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    Thursday, October 8, 2020

    NBA 2K This cracked me up😂😂

    NBA 2K This cracked me up����


    This cracked me up����

    Posted: 07 Oct 2020 05:05 PM PDT

    NBA 2K21 Current Gen (Xbox One X) Vs. Next Gen Comparison

    Posted: 07 Oct 2020 04:46 PM PDT

    Got on a random Rec team that actually shared the ball with my Center in the game, and I get my first Rec triple-double!

    Posted: 07 Oct 2020 03:14 PM PDT

    The Difference Between The Basketball On Current Gen vs Next Gen:

    Posted: 07 Oct 2020 05:51 PM PDT

    Ankle breaker and contact dunk in the rec. Nice.

    Posted: 07 Oct 2020 04:42 PM PDT

    PSA: Pass the ball to the open man. If you have a shot, take it, if you don't, keep it moving. Guard your man. Don't play hero ball.

    Posted: 07 Oct 2020 02:40 PM PDT

    Some people never learn.

    Posted: 07 Oct 2020 06:31 PM PDT

    Yo. Where'd you get them kicks?

    Posted: 07 Oct 2020 04:57 PM PDT

    They updated Durant's face in patch 1.04

    Posted: 07 Oct 2020 11:46 AM PDT

    2k why you do this to me? ��

    Posted: 07 Oct 2020 11:04 AM PDT

    Quitting In the rec center

    Posted: 07 Oct 2020 10:34 PM PDT

    I've had it bro. I love the dynamic overall rating system. I really do. But with the way NBA 2k20& and 2k21 is set up.... it's hell on a player like me. I play with randoms 90% of the time and I'm sure somebody would say that I should go find a squad and play with them. But personally I hate squads in the rec. If it's not 2 super experienced squads going head to head, you're either on the team winning by 60 or or the team losing by 60. Both outcomes are hella boring. If you got 4 other guys running with you, you might as well play ProAM. The rec center should be just like a park in real life. You and potentially 9 other randoms teaming up and playing 5v5 FOR FUN.

    Recently I've gone on a stretch where I can't finish games with a team of all 5 players. Literally every game, all the guys around me Jack up the same dumb shots, dribble the ball into traffic, try to take the whole team on 1on1 and once all else fails, they quit after we're down 30. I'm really pissed about that because of the dynamic overall ratings. I literally cannot keep my player over 95 overall because the rec center punishes you hard for losing. Just now I finished a 5v1 game where I had 32 points, 3asts and 2 rebounds as a SF on decent shooting and I got a 95.3 rating for that. WTF 2K?? How is it MY fault 2K is full of sore losers?? I didn't quit.. I kept playing and played damn good. And don't get me started on the AI teammates selling constantly and taking horrible shots/turning it over. If anything, if you're going 5v1, the teammates should be better because you're at a clear disadvantage going against 5 humans.

    Personally I think 2K needs to not count 5v1 losses on a player's record because it's not your fault everybody else quit. And if they decide to still count the loss, the overall should be judged only based on your performance alone. Not the loss as well. So if you score 30 points efficiently, your Ovr should be 97+ at least. I also think 2K should charge players 1000 VC for quitting. The shit is mad lame. You shouldn't be allowed to mess up games for people and ruin their overall and then just quit. That 15 min ban doesn't help! Make guys rethink even playing the rec if they aren't prepared to possibly lose gracefully.

    submitted by /u/Most-Butterscotch-10
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    How to score guide (apparently)

    Posted: 07 Oct 2020 05:44 PM PDT

    1. Get the ball

    2. Get your big/s to set screens

    3. Get ready behind the arc

    4. Curry slide

    5. Curry slide

    6. Curry slide

    7. Curry slide

    8. Curry slide

    9. Your matchup gets hooked on a screen

    10. Shoot

    11. Repeat.

    submitted by /u/SuperSkills101
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    I’ve seen crazy putbacks here but never this:

    Posted: 07 Oct 2020 04:27 PM PDT

    Curry slide needs to go

    Posted: 07 Oct 2020 03:47 PM PDT

    In the park the dude is literally teleporting from left to right without a screen and then it seems every playshot is cash green without the green animation but with a celebration off a slide

    Never seen one of them hit a catch and shoot 3 either, like hard whites that miss

    Its literally not basketball watching a man slide left right until he's open

    Edit: alternatively give me tips on how to get stops pls

    submitted by /u/L_Moo_S
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    The best game I’ve ever heard in the Rec. 51 rebounds along with a triple double.

    Posted: 08 Oct 2020 01:48 AM PDT

    A rare find, Sean Kilpatrick on EU servers

    Posted: 07 Oct 2020 12:45 PM PDT

    Patch 4: Green Animation By Feet

    Posted: 07 Oct 2020 10:38 PM PDT

    Anyone know how you can get the by feet with splat green animation? I've seen it a lot in the park since patch 4 dropped today but every time I ask someone they just say it's based off your jumpshot? If this is true can you also get the classic 2k20 by feet with flash green animation?

    submitted by /u/sitbackrelax2k
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    Make a New Badge called "And 1"

    Posted: 07 Oct 2020 04:30 PM PDT

    It's pretty much only useful in Rec/Pro Am, but it would be a badge to boost layup/dunk percentage when fouled. Alot more and 1's happen in real life, so It would be cool to have a badge that boosts and 1 chances.

    Thoughts? Just a throw away idea that would be fun to see.

    submitted by /u/agentxyz2
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    2klabs reveals that shot aiming was nerfed by 20% in patch 3.

    Posted: 08 Oct 2020 12:51 AM PDT

    This information is coming from 2klabs most recent video here

    When 2k21 released, shot aiming seemed to be randomly positioned. It was kind of fun though because you could green pretty consistently and "easier" shots were often right in the middle. Then they changed to slow, center and fast stick pulls to get different locations on the shot meter. Fine. I learned that too. Then in patch 3 they nerfed shot stick into the ground by requiring you to also have good timing in order to shoot well. Add to this that timing on aimed shots is slower than with button shooting and now it becomes really confusing. Did you know that they reduced the make percentage on stick aiming no timing by 20%? I spent a decent amount of time learning this new mechanic and I am punished for using it.

    submitted by /u/jdisko
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    NBA 2K21 - Next-Gen Gameplay Courtside Report #1 (Dev Blog)

    Posted: 07 Oct 2020 07:00 AM PDT

    NBA 2K21 - Next-Gen Gameplay Courtside Report #1 (Dev Blog)

    NBA 2K21 NEXT-GEN GAMEPLAY COURTSIDE REPORT #1 - FUNDAMENTALS

    BANNER

    Hello again, 2K community! It's been great reading your feedback and watching videos/streams of NBA 2K21 current-gen gameplay these past few weeks. We're so glad you're enjoying the on-court experience, the beautiful 2K Beach, and all the game mode improvements.

    Now it's finally time to talk next-gen!

    The team at Visual Concepts has been pouring countless hours into bringing you THE premier sports gaming experience that any console has ever seen! We couldn't be more excited about it and I know you're going to love what's in store for you with NBA 2K21 on PlayStation 5 and Xbox Series X|S.

    Developing NBA 2K21 on next-gen consoles has been a real game changer. By utilizing the incredible power of these new consoles, we've been able to create a vastly deeper basketball experience than we've ever been able to before! Many of the new mechanics and features that we're adding to the next-gen version of NBA 2K21 are only possible thanks to the extra horsepower afforded by the new consoles.

    Every time I launch the game thinking I'll just play for a few minutes to quickly test a code change, I find myself getting pulled into the experience and finishing a full 12 minute quarter game! There's an air of freshness to the NBA 2K21 next-gen experience that keeps me coming back for more and I know you all are going to feel the same way when you get your hands on the game!

    It's safe to say that the next-gen version of NBA 2K21 will be our largest game yet and the biggest leap forward for the franchise. There's so much to talk about with next-gen gameplay alone, so we're going to break this down into three separate Courtside Reports. Let's kickoff #1!

    Pro Stick - Shooting

    The Pro Stick is probably the most obvious gameplay difference if you're familiar with 2K basketball, and it's been great seeing it being adopted by both pro and casual gamers alike on current-gen. With the next-gen consoles, we were able to take shooting and dribbling with the Pro Stick to even greater heights and give you more tools to score the basketball. Here's a look at some of the new innovations you can look forward to:

    Shot Arc control: Shot Aiming is one of the big changes we've introduced this year. Being able to both time and aim your shots is a fresh new skill to master and it's helped us widen the skill gap with shooting. Aiming works by pulling the Pro Stick down to start a jump shot. The speed of your Pro Stick movement dictates whether the ideal aim point skews to the left or right on the shot meter and then you adjust the aiming marker to the center of the release window. For next-gen, the stick speed also now controls the arc of your jump shot. Slow flicks will give you extra high arcs, while fast flicks will make your shot flat. It feels really good to be able to have that extra bit of control over how you shoot, and also a lot of fun sitting in the practice gym chucking up rainbow 3's. You also get a small bonus for shooting with an ideal shot arc, so it's important to be mindful of the tempo of your initial stick throw to make sure you give yourself the best chance at making the shot.

    VIDEO: SHOT ARC CONTROL with Steph Curry

    Bank Shot control: Fast flicks (or slightly aiming in the direction of the backboard) will also allow you to control bank shots. So if you want to emulate Dwyane Wade or Tim Duncan, it's now much easier for you to do that. This works for layups too. It may seem like a tiny detail but I love being able to control whether I drop a layup directly into the hoop vs. put it off the window. It's a cool control that's never been in a basketball game before!

    VIDEO: BANK SHOT CONTROL with Steph Curry

    Shot Meter: The shot meter is such an important tool for shooting and, for next-gen, gets a new look and plays a bigger role in your makes and misses. The new presentation is much more "readable," really pops against various court floors, and no longer scales in world space (meaning it won't be really small if you're in a far away camera view.) We've added an arrowhead to the aiming and timing marker that makes it much easier to see the sweet spot as well. The shot meter's make window is now blue and will grow and shrink dynamically based on how good the shooter is, the degree of difficulty of the shot, and how well it's defended. For next-gen, if you miss the window completely, it means you'll miss the shot. The black notch in the middle of the make window is the ideal timing/aiming point. You must hit it precisely for the coveted green release, which we've added some new visual effects for. In the Controller Settings menu, you get to customize which visual effect plays, set it to randomize between the different options, or turn it off if you like a clean screen. The changes that we made here make it much easier for us to help players understand the difference between a good and poor shot, and also allow us to re-tune shooting to accommodate the wide variation of skill levels of the 2K community.

    VIDEO: SHOT METER with Steph Curry

    Touch Around the Rim: Layup timing is something that many players have struggled to master. Every layup has a different release point and you must have really good reaction time to nail down the meter. As a result, layup timing was reduced to have a very nominal effect in current-gen to prevent people from getting frustrated. For next-gen, we've decided to disable layup timing on the shot button by default so most players can just focus on taking it to the rim with the right players at the right time. But for elite guards who strive to finish at the rim like Steph or Kyrie, or bigs who want to show off their Jokic-like touch on the low block... we've redesigned the layup timing and aiming meters to be completely under the control of the player. That means that if you enable timing or aiming for layups and have the stick skills to master it, you'll have a huge advantage in finishing tough contact/contested layups over those who choose not to use it. But that advantage comes with the risk that if you miss the make window, it's possible for you to blow easy bunnies if you lose focus. I think it's a great solution for everybody and I'm happy that we can widen the skill gap for slashers and bigs.

    Layups themselves also received several important upgrades. When standing under the basket, you can now choose what side of the rim you want to finish on by holding the Shot Button (or Pro Stick Up) and using the left stick to choose a side. Pro Stick users can still hold left or right to choose a side, but the left stick option makes it easier if you're struggling to aim layups. Our engineers spent a lot of time improving layup selection and it makes a huge difference being able to finish exactly where you want to avoid big defenders.

    Layups themselves also received several important upgrades. Our engineers spent a lot of time improving layup selection to detect defensive threats and smartly choose the most open spot to lay up when standing under the hoop. And if you want to take full control yourself, we've also improved the ability to finish exactly where you want by pushing the Pro Stick in the proper direction. These are great tools for bigs and helps them be much more efficient down low.

    You'll also see fewer "canned" finishes and contact animations pulling you to the wrong side of the hoop. The CPU also does a much better job at recognizing the appropriate spot to finish, so you'll have to ramp up your paint defense to slow them down. You'll also see a lot of great new content including new standing layups, advanced hop/euro/spin gathers, quick floaters to beat the buzzer, and more.

    Shot Creators: We've completely revamped all of the off-dribble jumpers and added new signature packages for key players like LeBron James and Luka Doncic. These new jump shot packages are as beautiful as they are effective and are great weapons for shot creators. Pull-ups have been separated into two categories: controlled and high momentum. Controlled pull-ups set your feet better and are more balanced while high momentum pull-ups (triggered by holding Sprint) create more separation from the defense but are tougher to knock down. So just like real life, it's important to shoot under control and get your feet underneath you, but skilled players can also pull off tough fading shots over the defense like MJ or Kobe.

    VIDEO: SHOT CREATORS with LeBron James

    3PT Line Recognition: There are some great nuances that we were able to capture thanks to the next- gen hardware. The added computational power allowed our engineers to upgrade our inverse kinematics (IK) and foot planting technology (more on that later) to both make our jump shot gathers feel more grounded and also improve 3PT line recognition. In the past, you'd either slide back for the 3PT shot which looked pretty bad, or step on the line for a long two. But now we adjust your feet placement in real time when you're near the line to ensure that no longer happens. It looks very natural and a relief for shooters to know that they'll get credit for the three when taking those deep clutch jumpers.

    VIDEO: 3PT LINE RECOGNITION with Devin Booker

    Pro Stick - Dribbling

    On the ball handling front, a lot of dribble heads were very excited about the new moves and improved combo-chaining in current-gen. I architected the system and even I am amazed at what some of you are able to pull off on the sticks! You'll be happy to know that the moves you've worked so hard to master are also available in next-gen, but to an even greater degree. So you're going to want to get in the lab to hone your skills and try out these exciting additions:

    Size-Up Speed Control: Next-gen has given us the opportunity to add an interesting feature to ball handling that we never had before: the ability to control the speed of your size-up moves based on how slowly or quickly you flick the Pro Stick. Great ball handlers don't just have one gear. They have the ability to change speeds and give defenders so many different looks that it makes it difficult to stay in front of them. Now you have that ability too. It's so cool to be able to slowly rock the stick back and forth for a slow rhythm size-up and then quickly change pace with some rapid crossover chains. Mixing these together with the signature size-ups (hold RS up) and new signature escape moves gives dribblers an insane number of combos to pull off in NBA 2K21 next gen. And wait till you see some of the new anklebreaker animations we've added this year. They're going to make for some very entertaining videos that I'm sure will make the Top Plays on 2KTV!

    Sauce [Signature Moves]: There's a whole lot of new signature dribble move content for next-gen. LeBron gets the suspended dribble that works oddly well in real life and James Harden gets a quicker between-legs sequence, among others. And if you check out the Stepback signature moves, you can now equip signature quick stops (performed by tapping L2/LT) as well as several new lateral stepbacks. These are probably my favorite moves to use this year as you see them all the time in the NBA.

    VIDEO: SIGNATURE MOVES with James Harden

    Park Handles: Park dribble moves, now pulled off by clicking L3, are now tied to the Hall of Fame Tight Handles badge. So if you find yourself accidentally rolling on the floor while breaking down the defense in the park, try dropping Tight Handles down a tier.

    Triple Threat: One of the first things you're coached on when learning how to play basketball is the use of the triple threat. It's a fundamental skill that all players need to have but for players like Carmelo Anthony, it's also their bread-and-butter for scoring in 1-on-1 situations. NBA 2K21's triple threat game got some serious upgrades for next-gen. There's a host of new moves and first step launches at your disposal. Hesitations, escapes, stepbacks, hard go's and crosses… if you've seen it pulled off in the NBA, chances are you can pull it off in the game. And just like the size-ups, Pro Stick speed control works in the triple threat too. So you have full control of both the direction and speed of your rocker steps and jab fakes by how slowly or quickly you flick the stick.

    Passing

    Passing received some great improvements in the jump to next-gen as well. For starters, our physics guru engineer rewrote our ball physics code to improve bounce passes. The bounce location, especially on long passes, looks much more accurate to real life and the ball can respect spin and floor friction in a more realistic manner. To add to this, our physics improvements now allow players to throw bounce alley-oops like Curry did to Giannis in the All-Star game a couple years back. Our ball physics rewrite also gave us a marked improvement in throwing alley-oops off the glass to teammates, as well as the addition of bounce touch passes for the first time in 2K basketball. These are definitely going to be some of the most entertaining highlights from our Park and Blacktop fans!

    VIDEO: PASSING

    NBA 2K21 introduces a slightly different Lead Pass mechanic for you playmakers. Now simply tapping Triangle/Y will lead a teammate to the hoop or around the perimeter to get behind the 3PT line based on their court position and current movement. If you see a teammate flash to the hoop, you can quickly feed them the ball for a quick dunk with a simple button press. Holding the Lead Pass button works like the regular pass button now, allowing you to target farther away receivers for a skip pass lead to basket. Perfect for long outlet passes to finish the break.

    Pass accuracy and transitions into passes and catches from general movement are also much smoother now. Similarly, catch reliability is greatly improved across the board, especially in tricky situations like catching near the sidelines or in the corner of the court. We've also implemented a new catch launch system for better response time and a smoother look when transitioning from a catch to a drive. Passing and catching feel fantastic in next-gen, and it's definitely going to open up the floor and reward teams that move the ball effectively.

    That about covers it for this week… but don't worry, we're just getting started. Stay tuned for the next Courtside Report where we'll talk about some of the great tech that we built for 2K21 next-gen gameplay. See you soon!

    • Mike Wang u/Beluba (NBA 2K Gameplay Director)
    submitted by /u/yyy2k
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    Deleting this game (I suck)

    Posted: 07 Oct 2020 05:38 PM PDT

    i'm a playmaking shot creator that can't shoot, i literally can't i've tried everything to help ex: changing my tv to game setting to reduce latency, changing the button from square to r1 for less delay, even using hdmi 3, but i still cannot shoot i've tried so many jumpers it's ridiculous i switch almost everyday because i don't like any of them and worst of all i lag all the time. not deleting cuz the game is bad but instead it's cuz i am bad

    submitted by /u/vgodlyacid
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    u/yyy2k in 2kTV?

    Posted: 07 Oct 2020 06:35 AM PDT

    Was that our beloved mod u/yyy2k interviewed in 2kTV? Anyway, mad props for everything you do in this community

    submitted by /u/pHLoVinsanitY
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    I got a goated center jumper for glass cleaners

    Posted: 07 Oct 2020 09:32 PM PDT

    Base 38 Release 1-Dante exum Release 2-Dante exum Blend-70/30 Speed-100

    submitted by /u/317_Dabbs
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