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    Wednesday, August 26, 2020

    NBA 2K NBA 2K21 Demo starter pack

    NBA 2K NBA 2K21 Demo starter pack


    NBA 2K21 Demo starter pack

    Posted: 25 Aug 2020 06:19 PM PDT

    Doesn’t seem to have the correct answer

    Posted: 25 Aug 2020 07:43 AM PDT

    I was defending 2k21 until someone put it to me like this...

    Posted: 25 Aug 2020 11:21 AM PDT

    Had a bro of mine say "imagine the outrage gamers would have if callof duty released a new game with the same maps, same guns, same score streaks, same skins, and same equipment, but they add 3 camos and remove a perk and call it a new game and slap a $60 price tag on it. 2k is the only community where this behavior is okay because the customers are so used to it that they don't see the exploitation" this honestly woke me up to how terrible 2k really is. And the fact that they copy and pasted a game AND THEN put Kobe's picture on the cover as a marketing tool is nothing short of greedy and disrespectful.

    submitted by /u/KronosTheGreat
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    It's true that the demo looks exactly like 2k20, but there were actually some key changes implemented. I made a list of 10 changes that you should consider before making your 2k21 center/pf build.

    Posted: 25 Aug 2020 12:47 PM PDT

    #10. Height now affects your rebounding attribute.

    In 2k20 you could make a 6'5 pg with 95 rebounding, but not this year. In 2k21 when you lower your height, your rebounding rating lowers slightly as well. This one is low on the list because it doesn't affect the rebounding rating enough to make a huge difference, but it's still a slight improvement.

    #9 Adding height tanks ball handling even more than usual.

    It has always been the case that taller players have lower ball handling, but this year the difference is more severe. I added 30 attribute points to a build and got the ball handling to around 70. But after increasing the height, the ball handling dropped back to where it was originally. Meaning you can easily waste attribute points here if you're not careful.

    #8 There a few new pie charts.

    Honestly most of the "new" pie charts serve no purpose, but it's important to note the differences so you don't pick a bad one. For example, there are two shooting/defending pie charts. One is 40/40 and the other is 45 defense/ 35 shooting. The badge distribution and attributes are almost identical for both, but if you choose the 45/35, you cannot get HOF shooting badges. I genuinely cannot think of a reason why you would go with the 45/35 as the 40/40 even gets slightly better finishing and playmaking badges.

    #7 There's no quick draw, but the number of shooting badges wasn't reduced for most builds.

    This essentially gives almost every build 3-4 extra shooting badges. For example, I had a glass lock with 17 shooting badges and gold quick draw in 2k20. This year I can make one with 14 shooting badges and still have the same layout. This means I don't have to waste points upgrading post fade just to get a few extra badges, and you can spend those points elsewhere. This is especially helpful for builds without shooting in the pie chart as you can really make those shooting badges stretch.

    #6 Finishing attributes were reduced for a lot of builds

    This matters because in order to get the same finishing as 2k20 builds, you generally have to sacrifice something like strength or shooting. Playmaking builds got hit the hardest, so builds like Two Way Playmakers, Post Playmakers, and Playmaking Glass Cleaners might not be as good this year.

    #5 A corner shot with a 50 3 gets you "Bad Shot Selection"

    I don't know whether or not shooting will be difficult all year, or buffed later, or what. But I made a paint beast with a 51 3 pointer, Gold Catch & Shoot, Gold Corner Specialist, and Gold Range Extender. Every time I shot a wide open 3 (including from the corner) I received a hit on my teammate grade for Bad Shot Selection. This did not happen in the 2k20 demo and I was able to hit with a 50 3 and fewer badges. Just something to keep in mind if you're planning on recreating 2k20's shooting red/blue paint beast or a similar build. It's possible that the green window for this rating was removed completely (or close to it)

    #4 Wingspan affects dunking and rebounding.

    This change is long overdue and is probably a bigger deal for guards than bigs, but still a welcome change regardless. Wingspan had no impact on dunk rating in 2k20, but this year increasing wingspan improves your standing and driving dunk. This is crucial as the extra wingspan might be just enough to push you those crucial animation ratings like 50/75 for big man contact dunks or 85 for elite driving dunks (these are both assumptions and not confirmed yet). You no longer have to go 6'9 to get elite contacts on a paint beast before 95 for example. Also the impact to rebounding will make it a bit tougher to create a good shooting and rebounding big. Playmaking glass cleaners were able to dunk and rebound at a high rate despite having smaller wingspans which allowed them to dribble and shoot as well. That's more balanced this year. Speaking of balanced…

    #3 Badges are balanced between positions better.

    PFs got a huge buff in the badge category. 2k might have actually over-corrected here as centers aren't looking too good this year. 2k20 almost every 6'9 and up build was better off as center for the additional badges. For 2k21, most 7'0 and under bigs are better off as PFs as they tend to get more badges, but the gap isn't as large as last year. Centers are still viable, but expect to see a lot more PFs this year for the extra badges, dunk packages, and downhill. I'll be making one instead of a center for sure.

    #2 Weight now affects driving dunk

    There's a reason that weight changes are #1 and #2 on this list. It's that important. If you choose to sacrifice strength and interior defense, you can really take your driving dunks to the next level. This level of customization let's you tailor whether you want your big to be more offensive or defensive minded without changing the pie chart. You can make a 6'9 paint beast with 94 driving, 95 standing, and 88 off/def rebounding. The tradeoff is a 50 strength and 71 interior defense, so your paint might be sweet.

    #1 Weight affects your physicals a lot more than 2k20

    In 2k20, height pretty much determined your speed. This year, your weight plays a much larger role. For example, I made a max weight 6'9 and a min weight 7'3 using the speed pie chart. The difference in speed was only 6 (64 to 58). Try the same thing in 2k20 and the speed gap was 32 (76 to 44).

    https://imgur.com/gallery/ilyD0DC

    I've seen a few people already declaring the META to be 6'9s, and maybe that will be the case. But they're all maxing weight for the interior defense. Don't surprised when you see a 7'3 matching you stride for stride. These changes should help balance the game and allow you to customize your big man more than 2k20.

    submitted by /u/PayDBoardMan
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    But guys there's like a new shot meter ��

    Posted: 25 Aug 2020 03:25 PM PDT

    Me: This game is so unrealistic there’s no way anyone is palming a pass for a steal in real life. Kawhi:

    Posted: 25 Aug 2020 09:11 PM PDT

    Another 2k launch, another flurry of “DeMiGoD builds”

    Posted: 25 Aug 2020 03:27 PM PDT

    Just NBA 2k14 Kobe. I can only hope that next generation 2k21 will be as good as this one.

    Posted: 25 Aug 2020 05:48 AM PDT

    Post game is still trash. If you can’t give us a proper step through shot, post players won’t be able to punish bad defenders who jump on pump fakes.

    Posted: 25 Aug 2020 03:31 PM PDT

    I make fictional NBA2k20 CyberFaces, here are some of them.

    Posted: 25 Aug 2020 07:24 PM PDT

    Next year 6'8 WNBA College Guards

    Posted: 25 Aug 2020 02:29 PM PDT

    Made a spreadsheet with the max number of badges for every Build/Position

    Posted: 25 Aug 2020 06:25 AM PDT

    https://docs.google.com/spreadsheets/d/1FbfyhnrGqgLCOVCG6fWdENUpCk_nPwCsxq9Nbm__T_M/edit?usp=sharing

    Split it up based on position, pie chart and the maximum number of finishing, shooting, playmaking, and defensive badges every position could get.

    I think i made it easy to understand which pie chart is which but if not they're in the same order as they are in the myplayer builder. Only references the majority pie(s).

    Only looked at badge numbers because attributes will be the same if builds have the same pie charts, height, weight, and wingspan. Didn't feel like going through every single variation of attributes for every single alteration either.

    Few possible glitches/new interesting things(can add things if left in the comments):

    • Point guards don't get more badges for every single build

    • a slashing/playmaking hybrid small forward is the only non pure build to get 30 badges in 1 category

    • Several sf, pf , and center builds can get more playmaking badges than the guard counterparts

    • Post Moves has a greater impact on playing badges than last year

    submitted by /u/masterant369
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    Just 10 days before NBA 2k21, Finally got my Kobe ����

    Posted: 25 Aug 2020 05:03 PM PDT

    If hes wearing these you are getting dunked on and stripped every possession

    Posted: 25 Aug 2020 12:35 PM PDT

    Agent00 says Mike Wang told him 95-99 boosts and speed boost/contact dunk requirements have not changed from last year.

    Posted: 25 Aug 2020 05:34 PM PDT

    Who needs 2k21 I still have 50 years left in 2k20

    Posted: 25 Aug 2020 11:51 PM PDT

    Decided to look through the complete list of names in the 2k database and came up with this. Starting the 4th, the league will come to fear the name Sam Tom Bert Boumtje Boumtje...

    Posted: 25 Aug 2020 12:37 PM PDT

    Quick tip and PSA about badges and pie charts

    Posted: 25 Aug 2020 06:49 PM PDT

    One change they did with pie chart this year is that if you don't have an even split pie chart, and instead have one category that is the biggest only that category can obtain HOF badges. 2kLabs tweeted about it right when the demo dropped and at first it seemed to be true.

    BUT that is always not the case. It seems depending on the build you have you can get a few specific badges in another category HoF that was not your main category.

    For example I was making a Center post scorer, I picked the pie chart with blue a bit bigger than green. So as the rule applies because it's not an even blue and green split I should ONLY be getting HoF badges for finishing. Yet when I went to the shooting category yes most of the badges I upgraded can only be upgraded to gold BUT the pump fake maestro was able to be upgraded to HOF!

    So that begs the question what other badges can be upgraded to HOF that shouldn't be able to depending on the builds that we create?

    I guess it will take some time to find out

    submitted by /u/TheLegendHimself77
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    Can we Just stop buying VC

    Posted: 25 Aug 2020 07:34 AM PDT

    You guys complain about this game so much, but every year you pay for the special edition to play early and then another 60 bucks on VC everytime you wanna copy a build on youtube. Just stop buying VC, I can understand being a basketball fan and wanting a basketball game so I'm not even saying dont buy the game. But if you want things to change for the better stop blowing all your money on VC and then just maybe the game wont be built around making you want to get more VC. The excuses for buying VC dont even make sense anymore

    -"I don't have time to grind out a player" Then you don't have time to be playing the game. And even if you dont have time to grind out to 85, even if you do buy vc you still need badges so your character is still ass regardless of if you spent VC or not until you get a few badges so why not just play 1 year of mycareer and save your money??

    -"I hate mycareer/my career is boring" Then dont play it. If you feel the only way you can enjoy a mode is buy spending another 60 dollars ontop of it you shouldn't even bother. The whole point of my career is to usually start from the bottom and rise to the top, I know nowadays people want that instant gratification but it's ok to just relax the first few weeks of the game and play mycareer. You don't need to rush out another 60 bucks just to hop on the park and lose because you dont got badges.

    As for myteam players I dont play that so I have no idea why you guys keep dumping money into that mode but just stop lol. To be honest if we could just take this year and not buy VC I'm sure 2k22 would be miles better in terms of gameplay or the reward for buying VC wont be and ridiculous

    submitted by /u/BlackxHokage
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    Data Analysis Of Shooters In 2K20 (End Of Year Recap)

    Posted: 25 Aug 2020 03:05 PM PDT

    Here is the PDF link to the data I gathered and will be referencing throughout; https://docdro.id/HEdNm2R. I color coded most of it and made it fun to look at/easier to digest. I also added tags for typical 2K names or neat little facts about the player's whose data I collected. I did not include full gamertags so it would be difficult to look them up on YT (Youtube), TTV (Twitch), by their clan name, or Xbox. Here's the link to the previous post with a similar format and all the data acquired then; https://www.reddit.com/r/NBA2k/comments/eqh2df/data_analysis_of_shooters_in_nba_2k20_long_post/

    This is not a mindless rant. In my previous post like this, I offered actionable solutions to correct these issues. Obviously, that would be useless now since 21 comes out in a week, but the information was there when it could be used. I gathered this data to prove to myself and others that they aren't crazy for thinking the average player is terrible at shooting the basketball.

    DATA COLLECTION PROCESS

    I collected the information (3 Point Rating, 3 Point Make Percentage, Total PARK Games Played, and Win Percentage) by walking into random neighborhoods and checking players' 2k card through my in-game phone. All data is based off of PARK games. Previously, I did this based off of rec because it seemed like a much bigger issue there, but it turns out that was impossible since there are so few serious rec players. I will discuss this later. My criteria for data collected were: 95 overall or above, 70 or above 3pt rating, 500 or more park games, and if it could be assumed they were on their main build. For example, if someone was in the park with a Sharp Facilitator with 95 3pt, but the build's only 90 overall and they have 1000+ games played, I assumed they were not on their main build and did not include them in the data.

    This is an unfortunately difficult way of gathering data at this point in the year because of how easy it is to make and max out new builds. I personally have 10 99s, so if you load in and see my 3pt% when I'm on one of my builds with a 60s 3pt you'd be confused/angry. In reality, I don't shoot threes often, even on shooting builds so it's not representative of anything. Regardless, this data is TYPICALLY a good representation of what a player is doing on a game to game basis from my experiences testing this with friends.

    Also, previously I chose to round percentages up/down. It was easier to organize and make formulas for it at the time. I've learned a few things since then and figured out that was unnecessary. However, I learned this after I already collected the information from ~30 people and decided it wasn't worth it to redo that. It doesn't skew the data in either direction.

    Important Data Points

    Based on the 199 players whose data I collected (had to delete one because of criteria), the average 3pt% is 41.2% with a W/L 49.6%.

    Players with a 3pt rating between 70 and 79 shot 41.38% from 3 and won 52.89% of their games. (Up from 38% and 52% from my previous post)

    Players with a 3pt rating between 80 and 89 shot 40.27% from 3 and won 46.24% of their games. (Previously 40% and 48%)

    Players with a 3pt rating between 90 and 99 shot 46.19% from 3 and won 54.37% of their games. (Previously 39% and 45%)

    No players shot between 0-9% from 3 in their games. (Previously one player did and won 27% of their games with a 95 3pt rating).

    One player shot between 10-19% from 3 and won 31.5% of their games. (74 3pt) (Previously 19.5% with 2 players and an average 3pt rating of 78)

    Players who shot between 20-29% from 3 won 34.46% of their games. (9 players, 77 3pt avg) (Previously 37.7% with 13 players and an average 3pt rating of 79)

    Players who shot between 30-39% from 3 won 40.47% of their games. (76 players, 82 3pt avg) (Previously 45.5% with 38 players and an average 3pt rating of 83)

    Players who shot between 40-49% from 3 won 54.6% of their games. (89 players, 82 3pt avg) (Previously 52.6% with 30 players and an average 3pt rating of 81)

    Players who shot between 50-59% from 3 won 67.28% of their games. (22 players, 84 3pt avg) (Previously 64.1% with 16 players and an average 3pt rating of 81)

    Players who shot between 60-69% from 3 won 74.65% of their games. (4 players, 84 3pt avg) (Previously 74% with 1 player and a 3pt rating of 90)

    43% of players (86) whose data I collected shoot below 40% from 3. (Previously 54%)

    Shooting 40%+ leads to winning more games than you lose, specifically at ~43%.

    A majority of the people whose data I collected have played 500-2000 park games throughout the entire 2K20 cycle. That's an average to 1-5 park games per day. Out of everyone, the average is 6 park games per day.

    The number of games played does show a correlation between Win%, but not 3pt%. In fact, one of the worst players in the entire group (in terms of 3pt% and Win%) has the MOST games played. The logical conclusion here is people who play more only do so because they're consistently winning unless they're a complete psychopath.

    DATA BY POSITION

    PGs are by far the most popular position with 98 of them in this data grouping. There are about half as many SGs (48), meaning that most of this data is from guards. 3-5 aren't that popular in the park with only 30 SFs, EIGHT (8) PFs, and 16 Cs. The highest 3pt rating belongs to SGs with 84 with PGs close behind with 83. The highest 3pt percentage belongs to the SFs with 43.69% and all positions aside from PFs at least in the 40s. The highest win percentage belongs to the Cs, backing my opinion that stretch bigs are the biggest win condition in 2K. The only dedicated shooters (highest possible 3pt ratings) that performed well were PGs and stretches. Everyone else shot worse than average and had below average win% for the total and their position group.

    ISSUES

    The issues are the same as last time; people are making jack of all trades builds, not improving over time, and generally have no knowledge of the game or what they should be doing to succeed.

    When you're making a build MAKE IT ELITE AT SOMETHING. Your build shouldn't be doing a little bit of everything if that little bit means you're shooting 40% and consequently losing most of your games. Make a build that's great at shooting 3s or one that's great at something else while also having an ok 3pt rating. Also consider your position and height when doing this. Making a 6'8" spot up shooter might not be a great idea because you won't be able to out run your defender, shoot over everyone, or be a passable defender because of your height.

    There is literally no reason to be shooting THIS poorly if you're dedicating this much time to a game. 2K is not a normal game. Even casuals put in weeks of playtime. In basically every other game I've played (especially considering this is an annual release title), that's on the higher end of playtime. You shouldn't even WANT to put in this much time into a game that you're this bad at. Not seeing even half of your shots fall should either invoke you to improve or stop playing. In 2K20, it's not a supreme display of skill to see at least 50% of your 3s go in with a build that has 70+ 3pt. Practice. Learn what's good to use with badges or bases. Practice. It's not hard.

    ORIGINAL PURPOSE

    I originally did this as a response to rec randoms being especially bad. At the beginning of the year it was easier to collect the data needed to view rec games because, at the time, 100+ games was a reasonable expectation for a more hardcore player (~1-2 games per day). I was NOT able to do this with my new criteria of 500+ games at this point in the year (again, ~1-2 games per day) because out of the dozens of parks I joined and left, only TWENTY (20) people had more than 500 games. Half of them were 1000+ with insane stats. This led me to two conclusions. 1) There are very few hardcore rec randoms 2) Hardcore rec players only play with their squad.

    From this, it's easy to understand that the people you're playing with in rec DON'T ACTUALLY PLAY REC. One of the big reasons it feels so terrible to play in there is because people legitimately have no idea what they're doing. And it's not like 500 is an unreasonable number that requires too much time/dedication to reach. I'd estimate park games last 5 minutes on average, meaning you could play 4-5 park games in the time it takes to play 1 rec game. So anyone with 2000+ park games has played as much as someone with 500+ rec games, and half of the people in this grouping meet that criteria. You could write that off and say "yeah, park's more popular", but that doesn't explain the speed in which games are found between the two game modes. In rec, you'll maybe wait a total of 60 seconds between the time you load in and the time you and your opponent are loading into a game. In the park, you could be waiting 5+ minutes to get a single game depending on your rep, what courts you play on, and who's in the park. So why is it that the less popular game mode, with less dedicated players, has a shorter wait time? Because park players get bored and walk in just to play. Rec feels horrible to play because it's just park players trolling because they're bored or hardcore players looking for easy wins with their squad.

    For 2K21

    Shooting is going to take a massive dip in 21. I give it a week or two before they have to buff it because people are shooting 20%. For current gen, everything knowledge wise should be the same but there's no way to tell until everything's already been buffed again. Just please let us as a community attempt to get better at a game we dedicate so much time and money towards. You should not be shooting anything less than 50% on a shooter if you pre-order the legend edition, buy VC, grind players, or average more than one game a day. It's inexcusable. Stop blaming the game and devs. The people are ruining this game by being horrible at it.

    TL;DR

    Biggest takeaways from all of this are:

    If you are shooting above 41%, you are technically a good shooter. Congratulations!

    If you win more than 49% of your games, you are good at 2k. Congratulations!

    Being an above average shooter wins you more games. Duh.

    You are more likely to win games if you're an ok shooter (70-79 3pt rating) rather than a great one (80+ 3pt rating), likely because of better shot selection.

    No matter how poorly you shoot, do so as a big. The spacing you provide for your team wins them more games. Also, space the floor more even as a non-shooting big. Again, spacing wins.

    If you want to make a non-shooting build or an ok shooting build, do not make it at the 2.

    If you are a 2, make shots and take better shots. You are your own win condition.

    Having shooting ability at the 1 or 5 typically leads to wins. If you're building a squad, build it like this.

    Play to improve. You aren't a casual with literally thousands of games and weeks of playtime. Even with improvement from the start of the year's rec data, there's no excuse to be as bad as the data is showing.

    The community is the reason rec feels horrible to play. Park players come in, troll, and get mad when they lose.

    EDIT: If you'd rather view the data in video format with some chill music than scrolling through it yourself, click here. It's literally just the document, no commentary or editing. https://youtu.be/xRskksQZICo

    submitted by /u/MrAppendages
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    6'7 224 lbs max wingspan 45/35 finishing shooting. Rate the build.

    Posted: 25 Aug 2020 09:04 PM PDT

    Why don't they put 21 in park.

    Posted: 25 Aug 2020 07:46 PM PDT

    It would be better than the cages.

    submitted by /u/mcgriffjohniii
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    Someone please pick one build 2k

    Posted: 25 Aug 2020 08:18 PM PDT

    Can anyone explain to me why as a PG you get more strength at 6’3 and 6’4 than you get with 6’5 - 6’8?

    Posted: 25 Aug 2020 07:30 PM PDT

    I thought the bigger you were the more strength so this just didn't make sense to me. A couple examples using PG Finishing pie default weight and default wing.

    Pure speed chart 6'2 - 56 strength 6'3 - 57 strength 6'4 - 57 strength 6'5 - 55 strength 6'6 - 55 strength 6'7 - 56 strength 6'8 - 56 strength

    Speed/strength chart 6'2 - 73 strength 6'3 - 74 strength 6'4 - 74 strength 6'5 - 71 strength 6'6 - 71 strength 6'7 - 73 strength 6'8 - 73 strength

    submitted by /u/ThePrimaryAxiom
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