks for the info! Never knew about this

    Pokes404
    Hahaha No problem! Yeah, I found that 6-7 months ago just randomly looking through all of the settings. It's the only way to go, in my opinion.
    The only down side I've experienced is seeing an alley-oop opportunity, forgetting I still have the icons up, and accidentally throwing a bounce pass to my PF instead.

    I actually do know about this, but never knew it was hidden behind some option. However, it is inaccurate AF. I want to decide how to lob it, with a high arc and more of a slight arc so it's faster. You see this usually when a big man flashes in the paint and there's a guy in front of the ballhandler. He'll quickly jump and pass, or lob it slightly. That's what I meant, not just simply bounce or lob. Thanks though!!
    SwankSinatra
    R1+L1 to pass it to the furthest man down court
    Rb+Lb for Xbox
    Sent from my iPhone using Operation Sports

    Not sure I knew this, but thanks man! I feel I do though and forgot, since the issue with that as any pass to a man down the court feels too random as how you throw it and the animation kicks in where he just throws it out of bounds straight away. Luckily it has been addressed, so they say.
    SwankSinatra
    R1+L1 to pass it to the furthest man down court
    Rb+Lb for Xbox
    Sent from my iPhone using Operation Sports

    just wanna add that it's actually passing to the closest player in proximity to the rim..you can also do this pass at anytime not just on long passes
    If anyone who wants to get the pro stick feel simple. If you got a copy of NBA2K17 then you will notice the difference of the pro stick! That’s what I did just reinstalled it and check of the players movements and animation. I’m waiting until the 2k21 to see the different animations once you chain the dribble combos
    Sent from my iPhone using Operation Sports
    stillfeelme
    Shot stick aiming sounds crazy complicated to me especially for layups.
    Beluba,
    Or is it "perfect" timed shot stick plus perfect "aim" equals a chance of "green". You didnt really say that so I take it something else may be happening under the hood where perfect aim and timing might not be a "green"

    In NBA2K17, I would hold down the RS and aim dead Center to get perfect aim but if my release window was late I miss the shot. But if my release shot was perfect but my aim was slightly off left or right I get it in because it was a green release. Now Beluba said they took that mechanics of NBA2K17 and improved it so will see the difference in the Demo on Aug 24.
    Sent from my iPhone using Operation Sports
    No more Quickdraw? Better paint defense and no more hopstep cheese? More responsive dribbling?
    This is aready sounding like the best 2K ever.
    As far as the Pro Stick shooting? Meh. Lol I tried the aiming stuff in 2K17 but just went back to button shooting. It wasn't worth the hassle and I didn't miss a beat.
    And what's up with them treating current-gen like an afterthought lol? Damn. They dropped this gameplay blog out of nowhere. They usually have an announcement that it comes a few days before. Game comes out in 2 weeks and we have nothing about any of the core modes. I guess all the marketing is going towards next-gen.
    blk5tar5
    In NBA2K17, I would hold down the RS and aim dead Center to get perfect aim but if my release window was late I miss the shot. But if my release shot was perfect but my aim was slightly off left or right I get it in because it was a green release. Now Beluba said they took that mechanics of NBA2K17 and improved it so will see the difference in the Demo on Aug 24.
    Sent from my iPhone using Operation Sports

    The way it was explained in the blog was not clear to me. After I saw some of his responses to Twitter questions I think it will not be that bad. Yeah I am just waiting for the Demo
    jeb4056
    Too bad they couldn't tie in the other passing types into Icon Passing. An example could be once Icon passing is up, pressing the button would be a normal pass, double tapping the button could be a lob pass, holding down the button could be a bounce pass.
    It would give more control to the icon passing.
    To my knowledge, you can control the pass type. I never learned.
    EDIT: Nevermind. It was already answered.
    blk5tar5
    https://twitter.com/Beluba/status/1293922417782321152
    Mike should show or give examples of the different risk or reward by using the stick vs the button when it comes to shooting!
    Sent from my iPhone using Operation Sports

    He is not going to tell you exactly what the bonus is for using the Prostick.
    1. You are aiming the stick to a location that the aiming point changes dynamically. So you are aiming at a moving target depending on the defense.
    2. You are also timing the release at the same time. So you are doing twice the effort of a normal button press or normal 2k20 shot stick.
    3. He also said something about finishing layups better when using the Prostick
    If you aim and time the stick it is going to give you a better percentage than just doing the button press or turning the meter off. However if your aim is slightly off you swill punished. He probably hasn't even settled on the tuning and it is bound to change
    stillfeelme
    He is not going to tell you exactly what the bonus is for using the Prostick.
    1. You are aiming the stick to a location that the aiming point changes dynamically. So you are aiming at a moving target depending on the defense.
    2. You are also timing the release at the same time. So you are doing twice the effort of a normal button press or normal 2k20 shot stick.
    3. He also said something about finishing layups better when using the Prostick
    If you aim and time the stick it is going to give you a better percentage than just doing the button press or turning the meter off. However if your aim is slightly off you swill punished. He probably hasn't even settled on the tuning and it is bound to change

    Mike Wang talks about this bonus boost every year....
    ksuttonjr76
    Mike Wang talks about this bonus boost every year....

    Exactly, reason I want something to be shown is they actually came thru with some beneficial for the game or for a particular user group in 2K.
    Sent from my iPhone using Operation Sports
    ksuttonjr76
    Mike Wang talks about this bonus boost every year....

    Probably so but I don't recall Mike ever telling exactly what the bonus is. That is my point. Too much information to divulge and people might not like how much bonus for penalty is.
    New Prostick appears to be a refinement of 2K17 shot stick which also had aiming and also had a bonus of using it. They added different visual aides added a new way to lock your aim 2k21. At the same time they changed the dribbles controlled by the stick.
    stillfeelme
    Probably so but I don't recall Mike ever telling exactly what the bonus is. That is my point. Too much information to divulge and people might not like how much bonus for penalty is.
    New Prostick appears to be a refinement of 2K17 shot stick which also had aiming and also had a bonus of using it. They added different visual aides added a new way to lock your aim 2k21. At the same time they changed the dribbles controlled by the stick.

    It is a refinement. I tried to use the aiming in NBA 2K17, but there was no visual cue. When I pressed down on the shot stick, I was always 5-7 degrees left of center. I couldn't adjust, because my right thumb was disjointed during a fight. As a result, my thumb comes away from my hand at a weird angle. However, it doesn't impact my ability to play videogames, because no game is THAT sensitive like it was in NBA 2K17. Hopefully, this slight change might work out better, because I was so glad when NBA 2K patched out the aiming in NBA 2K17.
    ksuttonjr76
    It is a refinement. I tried to use the aiming in NBA 2K17, but there was no visual cue. When I pressed down on the shot stick, I was always 5-7 degrees left of center. I couldn't adjust, because my right thumb was disjointed during a fight. As a result, my thumb comes away from my hand at a weird angle. However, it doesn't impact my ability to play videogames, because no game is THAT sensitive like it was in NBA 2K17. Hopefully, this slight change might work out better, because I was so glad when NBA 2K patched out the aiming in NBA 2K17.

    I think you will be ok because they appeared to give you time to lock in your aim. This is the part I don't think they explained well in the blog.

    "If you miss the target too far to the left or right, your shot will miss in that direction. And as I mentioned above with the new slider sets, even the slightest degree might be the difference between a make and an airball on Hall of Fame, while it’s quite a bit more forgiving on the easier difficulties. You also won’t be penalized for using the entire shooting motion to find the sweet spot. In other words, you don’t have to time your release when you’re shooting with the Pro Stick. But if you want to take it to the next level and know your release, you can lock in your timing and aim by either centering the Pro Stick or by tapping one of the triggers when you reach the apex of the shot. The lock in will be indicated by a brief flash on the shot meter. If you can time AND aim well, you will give yourself the best chances at making the shot."

    I may be wrong but I take it as :
  2. Small bonus to rating with aim in line
  3. Largest bonus with aim in line and timing close to actual

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